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My next project (#4)!

Possibly the icy touch of the CHILLY reduces the armor's hardness by 1 or 2 on every hit and you also give it the rend armor SA?

Demiurge out.
 

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Rend Armor (Ex): If a CHILLY hits with both claw attacks, it pulls apart any armor worn by its foe. This attack deals 2d4+2 points of damage to the opponent’s armor. Opponents not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.
 




are we in business now? :)

Weaken Armor (Ex): If a CHILLY hits with both claw attacks, it pulls apart any armor worn by its foe. This attack deals 2d4+2 points of damage to the opponent's armor. Opponents not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.

Additionally, the icy touch of a CHILLY causes armor worn to stiffen and become brittle.
On a successful claw attack, the hardness of the opponent's armor is reduced by 1 for (X) rounds. The reduction in hardness is cumulative with each successful attack.
 

I'd say 1 hour, personally, although I can see why it might be more elegant if it were a shorter time (say, 10 rounds). Looks good so far.

Demiurge out
 

given that we're talking about a 7-HD creature, i think 10 rounds is a preferrable choice. even at that power level, with that double combo of weakening the hardness and damaging the armor itself, this critter will have most non-adamantine armors ruined in less than 10 rounds. :)

if it doesn't get killed first that is, of course.
 

Well, that certainly makes sense, but the flavor text suggests that they fight hit-and-run. I can see a CHILLY sneaking up, zapping a few people with frost rays, getting charged, clawing someone's armor, then skedaddling, working its way around to follow the party and do the whole thing several times.

But from a mechanical standpoint, 10 rounds is certainly more feasible.

Demiurge out.
 

the armor destroying tactic will be more effective when they appear in groups, then. :)

OK, next!

This one is pretty simple; in fact, it may not have much of anything wrong with it at all.

#58
Huge Ooze (Fire)
Hit Dice: 8dl0+32+20 (96 hp)
Initiative: -5 (Dex)
Speed: ; 20 ft.
AC: 3 (-2 size, -5 Dex)..
Attacks: Slam +13/+8 melee
Damage: Slam 2d6+13 plus 2d6 fire (special)
Face/Reach: 10 ft. x 20 ft./10 ft.
Special Attacks: Constrict, Fire Touch, Improved Grab
Special Qualities: Blindsight 60 ft.. Immunities
Saves: For +6, Ref -3, Will -3
Abilities: Str 28, Dex 1, Con 19, Int ?, Wis 1, Cha 1_
Climate/Terrain: Warm land and underground
Organization: Solitary
Challenge Rating; 17
Treasure:. None
Alignment: Always neutral
Advancement: 9 -16 HD (Huge)
HOT GOO lives near latent sources of heat, like volcanoes and fissures. Bright red in color and burning to the touch, the HOT GOO can even live in molten rock unnoticed until its extends its fire touch.
COMBAT
Constrict (Ex): A HOT GOO automatically deals slam and fire damage with a successful grapple check. It also deals Constriction damage in addition to damage dealt by the weapon used to grab with Improved Grab.
Fire Touch (Ex): The HOT GOO is made entirely of a very hot substance; it melts and burns metal and any organic material it touches. Any melee hit a HOT GOO does to an opponent deals 2d6 fire damage; the same damage is done each round to any substance the HOT GOO is in contact with. This damage continues for Id3 rounds after exposure ceases, but at Id6 damage per round. Items attended by a character, and magical items receive a Reflex save (DC 17). A magical item's save bonus is equal to 2 + one-half its caster level or that of its owner, whichever is better, while attended items use the character's save bonus. A weapon or other object that strikes a HOT GOO also takes the recurring fire damage.
Improved Grab (Ex): If the creature hits an opponent of at least one size category smaller than itself or smaller with its slam attack, it deals normal damage and either attempts to start a grapple as a free action without provoking an attack of opportunity, or it pulls the opponent into its space without provoking an attack of opportunity and holds him with a -20 penalty to grapple checks, using its remaining attacks against other opponents. A successful hold deals Constrict damage. If the creature does not Constrict, each successful grapple check it makes during successive rounds automatically deals normal damage for the slam attack. Otherwise, it deals Constrict damage as well.
 

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