My next project!

BOZ

Creature Cataloguer
Hello! :)

If you do not know what this is about, don't ask; just go with the flow. ;) All will be revealed in time. When I did my last project, I had a lot of work and this kept me from being involved in the Creature Catalog forums, in all other capacities. This time, I'm going to keep things brief, but still keep you all involved. I have a lot less of a volume to work on, so I will be doing most of the work on my own time this time.

This thread is about making sure a large series of monsters is in proper 3.5 format. I do not plan on spending a lot of time on each of them, and I will only be asking about things that I am not entirely sure of myself (which makes this very different from other "converting" threads) and doing the ones I can relatively be certain of on my own. Last time I came to you with many queries; this time it will be far fewer. Part of the problem was that I spent far more time writing and responding to queries than I really should have! This, hopefully, will allow me to retain enough free time to continue working on usual Creature Catalog business.

I will not be intentionally revealing the identity of each monster, thus the name will be replaced with a generic term such as THING or MONSTER, etc. If you are able to guess what it is and where it came from, good for you! Keep it to yourself though - I will neither confirm nor deny such guesses, and I'd prefer if you didn't try to tip people off. In fact, if you do, I will probably edit your post.

I will be posting each query by number (Query #1, #2, #3, etc) to keep things straight. When responding to a particular query, it would help if you listed which number you are referring to. If you see something you can give input to, jump right in and speak up.

Most of these queries will involve rules accuracy, language consistency, or both. Many of these creatures were originally in 3.0 format and need to be in 3.5 format now. For some, I will describe the creature and ask you to help me come up with a new name. Don't feel you have to solve a problem; giving me just a little hint may unblock whatever my mind needs to figure it out myself. If you need a little bit of information (type, size, ability scores, skills, feats, etc.) to help understand what I am looking for, ask and I may give it to you. Please do point out bad grammar, typos and other spelling mistakes, etc.
 

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As I said, there will be far fewer queries this time, and here is a perfect example.

1.
I want to give this one a little bit more clarity.

Determine Fate (Su): THINGs possess the unique ability to alter the outcome of future events, affecting all creatures within a 100 foot radius. This power forces anyone within the area to make two dice for every attack roll, skill check and saving throw. The result more beneficial to the THING is the valid one. A Will save (DC 20) negates the ability's effect on that creature for one round, and is the only roll that is not affected. THINGs can use this ability three times per day, and lasts for an entire encounter.

Something like?
Determine Fate (Su): Three times per day, a THING may create a field that alters the outcome of events that happen within it. All creatures within a 100-foot radius of a THING must succeed on a DC X Will save each round or it must roll two sets of dice for any attack roll, skill check or saving throw made that round; the result that is more beneficial to the THING is the one that actually occurs. This field lasts for the rest of the encounter, or when the THING chooses to end it. This is a mind-affecting effect. The save DC is Charisma-based.


2.
give me some help simplifying this one (each of these creatures comes in one color):

Each THING has a prismatic burst, relative to its color;
Red: 4d8 fire damage (reflex half)
Orange: 4d8 acid damage (Reflex half)
Yellow: 4d8 electricity damage (Reflex half)
Green: Poison (unconscious 1-6 hours, Fortitude partial, take 2d8 stun damage)
Blue: 2d4 temporary Dexterity loss (Fortitude partial, one point loss, when reach 0 Dexterity, turned to stone)
Indigo: Insane 1-6 hours, as insanity spell (Will negates)
Violet: Teleported 1d10 by 100 feet in a random direction (Reflex negates) 1d8 for direction. If the victim would appear in an object, they are shifted to appear next to it and take 4d8 points of damage, no saving throw allowed.


3.
can I just rewrite this one into the Worry attack? Or is it something else altogether?

Gnash (Ex): If a THING bites a foe to clamp its opponent between its teeth and shake it to cause additional damage. Whenever a THING makes a successful bite attack it makes an opposed grapple check against its target. If it succeeds in grappling it automatically deals an additional 2d2+4 damage. In subsequent rounds, it has the option automatically dealing gnash damage, nut no bite damage, instead of attempting another bite attack. In this instance, it continues shaking its target in its jaws rather than letting go to bite again.

