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<blockquote data-quote="BOZ" data-source="post: 1969284" data-attributes="member: 1241"><p>10.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>I see where you are coming from – just alter the last line. How about something like:</p><p>Strong (transmutation?); CL 30th; Weight 30 lbs.</p><p></p><p>THING Egg</p><p>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.</p><p>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.</p><p>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.</p><p>Caster Level 30th; Prerequisites: N/A; Market Price: 70,000 gp. Weight: 30 lb.s</p><p></p><p></p><p>#12</p><p></p><p></p><p>in fact, that is a lot more appropriate than tremorsense. How are these?</p><p></p><p>Blindsense (Su): GIANT’s hearing is so great that he can detect and pinpoint any moving creature or object at any range, so long as it is moving within his forest.</p><p></p><p>Rock Throwing (Ex): The range increment is (200) feet for GIANT’s thrown rocks. </p><p></p><p></p><p>15.</p><p></p><p></p><p></p><p></p><p>very good! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> now, how to make this change…</p><p></p><p>Magic Bell (Sp): When a THING’s bell is rung, all creatures within 30 feet must succeed on a DC 14 Will save or be affected as if by a charm person spell. A THING’s bell is a magical focus for the power of that THING; it will not function for any other creature, even another THING. A creature that successfully saves cannot be affected again by the same THING’s bell for 24 hours. This is a sonic, mind-affecting effect. The save DC is Charisma-based and includes a +6 racial bonus.</p><p></p><p></p><p></p><p></p><p></p><p>#16</p><p></p><p></p><p>two, in fact! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> but I think it should be more similar to the giant slug:</p><p>Vulnerability to Salt (Ex): A giant slug is highly susceptible to salt, taking 1d8 points of damage per pound of salt it contacts.</p><p></p><p>Ergo (with a bit of a grammar change):</p><p>Vulnerability to Salt (Ex): A THING is highly susceptible to salt, taking 1d6 points of damage per pound of salt it comes into skin contact with.</p><p></p><p></p><p></p><p>maybe something like… (it was really just the tanglefoot bag description, essentially)</p><p></p><p>Breath Weapon (Ex): 30-foot line, once every 1d4 rounds, entangled (as tanglefoot bag), Reflex DC 20 negates. The save DC is Constitution-based.</p><p></p><p></p><p></p><p></p><p>A couple of new ones:</p><p></p><p>17.</p><p>suggest a couple of feats for this one, and have a look at its combat section.</p><p></p><p>Medium Monstrous Humanoid</p><p>Hit Dice: 3d8 (13 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft. (6 squares), climb 30 ft. (6 squares), swim 20 ft. (4 squares)</p><p>Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12</p><p>Base Attack/Grapple: +3/+4</p><p>Attack: Tongue +4 melee (1d4+1) or javelin +5 ranged (1d6+1 plus poison)</p><p>Full Attack: Tongue +4 melee (1d4+1) or javelin +5 ranged (1d6+1 plus poison)</p><p>Space/Reach: 5 ft/5 ft. (10 ft. reach with tongue)</p><p>Special Attacks: Poison</p><p>Special Qualities: Darkvision 60 ft., leap</p><p>Saves: Fort +1, Ref +5, Will +3</p><p>Abilities: Str 12, Dex 14, Con 11, Int 8, Wis 10, Cha 11</p><p>Skills: Climb +9, Hide +2*, Jump +13, Move Silently +6, Spot +3, Swim +9, Survival +3</p><p>Feats: TWO</p><p></p><p>Environment: Warm forest and marsh</p><p>Organization: Solitary, pair, gang (2-4), war party (10-12), or pod (40-60 plus l0% noncombatants plus 1 adept or sorcerer of 5th to7th level)</p><p>Challenge Rating: 1</p><p>Treasure: Standard</p><p>Alignment: Usually chaotic neutral</p><p>Advancement: By character class</p><p>Level Adjustment: ?</p><p></p><p>THING are an intelligent race of poisonous tree frog that came down from the branches. They are brightly colored with different patterning on their bodies depending on tribe. THING speak a language of their own and some understand Common; however, due to their specialized tongue and throat structure, they are unable to produce the sounds required by most languages. THING characters favor the barbarian class.