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Slithermorph Conversion to 3e (want feedback!)
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<blockquote data-quote="Kyamsil" data-source="post: 44144" data-attributes="member: 2534"><p>Hi to all.</p><p></p><p>If you don't know what a slithermorph is, you undoubtly haven't braved the depths of Undermountain <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>This monster was presented in the 2e Ruins of Undermountain boxed set. It is a monster that I have always liked for its possibilities. I plan on using one of them as an encounter for the Underdark travel that the players in one of my campaigns are currently doing (Hope they don't see this <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> )</p><p></p><p>Enough rant, now let's present the converted creature:</p><p></p><p>Slithermorph</p><p></p><p>Large Shapechanger</p><p></p><p>Hit Dice: 7d8+21 (52 hp)</p><p>Initiative: +4 (+4 Improved Initiative)</p><p>Speed: 30', swim 20', Climb 30'</p><p>AC: 14 (-1 size, +5 natural)</p><p>Attacks: 4 Claws + 10 melee; or 1 Slam +10 melee</p><p>Damage: Claw 2d4+5; Slam 1d8+7</p><p>Face/Reach: 5 ft. by 10 ft./5 ft.</p><p>Special Attacks: Improved grab, Constrict 1d8+7,Rend, Acid discharge</p><p>Special Qualities: Ammorphous, Immunities, Alternate form, Fast Healing 1</p><p>Saves: Fort +8, Ref +5, Will +7</p><p>Abilities: Str 20, Dex 11, Con 17, Int 7, Wis 14, Cha 14</p><p>Skills: Climb +13, Handle Animal + 4, Hide +4*, Listen + 6, Move Silently +6*, Spot +7</p><p> Swim +13</p><p>Feats: Improved Initiative, Multidexterity, Multiweapon Fighting, Power Attack </p><p></p><p>Climate/Terrain: Any</p><p>Organization: Solitary</p><p>Challenge Rating: 9</p><p>Treasure: No coins; double goods and items (gems,glass or metal only)</p><p>Alignment: Always Neutral Evil</p><p>Advancement: 8-12 HD (Large); 13-21 HD (Huge)</p><p></p><p>A slithermorph is an amphibious shapechanging predator and carrion eater.</p><p></p><p>Most of the time, it resembles a black pudding, creeping about in a glistening black, amorphous form. When it is threatened, it assumes its fighting form: a serpentine, four armed monster resembling a juan-ti. Both forms are equally at home on land and underwater.</p><p></p><p>Slithermorphs usually rest on high rock ledges, on dark, stalactite-studded cavern ceilings, in thickets, or underwater in weed beds. They inhabit many subterranean rivers including the Sargauth, from which they roam much of the lower levels of Undermountain and the adjacent Realms Bellow. Slithermorph are solitary hunters who usually avoid their own kind.</p><p></p><p>When Slithermorphs of different sexes meet, mating occurs. They only fight other slithermorphs when two females and a single male meet. The two females fight until one is dead or forced to flee. A female gives birth to a single live, half-strength child six months after mating. It will grow to full size and powers in two to five months.</p><p></p><p>Left to their own devices, slithermorphs roam far afield to find their own hunting territory, apart from the hunting range of another slithermorph. They carefully tend available food, </p><p>domesticating animals, clearing away predators and harmful litter, and planting preferred plant-food sources for their chosen "food-herds". The herds can be clams, fishes, crayfish,</p><p>worms, spiders, or any combination of such creatures.</p><p></p><p>Slithermorphs speak Common, but only on their fighting form.</p><p></p><p>Combat: </p><p></p><p>Slithermorphs prefer to hunt in ooze form, traveling along ceilings or walls at full speed and oozing through cracks an inch or more wide until they can drop on intended prey from above (treat as a charge). If their prey isn't alone, is tougher than it seemed, or if they feel threatened they shapechange into fighting form. </p><p></p><p>A slithermorph is cunning enough to take advantage of terrain so it prefers to engage land dwelling opponents on water, so it can grapple and drown them. Sometimes, a slithermorph in fighting form uses clubs and other crude weapons on some of their claws. They use their acid discharges on heavily armored opponents first, and if forced to flee they prefer to take ooze form while it swims or climbs away with a grappled victim to feed undisturbed.</p><p></p><p>Improved Grab (Ex): To use this ability, the slithermorph must hit a Medium-size or smaller opponent with a claw or slam attack. If it succeeds and the grab is from its slam attack, it can constrict. If it succeeds and the grab is from its claw attack, it cannot constrict but if it gets a hold, it can shapechange on its next action into ooze form maintaining the hold with a successful grapple check and deal constriction damage.