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<blockquote data-quote="MissHappen" data-source="post: 1029906" data-attributes="member: 7210"><p><strong>more bleebishness</strong></p><p></p><p>Another installment of Bleeb-kin. I'll likely be posting some other non-Bleeb related critters from my campaign world on this thread later.</p><p></p><p></p><p> </p><p>FLACK</p><p>Small Aberration</p><p>HD: 8d8+49 </p><p>Initiative: +6 (+2 Dexterity, +4 Improved Initiative </p><p>Speed: 30’</p><p>AC: 23 (+1 size, +2 Dexterity, +5 natural, +5 Deflection)</p><p>Base Attack/Grapple: +5</p><p>Attack: Bite +10</p><p>Full Attack: Bite +10 </p><p>Damage: 3d8+5</p><p>Face/Reach: 5’/5’</p><p>Special Attacks: Breath Weapon, Disease </p><p>Special Qualities: Darkvision 60’, Scent</p><p>Saves: Fortitude +13, Reflex +8, Will +13</p><p>Abilities: STR 20 (5) DEX 15 (2) CON 25 (7) INT 16 (3) WIS 16 (3) CHA 18 (4)</p><p>Skills: Hide 7, Climb 10, Jump 8, Move Silently 7, Listen 18, Search 8, Spot 18</p><p>Feats: Ability Focus (Breath Weapon), Combat Expertise, Improved Bull Rush, Improved Initiative, Improved Sunder, Power Attack</p><p>Climate/Terrain: Any</p><p>Organization: Solitary to Battery (1-8)</p><p>Alignment: Chaotic Neutral</p><p>One of the best and worst things to happen to a Bleeb horde, there is a 10% chance that a single Flack will arrive when a Bleeb calls for help in a group of more than 75 Bleebs. A Flack can be mistaken for a Bleeb at a casual glance, though most observers would still note the slight weight difference; Flacks are more muscular than Bleebs, and their heads are larger. Closer observation reveals none of the Bleeb trepidation. Flack eyes are narrow, shrewd and hostile, set above the wide jaw of powerful razor-sharp shearing teeth. They are built similar to Bleebs, but look knotted with ungainly muscle, and their ribs show prominently. Coloration is more of an ash-grey, touched here and there with light blue and orange patterns.</p><p>Flacks seem to be something like sheepdogs for Bleebs and Blats. Whenever a non-Bleeb approaches, the Flack immediately moves to intercept the intruder, and Bleebs seem to act in a slightly more organized fashion if a Flack is present. Oddly, they don’t seem overly concerned about accidental Bleeb casualties from their breath weapon; apparently, getting rid of the resident threat is more important. Certainly, the presence of a Flack does not stop Bleebs from calling for help.</p><p>Combat: Flacks provide support for the Bleebs they are always with. They prefer to spearhead Bleeb waves, or provide flanking or ranged support with their breath weapon. Flacks are cunning, and will deliberately breathe on any Blats present to provide reinforcements, and concentrate on disabling any foes so that the Bleebs may easier deal with them. However, they are also extremely aggressive, and Flacks prefer to be in the front line.</p><p>Flacks share the Xenophobia and Temporal Distortion traits of Bleebs.</p><p>Breath Weapon (Su): As a full attack action that does not provoke an attack of opportunity, a Flack can exhale a blast of frightening power. This oddly viscous expulsion of something resembling fire affects everything in a cone 50’ long and 10’ wide in front of the Flack, and everything within 5’ of the Flack on its other facings. Once the breath weapon is used, the Flack must wait d6 rounds before using it again.</p><p>The blast has the following effects:</p><p>It inflicts 10d10 points of damage (Reflex DC 23 halves this damage) to all things within the blast, ignoring Damage Reduction and the hardness of items. Those with Fire Resistance apply only half of their score against it. Fire Immune creatures reduce damage taken by a third. </p><p>It knocks prone anyone failing their saving throw.</p><p>It ignores any cover less than full cover.</p><p>It automatically causes Blats to divide, with the added inconvenience of giving the new Blats maximum Blat hit points.</p><p>Flackpox (Ex): Anyone who is in the area of effect of a Flack breath weapon must make a Fortitude save at DC 21 or suffer from a disease. Flackpox has an incubation time of 1 day, and it deals d3 points of Constitution and Charisma damage each day thereafter. Only magical means may cure Flackpox, and even if cured, 1 point of Constitution is lost permanently from the debilitating effects if the disease has begun to attack the body. Flackpox victims have their skin split and eventually slough off, suffer horrible internal organ dysfunction, and glow phosphorescent blue in the dark. All Bleebs and Bleeb-kin are immune to Flackpox. </p><p>Ironjaw (Ex): Flack teeth are extraordinarily hard and sharp. Any successful attack on a foe’s armor or weapon inflicts double damage, and they ignore up to 8 points of Hardness.</p><p>Anklebiter (Ex): Any time a Flack successfully hits with a bite attack, it may attempt a Trip maneuver as a free action, with an additional racial bonus of +8 on the check as it jerks the target’s feet out from under them.</p><p>Improved Critical (Ex): The Flack’s bite threatens a critical hit on an 18-20.</p><p>Mangle (Ex): If a Flack scores a critical hit, it rips a good deal of flesh from the foe. The critical multiplier for a Flack’s bite is x3.</p><p>Dangerous When Wounded (Ex): Flacks reduced to 0 hit points continue to fight normally until reduced to -10 hit points, and at 0 hit points gain the use of the Whirlwind Attack feat. This is lost if the Flack’s hit points are raised above 0. </p><p>Call for Help (Ex): Twice a day, a Flack may attempt to call for help. If it does so, there is a 75% chance that another Flack will arrive in 2d4 rounds. If no Flack arrives, the call is considered wasted.</p></blockquote><p></p>