Any attempt to break free is a full action, requiring an opposed grapple check or an Escape Artist check (DC 18). If successful, the subject is freed from the THING jaws, but falls prone in front of the creature.
 

1.
Your rewrite sounds good.

2.
Each THING has a prismatic burst, based on its color:
...
Green: Poison (unconscious 1-6 hours, Fortitude partial, take 2d8 nonlethal damage instead)
Blue: 2d4 points of Dex damage (Fortitude partial, 1 point of Dex damage instead; when the victim reaches 0 Dexterity, it is turned to stone)
Indigo: Confused 1-6 hours, as confusion spell (Will negates)
Violet: Teleported 1d10 by 100 feet in a random direction (Will negates) 1d8 for direction. If the victim would appear in an object, they are shifted to appear next to it and take 4d8 points of damage, no saving throw allowed.
Not sure what further simplification you might want...

3.
Certainly sounds a lot like Worry.
 

thanks. i'll need to take a further look at those when i have a moment. any other commentary?
 

Leaving the first three open for now, as I’m too busy to deal with them at the moment… :p

With these five following critters, I’m posting the whole monster (what the hell, why not.) look for anything that needs fixing, but the primary focus here should be psionics and psionic-related powers, and getting them to mesh with the Expanded PsiHB.

4.
Small Aberration
Hit Dice: 4d8 (18 hp)
Initiative: +7
Speed: 30 ft. (6 squares), brachiation 20 ft. (good), climb 20 ft.
Armor Class: 19 (+1 size, +3 Dex, +5 natural), touch 14, flat-footed 16
Base Attack/Grapple: +3/+3
Attack: Lash +3 melee (1d3-1 plus 1d6 acid)
Full Attack: 6 lashes +3 melee (1d3-1 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid barbs, improved grab, psionics
Special Qualities: All-around vision, darkvision 60 ft.
Saves: Fort +1, Ref+4, Will +6
Abilities: Str 8, Dex 17, Con 11, Int 6, Wis 15, Cha 8
Skills: Climb +8, Concentration +2, Heal +4, Hide +7, Move Silently +4, Search +2, Spot +6, Survival +3
Feats: Combat Reflexes, Improved Initiative

Environment: Warm forest
Organization: Solitary or pack (7-12)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral evil
Advancement: 5-8 HD (Small); 9-12 HD (Medium)
Level Adjustment: —

THING are stalking killers among the jungle’s canopy. These arboreal hunters have 8 two-foot long tentacles ending in barbs, two of which anchor the THING to the trees while the remaining six tentacles grapple its prey. THINGs also use their tentacles to move amongst the trees, much like monkeys.

Combat
An THING prefers to attack from hiding and use its acidic tentacles to capture its prey. Should it feel pressed, it simply flees, using its brachiation movement mode to swing away to safety.
Acid Barbs (Ex): Barbs cover the last 6 inches of each of an THING's 2-foot-long tentacles. At will as a free action, the monster can cause acid to flow from these barbs. Any opponent struck by an THING's lash attack while the acid flow is active takes 1d6 points of acid damage in addition to the regular damage the attack deals. The THING can stop the acid flow at will as a free action.
Improved Grab (Ex): To use this ability, an THING must hit an opponent no more than one size category larger than itself with two lash attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Psionics (Sp): At will—burst, chameleon, elfsight, inflict pain (DC ld20+l), lesser body adjustment, lesser mindlink; 1/day—recall agony (DC ld20+7). Effective manifester level 8th. Attack/Defense Modes (Sp): At will—mind thrust, psychic crush/empty mind, intellect fortress.
All-Around Vision (Ex): The THING's eyes allow it to see in all directions at once. As a result, it gains a +4 racial bonus on Search and Spot checks, and it cannot be flanked.
Skills: The THING receives a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.


