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<blockquote data-quote="BOZ" data-source="post: 1973223" data-attributes="member: 1241"><p>#17</p><p></p><p></p><p>Good deal! Easy enough. <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=";)" /></p><p></p><p>Leap (Ex): An THING can make standing long jumps and high jumps as if they were running long jumps and high jumps.</p><p></p><p></p><p></p><p>Cool. How's this now?</p><p></p><p>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. As a move-equivalent action, an THING can coat a weapon with this poison, which will be potent for two strikes: the poison functions normally for the first strike, and at -2 DC for the second (DC 11). Although immune to the secretions themselves, THING never coat their barbed tongues with the poison.</p><p></p><p>Poison (Ex): Contact, Fortitude DC 13, initial damage and secondary damage 1d4 Dex. The save DC is Constitution-based.</p><p></p><p> </p><p></p><p>well, true... but I don't want to change the CR's too much if I don't have to - one or maybe even two points off is not a big deal, but stuff like that 40-HD giant with CR 12 is definitely a problem. <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=";)" /> I'll put in the suggestion though.</p><p></p><p></p><p></p><p>true... but they are a bit different from this text. I mean, the hardness thing is definitely different.</p><p></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></p><p>Should this be a SQ?:</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></p><p></p><p>#18</p><p>Here are some thoughts on changing this ability:</p><p></p><p>Bone Theft (Su): When a THING scores a successful critical hit with any of its natural attacks, it can magically absorb a bone from one of the victim's arms or legs (determined randomly). The victim must succeed on a DC 13 Fortitude save or lose the bone, rendering that limb useless. The loss of a bone is permanent, but it can be restored with a regenerate spell. The save DC is Constitution-based.</p><p></p><p>For each bone a THING steals, its natural armor increases by +1 for 24 hours, the stolen bone material forming a bony plating and spurs on the THING's body. This change occurs 1d4 rounds after the attack, and cannot raise the THING's natural armor bonus over +5. A creature that loses a bone from this attack cannot be affected again for 24 hours.</p><p></p><p></p><p></p><p>is there any part of this that is reflected in the rules?: "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."</p><p></p><p></p><p>A new one:</p><p>#19</p><p>just some feat suggestions for these two critters (males and females of the same creature). They're essentially giant squids that float like beholders.</p><p></p><p>Huge Magical Beast</p><p>Hit Dice: 12d10-12 (54 hp)</p><p>Initiative: +5</p><p>Speed: Fly 80 ft. (average) (16 squares)</p><p>Armor Class: 13 (-2 size, +5 Dex), touch 13, flat-footed 8</p><p>Base Attack/Grapple: +12/+25</p><p>Attack: ???? (I don't understand it either)</p><p>Full Attack: 10 tentacles + 15 melee (1d6+5 each (cropping), 2d4+5 each (sickle), or 2d6+5 each (hatchet) )</p><p>Space/Reach: 15 ft./10 ft. (40 ft. with tentacles)</p><p>Special Attacks: Constrict ld6+7, improved grab</p><p>Special Qualities: Darkvision 60 ft., float, jet, low-light vision</p><p>Saves: Fort 7, Ref 13, Will +5</p><p>Abilities: Str 20, Dex 20, Con 9, Int 3, Wis 12, Cha 5</p><p>Skills: Listen +8, Spot +8, Survival +6</p><p>Feats: Alertness, Multiattack (PLUS 3)</p><p></p><p>Environment: Any land</p><p>Organization: Solitary or mated pair</p><p>Challenge Rating: 6 </p><p>Treasure: None</p><p>Alignment: Always neutral </p><p>Advancement: 13-24 HD (Huge)</p><p>Level Adjustment: -</p><p></p><p></p><p>Gargantuan Magical Beast</p><p>Hit Dice: 20dl0+180 (290 hp)</p><p>Initiative: +0</p><p>Speed: Fly 20 ft. (average) (4 squares)</p><p>Armor Class: 16 (-4 size, +10 natural), touch 6, flat-footed 16</p><p>Base Attack/Grapple: +20/+44</p><p>Attack: Tentacle +28 melee (2d6+12)</p><p>Full Attack: 2 tentacles +28 melee (2d6+12) and 8 arms +26 melee (1d8+6) and bite +26 melee (bite 2d8+6) </p><p>Space/Reach: 20 ft./15 ft. (100 ft. with tentacles)</p><p>Special Attacks: Constrict 2d6+12 or 1d8+6, improved grab, swallow whole</p><p>Special Qualities: Darkvision 60 ft., float, jet, low-light vision</p><p>Saves: Fort +21, Ref +12, Will +7</p><p>Abilities: Str 34, Dex 10, Con 29, Int 3, Wis 12, Cha 5</p><p>Skills: Listen +9, Spot +8*, Survival +9</p><p>Feats: Multiattack (PLUS 6 more)</p><p></p><p>Environment: Any land</p><p>Organization: Solitary or mated pair</p><p>Challenge Rating: 20</p><p>Treasure: Special (see text)</p><p>Alignment: Always neutral</p><p>Advancement: 21-40 HD (Gargantuan), 41-60 HD (Colossal)</p><p>Level Adjustment: -</p></blockquote><p></p>