</p><p></p><p>Constrict (Ex): A slithermorph in ooze form deals 1d8+7 points of damage with a successful grapple check against Medium-size or smaller creatures. The opponent clothing and armor suffer a -4 penalty to Reflex saves against the acid discharge.</p><p></p><p>Rend (Ex): To use this ability, a slithermorph in fighting form must hit with at least two claw attacks and get a hold with its Improved Grab. If successful, it automatically deals an additional 4d4+7 points of damage.</p><p></p><p>Acid discharge (Ex): A slithermorph in either form can discharge acid from chosen body areas four times per day. This deals an aditional 3d4 points of acid damage to creatures it is grappling. If underwater, the acid discharge only deals 2d4 points of acid damage. This acid dissolves organic material and metal quickly. It deals 50 points of damage per round to wood or metal objects. The opponent's armor and clothing dissolve and become useless immediately unless they succeed at Reflex saves (DC 19). A metal or wooden weapon that strikes a slithermorph don't suffer any damage unless the slithermorph readies an action to discharge</p><p>acid when attacked. In this case, the weapon dissolves immediately unless it succeeds at a Reflex save (DC 19).</p><p></p><p>Ammorphous (Ex): A slithermorph in its natural (ooze) form is immune to sleep, paralysis, stunning and polymorph. It is not subject to critical hits and having no clear front or back, cannot</p><p>be flanked.</p><p></p><p>Immunities (Ex): Slithermorphs in either form have acid, fire, cold and poison immunity. </p><p></p><p>Alternate Form (Su): A slithermorph natural form is an ooze form ressembling a black pudding. At will, it can shapechange to and from another form: a serpentine, four-armed monster resembling a yuan-ti, which is its fighting form. Changing form is a standard action and on one form-shift per day, 25% of its accumulated damage is healed.</p><p></p><p>Fast Healing (Ex): Slithermorphs heal 1 point of damage each round but if reduced to -10 hit points they die. In fighting form they can't reattach severed body parts but by shapechanging</p><p>into ooze form and back, they regrow severed body parts. </p><p></p><p>Skills: A slithermorph has a racial bonus of +4 to Hide and Move Silently checks. In subterranean environments, they have an additional +4 circunstance bonus to Hide checks.</p><p></p><p>Feats: A slithermorph receives the Multidexterity and Multiweapon Fighting feats as bonus feats. In combination with its natural abilities, these feats allow the slithermorph in fighting form to attack with all its arms at no penalty.</p></blockquote><p></p>
[QUOTE="Kyamsil, post: 44144, member: 2534"] Hi to all. If you don't know what a slithermorph is, you undoubtly haven't braved the depths of Undermountain ;) This monster was presented in the 2e Ruins of Undermountain boxed set. It is a monster that I have always liked for its possibilities. I plan on using one of them as an encounter for the Underdark travel that the players in one of my campaigns are currently doing (Hope they don't see this :D ) Enough rant, now let's present the converted creature: Slithermorph Large Shapechanger Hit Dice: 7d8+21 (52 hp) Initiative: +4 (+4 Improved Initiative) Speed: 30', swim 20', Climb 30' AC: 14 (-1 size, +5 natural) Attacks: 4 Claws + 10 melee; or 1 Slam +10 melee Damage: Claw 2d4+5; Slam 1d8+7 Face/Reach: 5 ft. by 10 ft./5 ft. Special Attacks: Improved grab, Constrict 1d8+7,Rend, Acid discharge Special Qualities: Ammorphous, Immunities, Alternate form, Fast Healing 1 Saves: Fort +8, Ref +5, Will +7 Abilities: Str 20, Dex 11, Con 17, Int 7, Wis 14, Cha 14 Skills: Climb +13, Handle Animal + 4, Hide +4*, Listen + 6, Move Silently +6*, Spot +7 Swim +13 Feats: Improved Initiative, Multidexterity, Multiweapon Fighting, Power Attack Climate/Terrain: Any Organization: Solitary Challenge Rating: 9 Treasure: No coins; double goods and items (gems,glass or metal only) Alignment: Always Neutral Evil Advancement: 8-12 HD (Large); 13-21 HD (Huge) A slithermorph is an amphibious shapechanging predator and carrion eater. Most of the time, it resembles a black pudding, creeping about in a glistening black, amorphous form. When it is threatened, it assumes its fighting form: a serpentine, four armed monster resembling a juan-ti. Both forms are equally at home on land and underwater. Slithermorphs usually rest on high rock ledges, on dark, stalactite-studded cavern ceilings, in thickets, or underwater in weed beds. They inhabit many subterranean rivers including the Sargauth, from which they roam much of the lower levels of