My first thread, The licids of rath!(now for your gamin pleasure)

Um Krish, 1/2D8 is same as 1D4. why not just say 1D4

anyway, thank you for the compliment. I'm gonna be a while again I'm workin of the two black ones right now.

see you then i guess.
 

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because of the rules silly...

:D

Since they are magical beasts they should have a d10 HD (it says so in chapter 7 of the revised monster mannual), if you change them to aberrations however, they will have a d8 HD, allowing you to give them a ½d8 HD.

Rules are there for a reason, mostly to prevent confusion. :D
 



[runs in tired] huff puff... time me!

Leeching Licid
Tiny Magical Beast (licid/ parasite)
Hit Dice: ½ D 10 (6 hp)
Initiative: +0
Speed: 10’ climb 5’
AC: 12 (10 base, +2 size)
Attacks: Front tentacles, +8
Damage: Tentacle 1, other tentacles 1-sub dual
Special: Attach to host, licid, granted power, camouflage
Saves: Fort +1, Ref +0, Will +1
Abilities: Str 10 Dex 10 Con 12 Int 15 Wis 12 Chr 10
Skills: Climb +2, Hide +5, Move silently +3
Feats: none

Climate/ Terrain: Mostly Marsh lands, some rivers areas
Organization: Solitary, Colonies
Challenge Rating: 1
Treasure: none- minimal
Alignment: Lawful Neutral (Evil)
Advancement:

This type of licid is very similar in habit to the leech. It lives in slow moving water and other wet environments, and it lives off of the blood of other ‘animals’. It’s skin is a light to dark gray coloring with a black or violet design on it’s back. Some members have some soft scales on this area while others have a really squishy skin. They tend to just do their thing until they are threatened or driven to famine.

Combat: Leeching licids don’t really fight, they more over stalk a host until dark and attach in sleep. After that they feed and leave or drain to its hearts content. What’s the problem with them is they are slow, weak, and just hungry. They are only avoided for their ‘granted effect’.

Special: This licid is very sluggish and isn’t as fast as its kindred even in flight. The terror behind this species is that it only attaches when its intended host is asleep, and they camouflage in mud. This makes them hard to avoid and harder to find. When they attach, they render the host in a coma for two hours, after which it awakes, in a zombie-like trance serving the licid while defending it as well. In this trance they act as a zombie does and only react to when the licid is threatened. If a being tries to remove or hurt the licid the host attacks the threat until the threat or it is dead. Meanwhile the licid is draining blood and other fluids from the host, eventually killing it and leaving it to return to the water it calls home to breed.

Corrupting Licid
Small Magical Beast (licid/ symbiot)
Hit Dice: ½ D 10 (8 hp)
Initiative: +1
Speed: 15’ climb 10’
AC: 15 (10 base, +1 size +2 Dex +1 natural)
Attacks: Front tentacles, Claws
Damage: Tentacles 1D3, Claws 1D6
Special: Attach to host, licid, granted power, aura of fear
Saves: Fort +4 Ref +2 Will +4
Abilities: Str 12 Dex 14 Con 16 Int 18 Wis 16 Chr 15
Skills: Climb +3, Diplomacy +5, Jump +3
Feats: Dodge, Reflexes

Climate/ Terrain: All forest, some marsh land
Organization: Solitary, paired, or with host
Challenge Rating: 1-2
Treasure: none
Alignment: Lawful Evil
Advancement:

The Corrupting licid is a very manipulating variety. It uses others to get what it needs and wants. Unlike other evil licids it doesn’t aim to kill its host (why kill you help), it uses it like a demon uses it’s posses-ee.
It has a light steel blue tone to it’s skin with a white skull and bone design on it’s back. The body is longer in comparison to other licids and the tentacles are very thin. Like the convulsing licid it has clawas at the end of it’s leg tentacles with segmented joints.