5.
Large Magical Beast
HitDice: 7d10+28 (66 hp)
Initiative: +1
Speed: 40 ft. (8 squares), swim 30 ft.
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +7/+17
Attack: Claw +12 melee (1d8+6)
Full Attack: 2 claws +12 melee (1d8+6) and bite +10 melee 1ld6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 3d8+9, darkvision 60 ft., improved grab, low-light vision, power drain
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +9, Ref +6, Will +6
Abilities: Str 22, Dex 13, Con 18, Int 2, Wis 19, Cha 7
Skills: Intimidate +6, Listen +6, Spot +8, Swim +14
Feats: Alertness, Multiattack, Power Attack

Environment: Temperate and warm forests
Organization: Solitary, pair, family (1-2 adults plus 2-4 cubs)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-21 HD (Large)
Level Adjustment: —

THINGs are fierce bear-like beasts that roam the forests. Like bears, THINGs are territorial and rear up on their hind legs when threatened. Unlike their mundane cousin, THINGs feed on psionic power by catching psions in a bear hug and draining their power.

Combat
A hungry THING attempts to grab its foe in a bear hug and drain its psionic energy. After draining its opponent dry of power points, the THING kills it, drags the corpse to a secluded area, and settles down to consume the rest of its meal.
If threatened or startled when it is not especially hungry, a THING rears up on its hind legs and tries to intimidate its opponent into fleeing. It often chases creatures that flee from it to ensure that they leave its territory. In such cases, the THING usually does not bother to run the interlopers to ground and slay them.
Constrict (Ex): With each successful grapple check, a THING deals 3d8+9 points of bludgeoning damage.
Improved Grab (Ex): To use this ability, a THING must hit an opponent at least one size category smaller than itself with both claw attacks. 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 and use its power drain ability.
Power Drain (Ex): A THING automatically drains 1d4+1 psionic power points per round from a held opponent. This effect cannot be negated by psionic defense modes.
Skills: The THING gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


6.
Huge Plant
Hit Dice: 16d8+80 (152 hp)
Initiative: +0
Speed: 10 ft. (2 squares)
Armor Class: 10 (-2 size, +2 natural), touch 8, flat-footed 10
Base Attack/Grapple: +12/+29
Attack: Root slam +19 melee touch (1d6+10)
Full Attack: Root slam +19 melee touch (1d6+10)
Special Attacks: Blood roots, improved grab, psionics, usurp powers
Special Qualities: Low-light vision, plant traits
Saves: Fort +15, Ref +5, Will +3
Abilities: Str 29, Dex 10, Con 20, Int 17, Wis 3, Cha 16
Skills: Disguise +22, Hide +11, Listen +17, Move Silently +19, Spot +17
Feats: Alertness, Combat Manifestation, Disarm Mind, Iron Will, Mental Adversary, Power Penetration

Environment: Any forest or swamp
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always chaotic evil
Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan)
Level Adjustment: —

THINGs are tree-like plants of huge proportions with knobby protrusions and extensive roots. These cleaver mimics thrive on blood, particularly the blood of psions. The THING feeds by embedding its roots into its vicitm’s veins, and uses its victim’s sensory devices and psionic powers to perceive the surroundings.

Combat
Once it has lured its prey close with its domination power, the THING grabs its victim and insert its roots to feed. If threatened, it uses psionic attacks to fend off enemies. A THING that has thralls can also direct those creatures to protect it.
Blood Roots (Ex): With a successful grapple check, the THING can insert its roots into the bloodstream of a grabbed creature, dealing 3d6 points of damage from blood drain as it begins to feed. The victim must immediately make a successful Fortitude saving throw (DC 23) or be paralyzed by the THING's sap. Each day thereafter that the THING's roots remain embedded, the victim takes another 3d6 points of damage from blood drain. A THING that is feeding cannot use its roots to attack. The save DC is Constitution-based.
Improved Grab (Ex): To use this ability, a THING must hit an opponent at least one size category smaller than itself with its root 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 use its blood roots ability.
Psionics (Sp): At will—domination (DC ld20+7), false sensory input (DC ld20+6), feel light, feel sound, mindlink, thrall (DC ld20+12). Effective manifester level 20th. Attack/Defense Modes (Sp): At will—mind thrust/all.
Usurp Powers (Su): Once a THING embeds its roots into a victim, it can use that creature's sensory capabilities and psionic powers as though they were its own (no saving throw).


