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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.
That second sentence is... odd, at best. Maybe is should simply be vanquished?
 

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um, yeah, totally. ;) how about:

Constrict (Ex): A HOT GOO deals automatic slam and fire damage with a successful grapple check.
 

Taking a few black pudding cues:

Fire Touch (Ex): HOT GOO is made entirely of a very hot substance; it melts and burns any material it touches. Any melee hit or constrict attack deals fire damage, and the opponent’s armor and clothing burn or melt and suffer the same amount of damage unless they succeed on DC 18 Reflex saves. A weapon that strikes a black pudding also takes damage unless it succeeds on a DC 18 Reflex save. The save DCs are Constitution-based.

Anything exposed to the Fire Touch suffers additional 1d6 points of fire damage for 2 rounds after exposure.

Constrict (Ex): A HOT GOO deals automatic slam and fire damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a HOT GOO must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

By the way, add immunity to fire and vulnerability to cold to SQ. Change immunities to ooze traits.
 


yeah, that looks done then. it was simple enough, but i could not find the time to work on it on my own.

next!

#59
need a feat & LA

Medium-size Monstrous Humanoid
Hit Dice: 2d8+4 (13 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft., climb 20 ft.
AC: 16 (+3 Dex, +2 natural. +1 padded armor)
Attacks: Gore +3 melee or club +3 melee
Damage: Gore Id6+1, club Id6+1
Face/Reach: 5 ft. x 5 ft/5 ft.
Special Attacks: Charge 2d4+2
Special Qualities: Cold Resistance, Darkvision 60 ft., Scent
Saves: Fort+5, Ref+6, Will+0
Abilities: Str 12, Dex 17, Con 14, Int 8, Wis 10, Cha 10
Skills: Climb +10, Hide +7, Jump +6, Listen +2, Move Silently +4, Spot +5, Tumble +5
Climate/Terrain: Cold mountains or hills
Organization: Solitary or pack (2-6)
Challenge Rating: 2
Treasure; Standard
Alignment: Always neutral eyjl
Advancement: By character class (barbarian)
GOATMEN are goat men with the build of a human, the head of a goat, human hands, and hoofed feet. Their body is covered with a downy fur which GOATMEN comb and braid into decorative designs. GOATMEN speak their own goatish language and a broken version of the nearest regional humanoid dialect.
Combat
Charge (Ex): A GOATMEN typically begins a battle by charging at an opponent, lowering its head to bring its large horns into play. In addition to the normal benefits and hazards of a charge, this allows the creature to make a single gore attack that deals 2d4+2 points of damage.
Cold Resistance (Ex): The hardiness of the GOATMEN allows them to shrug off the first 5 points of normal cold damage taken each round; however, magical cold inflicts normal damage, and the creatures still make saving throws normally.
Skills: GOATMEN receive a +8 racial bonus to climb checks, and a +2 synergy bonus to Tumble checks. This is included above.
GOATMEN AS CHARACTERS
A GOATMEN's favored class is barbarian. GOATMEN clerics (shamans) and druids (mystics) worship nature-oriented or powerful primal deities. GOATMEN make good arctic rangers, sometimes hiring themselves out to travelers for payments of jewelry. Sorcerers and wizards are virtually unheard of among the brutish goat-men.
 

Uh... synergy bonus to Tumble? Make it racial, and note these goats can tumble around even untrained. I also think those guys have more skill points than the should have, unless there is a hidden feat. (Alertness?)

LA... +2, as a rough guesstimate
 

they probably do have more skill points than they are entitled to. with an Int penalty, they will definitely suffer on the total ranks.

for LA, they have unbalanced ability scores, a charge attack, resistance to cold, scent (if that matters), +2 natural armor, and a climb speed.


since the charge was really the same as the minotaur's powerful charge, i changed it to match that and increased the damage it does, since the minotaur's ability is almost triple its normal gore damage.
 
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#60
Small Dragon
Hit Dice: 4dl2+4 (30 hp)
Initiative: +3 (Dex)
Speed: 15 ft., fly 120 ft. (poor)
AC: 19 (+3 Dex, +5 natural, +1size)
Attacks: Bite +7 melee and 2 claws +3 melee
Damage: Bite ld6+2, claws Id4+l each
Face/Reach: 5 ft. x 5 ft./5 ft.
Special Attacks: Breath Weapon
Special Qualities: Darkvision 60 ft., Low-light Vision, Disease and Poison Resistance, Immunities, Voice of the Dead
Saves: Fort +5, Ref+7, Will +4.
Abilities: Str 14, Dex. 16, Con 13, Int 2, Wis 11, Cha 7
Skills: Balance +5, Climb+3, Jump +3, Listen +1, Spot +5
Feats: Weapon Finesse (claw)
Climate/Terrain: Warm mountains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5 HD (Small), 6-8 HD (Medium-size)
When airborne, the DRAGONET is able to attack with both hind claws and its bite. If on the ground, it is only able to attack with its bite. The hind claws of these dragons are extremely dexterous and used to pick at and manipulate bones and other food while the creature is aloft high over the mountain valleys. Its front "claws" are tiny vestigial digits at the second joint of each wing.
Combat
Breath Weapon (Ex): The breath of the carrion-eating DRAGONET is used primarily to weaken and disorient attackers. As a standard action, the dragon can expel a small cloud of foul fumes, which fills a cube approximately 10 feet on each side. No attack roll is necessary, but creatures inside this cloud must make a Fortitude save (DC 12) to avoid being nauseated for 2d6 turns; nauseated characters are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention other than taking a single move or move-equivalent action per turn. After it has expelled the noxious gases from its gut, it takes four hours for the dragon's digestive system and symbiotic bacteria to build up enough gas for another effective attack.
Disease and Poison Resistance (Ex): As a carrion eater, the DRAGONET needs to be highly resistant to toxins and disease-causing microbes, which often build up as a result of decay in rotting matter. They receive a +6 bonus on Fortitude saving throws against poison and disease.
Dragon: Dragons are immune to sleep and paralysis effects. Dragons also have Darkvision with a range of 60 feet and lx>w-light Vision.
Skills: DRAGONETs receive a +2 racial bonus to Balance checks, as they use their wings to stabilize themselves. This is included above.
Voice of the Dead (Su): A DRAGONET is possessed with the memories and voice (but not the intelligence or other mental qualities) of any intelligent being whose marrow it consumes. This functions essentially like a speak with dead spell, but with a duration of 2d4 hours. A complete corpse is not needed, since the dragon's mouth voices the answers from the spirit of the departed.
 


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