Combat: This is yet another licid that avoids fighting, but if it’s confronted it will be ruthless (as ruthless a licid can be.) It will lunge to its foe, not to attach but to rake it’s claws on the creature boby and consrict with its tentacles. All in all though, it will normally hid, let its host do the work, or use its aura of fear to effect.

Special: As said, this licid has an aura of fear, which effects creatures 1-2 hit die with no save and 3 and above get a save or be uneased around this creature. The effect it grants to its host is is and aura of fear like its own only the hit die range from 1-4 with no save and 5-7 save or be frightened and above save ar are uneased. It also gives a slow transfer of alignment from the normal of the hosts to lawful evil. It usually persuades a host that if attached it will help it battle or politics (and usually they don’t lie)



so this better? :heh:
 


hi, how is every one?

i've been lazy in this, but i will have the next bunch here soon. ever have one of those... months were you get destracted by your love or work... anyway, the quickening licid and calming are almost dun.
 

i got them in, hope y'all like

Quickening Licid
Tiny Magical Beast (licid, Symbiot)
Hit Die: ½ d 10 (2hp)
Initiative: +3
Speed: 20’ , climb 10’
AC: 15 ( 10 base, +3 dex, +2 size)
Attacks: front tentacles
Damage: 1d2
Special: Attach to host, Licid, Granted Power, Blur
Save: Fort –3, Ref +4, Will +2
Abilities: Str 8, Dex 16, Con 6, Int 12, Wis 15, Chr 13
Feats: Dodge, Combat Reflexes, Alertness
Climate/ Terrain: Any non arctic / mostly forest and plains
Organization: Pair, colony (8- 10, feeding grounds)
Challenge Rating: ½- 2
Treasure: none
Alignment: Neutral Good
Advancement:

The Quickening Licid is one of the smallest subspecies of licid. The skin color varies, but usually ranges between orange, green, and tan-white. The frontal tentacles are the only ones used in a fight, but usually they just run. This is one of the breeds bred by elves for war, especially wood elves so they can hide faster of follow strangers unseen.

Combat: This licid type usually just hides from predators, but when backed into a corner, they will fight. They will put their speed to good use and try to find a way out as quickly as possible.

Special: These licid are very fast, to magical proportions. This is also what they give their host, super speed. The licid grants an increase in movement rate (+ 10small, +15 medium, +20 large, and so on), +2 to dexterity, and grant the blur effect when in combat.

Calming Licid
Small Aberration (licid unknown [symbiot, parasite])
Hit Die: ½ d 10 ( 5hp)
Initiative: +2
Speed: 15’ , climb 10’
AC: 13 (10 base, +1 size, +2 dex)
Attacks: none
Damage: none
Special: Attach to host, Licid, Granted Power, planar travel
Save: Fort +0 Ref +2 Will +4
Abilities: Str 10 Dex 15 Con 11 Int 14 Wis 18 Chr 18
Feats: Dodge

Climate Terrain: unknown
Organization: unknown
Challenge Rating: 1
Treasure: none
Alignment: unknown
Advancement:

This licid is a strange breed that travels the planes. It seems only to show up when a great and powerful being is in the middle of battle, but it may have appeared in other situations. It is black with a greed design on its back. It has no ability to fight, and will move to another plane if in great danger.

Combat: It doesn’t fight, it only runs. If in real danger it will shift to another plane.

Special: the ability it grants is absolute timidness. It seems to only show to a very powerful or cruel person and attach with no regard. This intern will make a warrior into a pacifist and an emperor into beatnik.
It also has the ability to shift to another plane, but will always appear at another person or creature to pacify.
 

Wow, I'm glad I took a look in here! This is looking pretty good, TurinBlackwind!

The licids are cool- I always liked 'em in MtG. Good stuff. I too think that aberration might be better- they certainly fit the bill with their combination of 'odd anatomy' and 'alien mindset'!

Anyhow, keep up the good work- I like the way this is going so far.

One minor quibble: you might want to change the nurturing licid so it grants fast healing 1. I think regeneration 1 is too much.
 


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