7.
Tiny Vermin (Swarm)
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 50 ft. (good)
Armor Class: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
Base Attack/Grapple: +0/—
Attack: Swarm (1d6 plus 1d8 electricity)
Full Attack: Swarm (1d6 plus 1d8 electricity)
Space/Reach: 10 ft./—
Special Attacks: Distraction (DC 11), electrical charge, electrical jolt
Special Qualities: Darkvision 60 ft., psychic static, resistance to electricity 15, swarm traits, vermin traits
Saves: Fort +3, Ref+3, Will +2
Abilities: Str 2, Dex 17, Con 11, Int —, Wis 14, Cha 1
Skills: —
Feats: —

Environment: Any forest or swamp
Organization: Swarm, cloud (3-7 swarms), or plague (11-20 swarms)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-4 HD (Tiny)
Level Adjustment: —

THING are moth-like insects with harden shells and long gossamer wings that intermittently surge blue with electricity. Attracted by psionic power and crystals, THING attack en swarm, using their long tails to deliver their electric shock.

Combat
THINGs fly into battle as swarms, lashing their opponents with their tails and attempting to release their electrical jolts as often as possible. Their psychic static effect makes it nearly impossible for most psions to fight them.
Distraction (Ex): Any living creature vulnerable to a THING swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 11 Fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check (DC 20). The save DC is Constitution-based.
Electrical Charge (Su): A THING swarm can use the biocurrent ability at will (effective manifester level 1st). It need not concentrate to use this ability.
Electrical Jolt (Ex): A THING swarm deals Id8 points of electricity damage with a swarm attack.
Psychic Static (Su): A psion or psychic warrior must spend 1 extra power point to manifest any psionic ability if a THING swarm is within 100 feet at the time. For each additional THING swarm within 100 feet, 1 additional power point is required.


8.
Medium Magical Beast
Hit Dice: 6dl0+12(45 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 20 (+3 Dex, +3 natural, +4 Inertial Armor), touch 13, flat-footed 17
Base Attack/Grapple: +6/+10
Attack: Claw +10 melee (2d6+4)
Full Attack: 2 claws +10 melee (2d6+4) and bite +5 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, psionics, rake ld8+2, sonic blast
Special Qualities: Blindsense 100 ft., darkvision 60 ft., immunity to sonic, low-light vision, psychic pounce
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 19, Dex 16, Con 15, Int 14, Wis 13, Cha 10
Skills: Hide +11*, Knowledge (nature) +3, Listen +10, Move Silently +12, Spot+10
Feats: Improved Initiative, Inertial Armor, Quicken Power

Environment: Temperate and warm forest and jungle
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-14 HD (Medium); 15-18 HD (Large)
Level Adjustment: —

THING is an intelligent breed of big cat that stalks the jungles. Its black-striped green coat helps the THING blend in with its lush, verdant environment. They are solitary by nature, and it is rumored that THING can speak.

Combat
A THING attacks only when hunting or when provoked. It prefers to use a combination of psionic and physical attacks to bring down its prey.
Improved Grab (Ex): To use this ability, a THING must hit an opponent of its own size category or smaller with its bite 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 rake.
Psionics (Sp): At will—control sound (DC 1d20+5), feather fall (DC 1d20+4); 3/day—cone of sound (DC 1d20+5), control air (DC 1d20+4), hypercognition, invisibility (DC 1d20+4), see invisibility; 1/day—inflict pain (DC 1d20+2). Manifester level 12th. Attack/Defense Modes (Sp): At will—all/all.
Rake (Ex): If the THING successfully grabs someone, it can make two rake attacks (+10 melee) with its hind legs for ld8+2 points of damage each. The THING can't use psychic pounce and make rake attacks in the same round.
Sonic Blast (Ex): As a full-round action, a THING can emit a powerful cone of sonic energy. It can vary the size of the cone from 10 feet to 75 feet. Each living creature in the area must make a successful Reflex save (DC 15) or take 5dl0 points of sonic damage. This ability is usable once every 1d4 rounds. The save DC is Constitution-based.
Blindsense (Ex): A THING notices and locates creatures it cannot see by sonar. Such opponents still have 100% concealment against it.
Psychic Pounce (Ex): If a THING charges a foe or manifests any of its psionic abilities, it can make a full attack, including two rake attacks.
Skills: *Because of the coloration of its fur, a THING gains a +10 racial bonus on Hide checks in forested areas and in dark or low-light conditions.
 

