My next project (#4)!

OK, have a look at it now.

A DC 5 will save is close to the original 15% chance of failure. Alternatively, we could have it do a Charisma check to avoid falling into an argument.

Large Humanoid (THREE-HEAD)
Hit Dice: 3d8+6 (19 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 17 (-1 size, -1 Dex, +6 natural, +3 hide armor), touch 8, flat-footed 17
Base Attack/Grapple: +2/+9
Attack: 3 clubs +5 melee (1d8+3) or 3 slams +4 melee (1d6+3)
Full Attack: 3 clubs +5 melee (1d8+3) or 3 slams +4 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Superior multiweapon fighting
Special Qualities: Multiple personalities, low-light vision
Saves: Fort +2, Ref +2, Will -1
Abilities: Str 16, Dex 9, Con 15, Int 8, Wis 9, Cha 12
Skills: Climb +5, Listen +4, Search +4, Spot +5
Feat: Power Attack, Weapon Focus (club)

Environment: Any land and underground
Organization: Solitary or clan (3-30)
Challenge Rating: 2
Treasure: Standard
Alignment: Any chaotic
Advancement: By character class
Level Adjustment: +3

THREE-HEADs are a bizarre humanoid race that is among the rarest of intelligent races. They are so rare, in fact, that most people believe their existence to be only legend. At first sight, many adventurers assume that THREE-HEADs are a race of three-headed ettins or trolls. THREE-HEADs each have three heads, three arms, and three legs. They have ashen skin, pale and sickly-looking, but otherwise THREE-HEADs resemble very homely humans. Adventurers who have actually seen these strange creatures claim that the middle head of an THREE-HEAD is a different sex from the other two. This is not true, however, and is in fact merely a side effect of the bizarre biology of these creatures. THREE-HEADs are very primi¬tive and clothe themselves in unfinished animal hides, weave bones and sticks into their hair, and utilize only the crudest of tools and weapons.

COMBAT
THREE-HEADs attack with savage brutality as if in an animalistic rage.
Superior Multiweapon Fighting (Ex): An THREE-HEAD fights with a club in each hand. Because each of its three heads controls an arm, the THREE-HEAD does not take a penalty on attack or damage rolls for attacking with three weapons.
Multiple Personalities (Ex): The three heads of an THREE-HEAD often disagree with one another. Due to this division of personalities, an THREE-HEAD must succeed on a DC 5 Will save to make a decision on anything, or it will fall into argument with itself. An THREE-HEAD engaged in an argument with itself suffers a -2 penalty to attacks rolls, AC, and Reflex saves. In a non-combat situation, another creature can coerce an THREE-HEAD into an argument with itself by making a successful opposed Charisma check.
Skills: An THREE-HEAD's three heads give it a +4 racial bonus on Listen, Search, and Spot checks.
 

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here we go...

#78
LAST ONE! :)

does the electricity subtype still exist? I don’t think it does.

Small Aberration (Electricity)
Hit Dice: 2d8+l(10hp)
Initiative: +4(Dex)
Speed: Fly 30 ft. (good)
AC: 17 ( + 1 size, +4Dex, + 2 natural)
Attacks: Bite +5 melee, tail slap +0 melee
Damage: Bite Id4-1 and blood drain, tail slap electricity
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Attach, blood drain, electricity
Special Qualities: Electricity immunity, darkvision 60 ft.
Saves: Fort+ l,Ref+ 3, Will+4
Abilities: Str 8, Dex 18, Con 12, Int 2, Wis 12.Cha 6
Skills: Listen+4, Spot+4
Feat: Weapon Finesse (bite)
Climate/Terrain: Any land and underground
Organization: Gang (2-4), mob (6-11), or swarm (12-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium-size)
This weird aberration appears as a small spherical creature with a 3-foot long sinewy tail trailing behind it. Its body is covered in thick gray bristles. Two large fly-like eyes dominate the body, and small horns protrude above the eyes. The SHOCKEY’s mouth is located near the underside of its body and is lined with many small needle-like teeth.
COMBAT
SHOCKEYs are very aggressive and attack by latching onto a foe and draining blood. A SHOCKEY strikes a held foe with its tail, dealing electrical damage, and maintains its hold until either it or its opponent is dead.
Attach (Ex): A SHOCKEY that hits with its bite attack latches onto its foe’s neck and drains blood each round. An attached SHOCKEY automatically hits a foe with its bite and tail slap. An attached SHOCKEY has an AC of 13.
Blood Drain (Ex): A SHOCKEY drains blood, dealing Id4 points of tem¬porary Constitution damage each round it remains attached.
Electricity (Su): A SHOCKEY deals 2d4 points of electric¬ity damage with its tail slap. An attached SHOCKEY automati¬cally hits a held opponent each round with its tail slap.
 