</p><p></p><p>Combat</p><p>The amphibian eyes of the THING allow them to lie submerged beneath water and lash out with their tongues at targets on land with no penalty, but opponents trying to hit them do so at a disadvantage, reflected in a one-half cover bonus to the THING.</p><p>The long barbed tongues of the THING can be struck as a weapon and are treated as having a hardness of 0 and 4 hit points. A severed tongue results in the loss of 4 hit points and will not grow back without magical healing such as a heal or regenerate spell.</p><p>Leap (Ex): An THING's jumping distance (vertical or horizontal) is not limited according to its height.</p><p>Poison (Ex): An THING's flesh continuously oozes a toxin that reacts to humanoid and animal flesh. It causes stiffening of the muscles and reduced motor skills upon contact, as when the THING is hit with an unarmed attack. Its Fortitude save is DC 14, and initial and secondary damage is 1d4 temporary Dexterity. As a move-equivalent action, an THING can coat a weapon with this poison, which functions normally for the first strike and at reduced potency for the second (DC 12). Although immune to the secretions themselves, THING never coat their barbed tongues with the poison.</p><p>Skills: An THING has a +12 racial bonus on Jump checks and a +8 racial bonus on Climb checks. An THING can always choose to take 10 on Climb checks, even if rushed or threatened.</p><p>An THING has 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.</p><p>* An THING has a +8 racial bonus on Hide checks when in forests, jungles, or swamps.</p><p></p><p>THING CHARACTERS</p><p>An THING’s favored class is ranger.</p><p></p><p></p><p>18.</p><p>here’s another odd ability; have a look.</p><p></p><p>Bone Theft (Su): Upon a successful critical hit with any of its attacks, a THING can magically absorb a bone from one of its victim's arms or legs (determine randomly which appendage is affected). A Fortitude save (DC 14) resists this bone theft. The loss of a bone renders the limb useless. The victim suffers a - 4 circumstance penalty to his effective Strength and Dexterity scores in appropriate situations, such as combat. His movement is reduced by 75% if a leg is affected. If an arm is affected, the victim faces a 50% spell failure chance for any spell with a somatic component. The bone is permanently lost, but powerful magic such as regenerate can restore the victim's limb. For each bone stolen, the THINGs natural AC bonus increases from its base 0 by +1 (to a maximum of+5) after 1d4 rounds, as the stolen bone forms new bony plating and spurs on the THINGs body. No victim can be affected by bone theft more than once per day, and the THING loses 1 point of this natural bonus per day.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1969284, member: 1241"] 10. I see where you are coming from – just alter the last line. How about something like: Strong (transmutation?); CL 30th; Weight 30 lbs. 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 #12 in fact, that is a lot more appropriate than tremorsense. How are these? Blindsense (Su): GIANT’s hearing is so great that he can detect and pinpoint any moving creature or object at any range, so long as it is moving within his forest. Rock Throwing (Ex): The range increment is (200) feet for GIANT’s thrown rocks. 15. very good! ;) now, how to make this change… Magic Bell (Sp): When a THING’s bell is rung, all creatures within 30 feet must succeed on a DC 14 Will save or be affected as if by a charm person spell. A THING’s bell is a magical focus for the power of that THING; it will not function for any other creature, even another THING. A creature that successfully saves cannot be affected again by the same THING’s bell for 24 hours. This is a sonic, mind-affecting effect. The save DC is Charisma-based and includes a +6 racial bonus. #16 two, in fact! :) but I think it should be more similar to the giant slug: Vulnerability to Salt (Ex): A giant slug is highly susceptible to salt, taking 1d8 points of damage per pound of salt it contacts. Ergo (with a bit of a grammar change): Vulnerability to Salt (Ex): A THING is highly susceptible to salt, taking 1d6 points of damage per pound of salt it comes into skin contact with. maybe something like… (it was really just the tanglefoot bag description, essentially) Breath Weapon (Ex): 30-foot