#4 Brachiation? I seem to remember we had one of these for the previous, and changed it somehow...?
Psi-Like Abilities: At will—burst, chameleon, elfsight, inflict pain (3 targets*, DC 13), mindlink (4 unwilling targets, DC 10*); 3/day—body adjustment (heals 2d12 damage*), 1/day—recall agony (3d6 damage, DC 12). Manifester level 8th.
*Includes augmentations for the THING's manifester level.
Mindlink could be 8 targets, or 4 unwilling targets. Needs further edit later. I didn't add any of the old attack modes, as has quite a few powers already. Should body adjustment become a 3/day power instead of at will?
#5
I seem to remember a feat like that somewhere... can't find it in the SRD, so it might have been in Dragon... Should be good as is, though.
Yes, that was what I was referring to. ;)
#6
Psi-Like Abilities: At will—false sensory input (8 targets, DC 15*), mindlink (15 unwilling targets, DC 14*), mind thrust (ML 13, 13d10 damage, DC 20*) psionic domination (affects aberrations, animals, dragons, elementals, fey, giants, humanoids, magical beasts, and outsiders; DC 23*), synesthete. Manifester level 20th.
*Includes augmentations for the THING's manifester level.

Domination can still gain more targets or longer duration.
Domination has quite a few options: More creature types, more targets, longer duration. Which are ok? DC will propably be 23.
For mindlink, the same as #4 applies.


Feats need a change. Usurp powers looks acceptable.
Feats: Greater Power Penetration, Psionic Endowment?
#7
Electrical Charge (Su): A THING swarm can use the energy current ability at will (electricity only; deals 2d6 points of electricity damage; save DC 12; effective manifester level 1st). It need not concentrate to use this ability. The save DC is Charisma-based and includes the +2 bonus for the electricity energy type.
Psychic Static (Su): Any psionic character with power points must spend 1 extra power point to manifest any psionic ability if a THING swarm is within 100 feet at the time. For each additional THING swarm within 100 feet, 1 additional power point is required.

#8
Psi-Like Abilities: At will—control sound, catfall (treat fall as 120 ft. shorter*); 3/day—control air (up to 60 miles/hour), energy cone (sonic only, 12d6-6 damage, DC 16*), hypercognition, inertial armor (+9 armor bonus*), mass cloud mind(DC 16), psionic true seeing; 1/day—inflict pain (5 targets, DC 16*). Manifester level 12th.
*Includes augmentations for the THING's manifester level.

I think Quicken Power also needs replacing (unusable for the creature, would need Quicken Spell-like ability). Replacement feats: Dodge, Psionic Dodge? (not really great, granted)
 
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Take your time, my friend… :)

Knight Otu said:
#4 Brachiation? I seem to remember we had one of these for the previous, and changed it somehow...?

yes! :)

Brachiation (Ex): A thet is at home in the trees and gets along as well there as most humans do on the ground. A thet has a +10 racial bonus on Climb checks while in a forest or marsh, and is able to swing from branches and vines 10 feet faster than its normal land speed.

Knight Otu said:
#5
I seem to remember a feat like that somewhere... can't find it in the SRD, so it might have been in Dragon... Should be good as is, though.

you’re referring to the Power Drain? You think that will still work fine?

#6
does Usurp Powers and the listed Feats look OK?

#8
do the Psychic Pounce and Feats look OK?
 


Knight Otu said:
#4
Psi-Like Abilities: At will—body adjustment (heals 2d12 damage*), burst, chameleon, elfsight, inflict pain (3 targets*, DC 13), mindlink (x targets); 1/day—recall agony (3d6 damage, DC 12). Manifester level 8th.
*Includes augmentations for the THING's manifester level.

Mindlink could be 8 targets, or 4 unwilling targets. Needs further edit later. I didn't add any of the old attack modes, as has quite a few powers already. Should body adjustment become a 3/day power instead of at will?

Hmm, it had a lesser mindlink power, so maybe only the 4 unwilling targets? As an evil, stalking killer, I’d expect it to be hostile to other creatures anyway.