The SHOCKY should have 5 skill points. It has 6. GASP!

Beyond the attach issue and that, I don't see much that needs a'fixin'.

Demiurge out.
 

I have to imagine the attack was inspired by the stirge. given that grapple checks weren't completely standardized in 3.0, i need to set a bonus value. stirges, CR 1/2, have a grapple check of -11 with a +12 racial bonus when attached, bringing it up to +1.

since this guy is CR 2, and has a grapple check of -4, what ought to be its racial bonus? +8, +10?

Small Aberration
Hit Dice: 2d8+2 (11 hp)
Initiative: +4
Speed: Fly 30 ft. (good) (6 squares)
Armor Class: 17 (+1 size, +4 Dex, +2 natural), touch 15, flat-footed 13
Base Attack/Grapple: +1/-4 (+X when attached)
Attack: Bite +6 melee (1d4-1) or tail +6 melee touch (2d4 electricity)
Full Attack: Bite +6 melee (1d4-1) and tail +1 melee touch (2d4 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach, blood drain, electricity
Special Qualities: Darkvision 60 ft., immunity to electricity
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 8, Dex 18, Con 12, Int 2, Wis 12, Cha 6
Skills: Listen +3, Spot +4
Feat: Weapon Finesse

Environment: Any land and underground
Organization: Gang (2-4), mob (6-11), or swarm (12-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: ?

This weird animal appears as a small spherical creature with a 3-foot long sinewy tail trailing behind it. Its body is covered in thick gray bristles. Two large fly-like eyes dominate the body, and small horns protrude above the eyes. The SHOCKEY's mouth is located near the underside of its body and is lined with many small needle-like teeth.

COMBAT
SHOCKEYs are very aggressive and attack by latching onto a foe and draining blood. A SHOCKEY strikes a held foe with its tail, dealing electrical damage, and maintains its hold until either it or its opponent is dead.
Attach (Ex): If a SHOCKEY hits with a bite attack, it latches onto the opponent's body. An attached SHOCKEY is effectively grappling its prey. The SHOCKEY loses its Dexterity bonus to AC and has an AC of 13, but holds on with great tenacity. SHOCKEYs have a +X racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).
An attached SHOCKEY can be struck with a weapon or grappled itself. To remove an attached SHOCKEY through grappling, the opponent must achieve a pin against the SHOCKEY.
Blood Drain (Ex): A SHOCKEY drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim.
Electricity (Su): A SHOCKEY deals 2d4 points of electricity damage with its tail attack. A SHOCKEY automatically hits with its tail attack in any round when it begins its turn attached to a victim.
 


+8, for a total attached value of +4. Difficult, since they have to acheive a pin to pry it off, but reasonable. Especially since the electricity power makes these guys much tougher customers than stirges when they're not attached.

Demiurge out.
 

looks like we're done and ready to go, then. :) until "project #5" at least!

demiurge, you've been very helpful when on checking out all this stuff, do you want me to put in a good word for you for getting a mention in the beginning of the book?
 

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