line, once every 1d4 rounds, entangled (as tanglefoot bag), Reflex DC 20 negates. The save DC is Constitution-based. A couple of new ones: 17. suggest a couple of feats for this one, and have a look at its combat section. Medium Monstrous Humanoid Hit Dice: 3d8 (13 hp) Initiative: +2 Speed: 30 ft. (6 squares), climb 30 ft. (6 squares), swim 20 ft. (4 squares) Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +3/+4 Attack: Tongue +4 melee (1d4+1) or javelin +5 ranged (1d6+1 plus poison) Full Attack: Tongue +4 melee (1d4+1) or javelin +5 ranged (1d6+1 plus poison) Space/Reach: 5 ft/5 ft. (10 ft. reach with tongue) Special Attacks: Poison Special Qualities: Darkvision 60 ft., leap Saves: Fort +1, Ref +5, Will +3 Abilities: Str 12, Dex 14, Con 11, Int 8, Wis 10, Cha 11 Skills: Climb +9, Hide +2*, Jump +13, Move Silently +6, Spot +3, Swim +9, Survival +3 Feats: TWO Environment: Warm forest and marsh Organization: Solitary, pair, gang (2-4), war party (10-12), or pod (40-60 plus l0% noncombatants plus 1 adept or sorcerer of 5th to7th level) Challenge Rating: 1 Treasure: Standard Alignment: Usually chaotic neutral Advancement: By character class Level Adjustment: ? THING are an intelligent race of poisonous tree frog that came down from the branches. They are brightly colored with different patterning on their bodies depending on tribe. THING speak a language of their own and some understand Common; however, due to their specialized tongue and throat structure, they are unable to produce the sounds required by most languages. THING characters favor the barbarian class. Combat The amphibian eyes of the THING allow them to lie submerged beneath water and lash out with their tongues at targets on land with no penalty, but opponents trying to hit them do so at a disadvantage, reflected in a one-half cover bonus to the THING. The long barbed tongues of the THING can be struck as a weapon and are treated as having a hardness of 0 and 4 hit points. A severed tongue results in the loss of 4 hit points and will not grow back without magical healing such as a heal or regenerate spell. Leap (Ex): An THING's jumping distance (vertical or horizontal) is not limited according to its height. Poison (Ex): An THING's flesh continuously oozes a toxin that reacts to humanoid and animal flesh. It causes stiffening of the muscles and reduced motor skills upon contact, as when the THING is hit with an unarmed attack. Its Fortitude save is DC 14, and initial and secondary damage is 1d4 temporary Dexterity. As a move-equivalent action, an THING can coat a weapon with this poison, which functions normally for the first strike and at reduced potency for the second (DC 12). Although immune to the secretions themselves, THING never coat their barbed tongues with the poison. Skills: An THING has a +12 racial bonus on Jump checks and a +8 racial bonus on Climb checks. An THING can always choose to take 10 on Climb checks, even if rushed or threatened. An THING has 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. * An THING has a +8 racial bonus on Hide checks when in forests, jungles, or swamps. THING CHARACTERS An THING’s favored class is ranger. 18. here’s another odd ability; have a look. Bone Theft (Su): Upon a successful critical hit with any of its attacks, a THING can magically absorb a bone from one of its victim's arms or legs (determine randomly which appendage is affected). A Fortitude save (DC 14) resists this bone theft. The loss of a bone renders the limb useless. The victim suffers a - 4 circumstance penalty to his effective Strength and Dexterity scores in appropriate situations, such as combat. His movement is reduced by 75% if a leg is affected. If an arm is affected, the victim faces a 50% spell failure chance for any spell with a somatic component. The bone is permanently lost, but powerful magic such as regenerate can restore the victim's limb. For each bone stolen, the THINGs natural AC bonus increases from its base 0 by +1 (to a maximum of+5) after 1d4 rounds, as the stolen bone forms new bony plating and spurs on the THINGs body. No victim can be affected by bone theft more than once per day, and the THING loses 1 point of this natural bonus per day. [/QUOTE]
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