[QUOTE="MissHappen, post: 1029906, member: 7210"] [b]more bleebishness[/b] Another installment of Bleeb-kin. I'll likely be posting some other non-Bleeb related critters from my campaign world on this thread later. FLACK Small Aberration HD: 8d8+49 Initiative: +6 (+2 Dexterity, +4 Improved Initiative Speed: 30’ AC: 23 (+1 size, +2 Dexterity, +5 natural, +5 Deflection) Base Attack/Grapple: +5 Attack: Bite +10 Full Attack: Bite +10 Damage: 3d8+5 Face/Reach: 5’/5’ Special Attacks: Breath Weapon, Disease Special Qualities: Darkvision 60’, Scent Saves: Fortitude +13, Reflex +8, Will +13 Abilities: STR 20 (5) DEX 15 (2) CON 25 (7) INT 16 (3) WIS 16 (3) CHA 18 (4) Skills: Hide 7, Climb 10, Jump 8, Move Silently 7, Listen 18, Search 8, Spot 18 Feats: Ability Focus (Breath Weapon), Combat Expertise, Improved Bull Rush, Improved Initiative, Improved Sunder, Power Attack Climate/Terrain: Any Organization: Solitary to Battery (1-8) Alignment: Chaotic Neutral One of the best and worst things to happen to a Bleeb horde, there is a 10% chance that a single Flack will arrive when a Bleeb calls for help in a group of more than 75 Bleebs. A Flack can be mistaken for a Bleeb at a casual glance, though most observers would still note the slight weight difference; Flacks are more muscular than Bleebs, and their heads are larger. Closer observation reveals none of the Bleeb trepidation. Flack eyes are narrow, shrewd and hostile, set above the wide jaw of powerful razor-sharp shearing teeth. They are built similar to Bleebs, but look knotted with ungainly muscle, and their ribs show prominently. Coloration is more of an ash-grey, touched here and there with light blue and orange patterns. Flacks seem to be something like sheepdogs for Bleebs and Blats. Whenever a non-Bleeb approaches, the Flack immediately moves to intercept the intruder, and Bleebs seem to act in a slightly more organized fashion if a Flack is present. Oddly, they don’t seem overly concerned about accidental Bleeb casualties from their breath weapon; apparently, getting rid of the resident threat is more important. Certainly, the presence of a Flack does not stop Bleebs from calling for help. Combat: Flacks provide support for the Bleebs they are always with. They prefer to spearhead Bleeb waves, or provide flanking or ranged support with their breath weapon. Flacks are cunning, and will deliberately breathe on any Blats present to provide reinforcements, and concentrate on disabling any foes so that the Bleebs may easier deal with them. However, they are also extremely aggressive, and Flacks prefer to be in the front line. Flacks share the Xenophobia and Temporal Distortion traits of Bleebs. Breath Weapon (Su): As a full attack action that does not provoke an attack of opportunity, a Flack can exhale a blast of frightening power. This oddly viscous expulsion of something resembling fire affects everything in a cone 50’ long and 10’ wide in front of the Flack, and everything within 5’ of the Flack on its other facings. Once the breath weapon is used, the Flack must wait d6 rounds before using it again. The blast has the following effects: It inflicts 10d10 points of damage (Reflex DC 23 halves this damage) to all things within the blast, ignoring Damage Reduction and the hardness of items. Those with Fire Resistance apply only half of their score against it. Fire Immune creatures reduce damage taken by a third. It knocks prone anyone failing their saving throw. It ignores any cover less than full cover. It automatically causes Blats to divide, with the added inconvenience of giving the new Blats maximum Blat hit points. Flackpox (Ex): Anyone who is in the area of effect of a Flack breath weapon must make a Fortitude save at DC 21 or suffer from a disease. Flackpox has an incubation time of 1 day, and it deals d3 points of Constitution and Charisma damage each day thereafter. Only magical means may cure Flackpox, and even if cured, 1 point of Constitution is lost permanently from the debilitating effects if the disease has begun to attack the body. Flackpox victims have their skin split and eventually slough off, suffer horrible internal organ dysfunction, and glow phosphorescent blue in the dark. All Bleebs and Bleeb-kin are immune to Flackpox. Ironjaw (Ex): Flack teeth are extraordinarily hard and sharp. Any successful attack on a foe’s armor or weapon inflicts double damage, and they ignore up to 8 points of Hardness. Anklebiter (Ex): Any time a Flack successfully hits with a bite attack, it may attempt a Trip maneuver as a free action, with an additional racial bonus of +8 on the check as it jerks the target’s feet out from under them. Improved Critical (Ex): The Flack’s bite threatens a critical hit on an 18-20. Mangle (Ex): If a Flack scores a critical hit, it rips a good deal of flesh from the foe. The critical multiplier for a Flack’s bite is x3. Dangerous When Wounded (Ex): Flacks reduced to 0 hit points continue to fight normally until reduced to -10 hit points, and at 0 hit points gain the use of the Whirlwind Attack feat. This is lost if the Flack’s hit points are raised above 0. Call for Help (Ex): Twice a day, a Flack may attempt to call for help. If it does so, there is a 75% chance that another Flack will arrive in 2d4 rounds. If no Flack arrives, the call is considered wasted. [/QUOTE]
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