Undermountain and the adjacent Realms Bellow. Slithermorph are solitary hunters who usually avoid their own kind. When Slithermorphs of different sexes meet, mating occurs. They only fight other slithermorphs when two females and a single male meet. The two females fight until one is dead or forced to flee. A female gives birth to a single live, half-strength child six months after mating. It will grow to full size and powers in two to five months. Left to their own devices, slithermorphs roam far afield to find their own hunting territory, apart from the hunting range of another slithermorph. They carefully tend available food, domesticating animals, clearing away predators and harmful litter, and planting preferred plant-food sources for their chosen "food-herds". The herds can be clams, fishes, crayfish, worms, spiders, or any combination of such creatures. Slithermorphs speak Common, but only on their fighting form. Combat: Slithermorphs prefer to hunt in ooze form, traveling along ceilings or walls at full speed and oozing through cracks an inch or more wide until they can drop on intended prey from above (treat as a charge). If their prey isn't alone, is tougher than it seemed, or if they feel threatened they shapechange into fighting form. A slithermorph is cunning enough to take advantage of terrain so it prefers to engage land dwelling opponents on water, so it can grapple and drown them. Sometimes, a slithermorph in fighting form uses clubs and other crude weapons on some of their claws. They use their acid discharges on heavily armored opponents first, and if forced to flee they prefer to take ooze form while it swims or climbs away with a grappled victim to feed undisturbed. Improved Grab (Ex): To use this ability, the slithermorph must hit a Medium-size or smaller opponent with a claw or slam attack. If it succeeds and the grab is from its slam attack, it can constrict. If it succeeds and the grab is from its claw attack, it cannot constrict but if it gets a hold, it can shapechange on its next action into ooze form maintaining the hold with a successful grapple check and deal constriction damage. Constrict (Ex): A slithermorph in ooze form deals 1d8+7 points of damage with a successful grapple check against Medium-size or smaller creatures. The opponent clothing and armor suffer a -4 penalty to Reflex saves against the acid discharge. Rend (Ex): To use this ability, a slithermorph in fighting form must hit with at least two claw attacks and get a hold with its Improved Grab. If successful, it automatically deals an additional 4d4+7 points of damage. Acid discharge (Ex): A slithermorph in either form can discharge acid from chosen body areas four times per day. This deals an aditional 3d4 points of acid damage to creatures it is grappling. If underwater, the acid discharge only deals 2d4 points of acid damage. This acid dissolves organic material and metal quickly. It deals 50 points of damage per round to wood or metal objects. The opponent's armor and clothing dissolve and become useless immediately unless they succeed at Reflex saves (DC 19). A metal or wooden weapon that strikes a slithermorph don't suffer any damage unless the slithermorph readies an action to discharge acid when attacked. In this case, the weapon dissolves immediately unless it succeeds at a Reflex save (DC 19). Ammorphous (Ex): A slithermorph in its natural (ooze) form is immune to sleep, paralysis, stunning and polymorph. It is not subject to critical hits and having no clear front or back, cannot be flanked. Immunities (Ex): Slithermorphs in either form have acid, fire, cold and poison immunity. Alternate Form (Su): A slithermorph natural form is an ooze form ressembling a black pudding. At will, it can shapechange to and from another form: a serpentine, four-armed monster resembling a yuan-ti, which is its fighting form. Changing form is a standard action and on one form-shift per day, 25% of its accumulated damage is healed. Fast Healing (Ex): Slithermorphs heal 1 point of damage each round but if reduced to -10 hit points they die. In fighting form they can't reattach severed body parts but by shapechanging into ooze form and back, they regrow severed body parts. Skills: A slithermorph has a racial bonus of +4 to Hide and Move Silently checks. In subterranean environments, they have an additional +4 circunstance bonus to Hide checks. Feats: A slithermorph receives the Multidexterity and Multiweapon Fighting feats as bonus feats. In combination with its natural abilities, these feats allow the slithermorph in fighting form to attack with all its arms at no penalty. [/QUOTE]
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