[QUOTE="BOZ, post: 1973223, member: 1241"] #17 Good deal! Easy enough. ;) Leap (Ex): An THING can make standing long jumps and high jumps as if they were running long jumps and high jumps. Cool. How's this now? 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. As a move-equivalent action, an THING can coat a weapon with this poison, which will be potent for two strikes: the poison functions normally for the first strike, and at -2 DC for the second (DC 11). Although immune to the secretions themselves, THING never coat their barbed tongues with the poison. Poison (Ex): Contact, Fortitude DC 13, initial damage and secondary damage 1d4 Dex. The save DC is Constitution-based. well, true... but I don't want to change the CR's too much if I don't have to - one or maybe even two points off is not a big deal, but stuff like that 40-HD giant with CR 12 is definitely a problem. ;) I'll put in the suggestion though. true... but they are a bit different from this text. I mean, the hardness thing is definitely different. 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. Should this be a SQ?: 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. #18 Here are some thoughts on changing this ability: Bone Theft (Su): When a THING scores a successful critical hit with any of its natural attacks, it can magically absorb a bone from one of the victim's arms or legs (determined randomly). The victim must succeed on a DC 13 Fortitude save or lose the bone, rendering that limb useless. The loss of a bone is permanent, but it can be restored with a regenerate spell. The save DC is Constitution-based. For each bone a THING steals, its natural armor increases by +1 for 24 hours, the stolen bone material forming a bony plating and spurs on the THING's body. This change occurs 1d4 rounds after the attack, and cannot raise the THING's natural armor bonus over +5. A creature that loses a bone from this attack cannot be affected again for 24 hours. is there any part of this that is reflected in the rules?: "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." A new one: #19 just some feat suggestions for these two critters (males and females of the same creature). They're essentially giant squids that float like beholders. Huge Magical Beast Hit Dice: 12d10-12 (54 hp) Initiative: +5 Speed: Fly 80 ft. (average) (16 squares) Armor Class: 13 (-2 size, +5 Dex), touch 13, flat-footed 8 Base Attack/Grapple: +12/+25 Attack: ???? (I don't understand it either) Full Attack: 10 tentacles + 15 melee (1d6+5 each (cropping), 2d4+5 each (sickle), or 2d6+5 each (hatchet) ) Space/Reach: 15 ft./10 ft. (40 ft. with tentacles) Special Attacks: Constrict ld6+7, improved grab Special Qualities: Darkvision 60 ft., float, jet, low-light vision Saves: Fort 7, Ref 13, Will +5 Abilities: Str 20, Dex 20, Con 9, Int 3, Wis 12, Cha 5 Skills: Listen +8, Spot +8, Survival +6 Feats: Alertness, Multiattack (PLUS 3) Environment: Any land Organization: Solitary or mated pair Challenge Rating: 6 Treasure: None Alignment: Always neutral Advancement: 13-24 HD (Huge) Level Adjustment: - Gargantuan Magical Beast Hit Dice: 20dl0+180 (290 hp) Initiative: +0 Speed: Fly 20 ft. (average) (4 squares) Armor Class: 16 (-4 size, +10 natural), touch 6, flat-footed 16 Base Attack/Grapple: +20/+44 Attack: Tentacle +28 melee (2d6+12) Full Attack: 2 tentacles +28 melee (2d6+12) and 8 arms +26 melee (1d8+6) and bite +26 melee (bite 2d8+6) Space/Reach: 20 ft./15 ft. (100 ft. with tentacles) Special Attacks: Constrict 2d6+12 or 1d8+6, improved grab, swallow whole Special Qualities: Darkvision 60 ft., float, jet, low-light vision Saves: Fort +21, Ref +12, Will +7 Abilities: Str 34, Dex 10, Con 29, Int 3, Wis 12, Cha 5 Skills: Listen +9, Spot +8*, Survival +9 Feats: Multiattack (PLUS 6 more) Environment: Any land Organization: Solitary or mated pair Challenge Rating: 20 Treasure: Special (see text) Alignment: Always neutral Advancement: 21-40 HD (Gargantuan), 41-60 HD (Colossal) Level Adjustment: - [/QUOTE]
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