Body adjustment… since it was lesser body adjustment before, if you think 3/day instead of at will is a good idea, then I’ll agree with you. :)


Knight Otu said:
#5
I seem to remember a feat like that somewhere... can't find it in the SRD, so it might have been in Dragon... Should be good as is, though.

you’re referring to the Power Drain? You think that will still work fine?


Knight Otu said:
#6
Psionics (Sp): At will—false sensory input (8 targets, DC 15*), mindlink, mind thrust (ML 13, 13d10 damage, DC 20*) psionic domination (DC 17+*), synesthete. Manifester level 20th.

Domination has quite a few options: More creature types, more targets, longer duration. Which are ok? DC will propably be 23.
For mindlink, the same as #4 applies.

Feats need a change. Usurp powers looks acceptable.

Domination: I’d say more creature types. Probably, in order of importance: animal, humanoid, monstrous humanoid, magical beast, fey, giant, aberration (but not all of those need to be included).

Mindlink – same answer as #4. ;)

For the feats, Combat Manifestation and Power Penetration still appear on the list. Disarm Mind and Mental Adversary need replacing then.



#7
looks done then, I guess. :)


#8
if I’m not mistaken, I seem to remember that inertial armor was made into a psionic power, so that feat will need a replacement.

does the Psychic Pounce look OK?




A bit of fixing on the following items:

2.
The prismatic burst is a ranged touch attack, and the creature’s only real form of attack. I don’t know that I needed it simplified, so much as clarified. How is this now?

Prismatic Burst (Su): A THING’s prismatic burst has a range of 30 feet and a save DC of 12. The save DCs are Charisma (?)-based. Each THING has a different effect for its prismatic burst attack, depending on its color.
Red: The target takes 4d8 points of fire damage (Reflex half).
Orange: The target takes 4d8 points of acid damage (Reflex half).
Yellow: The target takes 4d8 points of electricity damage (Reflex half).
Green: The target is knocked unconscious for 1d6 hours. If the target succeeds on a Fortitude save, it instead takes 2d8 points of nonlethal damage.
Blue: The target takes 2d4 points of Dexterity damage, or 1 point of Dexterity damage if it succeeds on a Fortitude save. When the target reaches 0 Dexterity, it becomes petrified.
Indigo: The target is affected as if by the confusion spell for 1-6 hours (Will negates).
Violet: The target is teleported 1d10 *100 feet in a random direction (Will negates). Use a 1d8 to determine the direction, as if missing with a thrown weapon (see Combat section in the Player’s Handbook). If the target would appear in an object, it instead appears next to the objects and takes 4d8 points of damage (no saving throw).


3.
made a slight variation on the fhorge’s Worry attack:

Gnash (Ex): On a successful grapple check, a THING shakes the victim back and forth. This attack deals automatic bite damage each round until the victim breaks free, the THING is slain, or the victim dies.
Improved Grab (Ex): To use this ability, a THING must hit with its bite 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 gnash its opponent.


AND moving along, a few new ones:


9.
this one is from the Testament book, which has something called the “trait of Piety”. I really don’t know what that is exactly, but I need to replace it in the following ability. Maybe make the determiner alignment-based, or even based on the diety’s alignment?

Celestial Song (Su): When incubating an egg, the THING sings a beautiful song to its offspring. The sound of the song cures 1 hit point of damage per round to anyone within 120-ft. radius who has a positive Piety modifier and causes 1 point of damage per round to anyone with a negative Piety modifier if he fails a Peity check (DC 25).


10.
that monster includes a magic item, check it out:

THING Egg
The egg of a THING is a powerful natural magic item. A THING egg takes six years to hatch, and until the day of its hatching, as long as the egg is properly cared for, anyone holding the egg can perform a control water spell up to three times per day, cast as a 30th level cleric.
If a THING egg is cracked open before its time, it floods a territory with foul liquid. It pours out a torrent of 4,000 cubic feet of liquid per round. Anyone who deliberately breaks a THING egg angers all THING permanently, resulting in a lifetime of being menaced by both natural and magical birds.
A shard of a THING egg shell that breaks naturally at hatching gives the bearer a +1 bonus to the difficulty class of saves made against his spells involving birds. Each shell produces 2d12 such fragments.
Caster Level 30th; Prerequisites: N/A; Market Price: 70,000 gp. Weight: 30 lb.s


11.
suggest 3 more feats for this one:

Huge Magical Beast
Hit Dice: 13d10+65 (136 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 160 ft. (average) (32 squares)
Armor Class: 28 (-2 size, +4 Dex, +16 natural), touch 12, flat-footed 24
Base Attack/Grapple: +13/+28
Attack: Claw +20 melee (1d8+7)
Full Attack: 2 claws +20 melee (1d8+7) and bite +18 melee (1d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Command airborne creatures, improved grab, snatch
Special Qualities: Celestial song, darkvision 60 ft., low-light vision, spell resistance 25, wading
Saves: Fort +11, Ref +12, Will +9
Abilities: Str 24, Dex 19, Con 21, Int 14, Wis 22, Cha 23
Skills: Intimidate +10, Knowledge (religion) +6, Listen +12, Spellcraft +8, Spot +12
Feats: Flyby Attack, Multiattack

Environment: Any forests and coastal wetlands
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral good
Advancement: 18-26 HD (Huge)
Level Adjustment: —

The THING, kings of birds, are huge cranes, yellow with red wings and green and purple crests. Their hearts are those of birds of prey, and woe to those who approach their large nests (built at the tops of the tallest trees), for they are very territorial.
THING are normally solitary creatures who come together once per century to mate. A THING is capable of flight from the moment of hatching, and leaves its nest as soon as it is born, never looking back. The egg of a THING houses powerful magics.
THING eat the standard fare of birds: fish, worms, and the like. Of course, at their size, “fish” can include sharks and “worms” may include small dragons.



12.
suggest 8 more feats for this one – I will list 14 regular PHB feats, with as many as 7 alternate Epic feat suggestions.

(Forest Guardian)
Gargantuan Giant
Hit Dice: 40d8+320 (520 hp)
Initiative: +2
Speed: 90 ft. (18 squares), swim 60 ft. (12 squares)
Armor Class: 33 (-4 size, +2 Dex, +25 natural), touch 8, flat-footed 31
Base Attack/Grapple: +30/+58
Attack: Claws +36 melee (2d8+16); or rock +22 ranged (2d6+16)
Full Attack: Claws +36/+31/+26/+21 melee (2d8+16); or rock +22/+17/+12/+7 ranged (2d6+16)
Space/Reach: 20 ft./20 ft.
Special Attacks: Fire breathing, paralysis, roar (fear), rock throwing, spell-like abilities (freedom of movement, command plants)
Special Qualities: Low-light vision, scent, sense movement
Saves: Fort +23, Ref +14, Will +16
Abilities: Str 42, Dex 14, Con 26, Int 16, Wis 26, Cha 10
Skills: Climb +27, Listen +38, Spot +23, Swim +24
Feats: Cleave, Combat Reflexes, Improved Sunder, Improved Unarmed Strike, Power Attack, Stunning Fist

Environment: Temperate and warm forests
Organization: Solitary
Challenge Rating: 12
Treasure: No coins; no goods; standard items
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: —

This creature is the guardian giant of the cedar forests. THING is fiercely protective of his charge; he’ll kill anyone he perceives as threatening his trees. THING is a proud and haughty warrior, given to insulting his enemies before he destroys them. He shows no mercy to those who threaten his trees, but he cowers in fear if he realizes that an enemy actually might be able to kill him.
THING has the paws of a lion, and a body covered with tough, horned scales. His feet have the claws of a vulture, his head has the horns of a wild bull, and his tail and penis each have a snake’s head on their end. He’s described as having a face like coiled intestines. THING’s Charisma does not represent his personal appearance.
 

Some more updating. Yeah, it looks messy now. ;)

#2
I think it's ok, but I hope some more people chime in.

#9
I'd use the hearer's alignment. Good, 2d6 healing. Evil, 2d6 damage, Will negates.

#11: Hover, Snatch, Wingover? (turning snatch into a feat)

#12 Improved Bull Rush, Awesome Blow.... thinking about more later....
 

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