Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Template: Inque
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Zack2216" data-source="post: 106967" data-attributes="member: 2369"><p>I got the idea from watching batman beyond the other day. A powerful creature that could pretty much do whatever it wanted with its body. </p><p></p><p>Template: Inque</p><p>"Inque" is a template that can be added to any <u>living creature</u>. The creature type changes to ooze. The Inque becomes jet black and gains the ability to chang the shape of its body at will. It is strong and agile compared to the other oozes.</p><p></p><p>The base creature loses all speacial qualities and attacks and gains those listed below.</p><p></p><p>Hit dice: Change to D10. Add any bonus hp based on size (as per all oozes). keep any hit die at there original. only new hit die are d10.</p><p></p><p>Base speed: +15'</p><p></p><p>AC: Loses all natural ac bonuses. Cannot wear armor, but can wear bracers, amulets and rings. other than that, nothing. if worn, the items are absorbed into the inque. However, it is limited to 2 bracers, 2 rings, and 1 amulet. Magic items that add to natural ac or otherwise work.</p><p></p><p>Attacks: The Base creature gains a slame attack and a gore attack, either of which can be formed as a free action before attack.</p><p></p><p>Damage: Depends on size</p><p>Size Gore Slam</p><p>Fine 1d2 1</p><p>Diminutive 1d3 1d2</p><p>Tiny 1d4 1d3</p><p>Small 1d6 1d4</p><p>Medium 1d8 1d6</p><p>Large 2d6 1d8</p><p>Huge 2d8 2d6</p><p>Gargantuan 4d6 2d8</p><p>Colossal 4d8 4d6</p><p>(Add str modifier X 1.5 to damage)</p><p></p><p>Speacial Attacks: Improved Grag, Constrict, Engulf</p><p></p><p>Improved grab: to use this ability, the inque must hit with its slam attack. If it gets a hold, it can constrict.</p><p></p><p>Constrict: same as slam damage</p><p></p><p>Engulf: The inque can engulf 1 craeture of its size, 2 of 1 size lower, etc. To engulf, The creature must constrict for atleast one round. When a creature is engulfed, It will slowly suffocate if it can't get out. It take 1 round/constitution bonus to die of suffication. To get out, both the inque and the trapped creature must make oposing strength checks against each other. If the trapped creatur escapes, then the inque has to slam and constrict again to engulf the creature. While the inque has a creature engulfed, it can still defend itself with slam attacks dealing half damage. Though the inque attacks in this way, it does not eat, so it just flings the body aside. When stunned by electricity, the trapped creature can escape. When frozen, any trapped creature get frozen as well.</p><p></p><p><u>Speacial qualities:</u> </p><p>Blind sight: 60ft. if the base creature has blind sight, increase it by 10 ft.</p><p></p><p>ooze: immune to mind influencing effects, poison, sleep paralysis, and polymorphing. Not subject to critical hits.</p><p></p><p>Inques don't eat, breath, and espeacially don't drink. however they can still communicate with whatever languages the base creature had.</p><p></p><p>Shape manipulation EX: Inques have the ability to manipulate their bodys, as if by polymorph other, and having the same limitations. However, a change in size only change the damage delt by the gore and slam attacks. (decreases AC and to hit aswell). Can only change up to one size larger or 2 sizes smaller.</p><p>All forms assumed are jet black with a watery appearance. If it choses to gain wings, it flys at its base speed with poor manueverability.</p><p></p><p>Normal shape EX: This is the form the creature had before the transormation. It will often times use this form to mingle with its original kind. However, all hair turns black, Your eyes are black (but still as the whites), and your overall apearance turns black, except your hands and face, which turn(strangely) a light purple(if the creature originally had white skin). if the base creature had a different skin tone, it will either darken or turn a darker shade of purple.</p><p></p><p>Ice vulnerability (EX): Inques can be frozen solid, depending on how much cold damage they take in one attack. If they take 2/per hit die in cold damage, they become frozen solid. They cannot move until defrosted.</p><p></p><p>Water vulnerability (EX): Inques are aqueous, thus they dissolve in water. If kept in contact with water for 1round/hit die, they dissolve and die. If it is rain, multiply the length by 2. ie: 20 hd means 20 rounds under water and 40 rounds out in the rain( takes a while to dissolve that much ooze). While in the rain or under water, it will lose part of itself because of dissolving. It loses 1hit die/round in water and 1 hit die every 2 rounds in the rain. If not killed by the water and it escapes to a dry place then it will regenerate completely within an hour. </p><p></p><p>Lightning vulnerability(EX): when dealt any electricity damage, the inque becomes stunned for 1d4 rounds. If dealt continuous lightning damge (biocurrent), the inque stays stunned until the inque no longer takes lightning damage.</p><p></p><p>immune to fire </p><p>Regeneration 5 plus constitution modifier</p><p>Damage reduction 15/+5</p><p>Saves: same as the base creatures</p><p>Ablilities: Strength +4, Dexterity +4, Constitution +4, Charisma -4, wisdom -4</p><p>skills: Hide +10(in the dark)</p><p>Feats: great fortitude, lightning reflexes</p><p>Climate/terrain: dry areas, any</p><p>CR (don't know)</p><p>ECL +4(maybe more, maybe less)</p><p>Treasure: same as base creature</p><p>Advancement: up to 20hp (medium) or by character class</p><p></p><p>To become an inque, you need to consume speacially treated Ochre jelly ooze. It must be enchanted, as if you were making an alter self potion. DC25 for alchemy, 10,000 gp in required materiels, 1,000 exp. must be able to cast alter self and polymorph other. Imbibe the potion once it is finished to transform. Due to the potions instability, It will only be able to transform anyone for 24 hours. After that the potion becomes useless. The Transformation takes 3d4 minutes.</p><p></p><p>Example</p><p>Inque(medium sized ooze)(human)</p><p>hit points: 20d10 + 110 (242)</p><p>Initiative +9 (+5 dex, +4 improved initiative)</p><p>Speed: 45 ft.</p><p>AC: 40(+5 dex, +10 bracers, +10 2 rings of protection +5, +5 amulet of natural armor)</p><p>Attacks: Gore +20/+15/+10</p><p>Damage: Gore 1d8+7, Slame 1d6+7</p><p>Speacial Attacks: Improved Grab, Constrict 1d6+7, engulf</p><p>Speacial qualities: Blindsight 60 ft., ooze, Shape manipulation, Ice vulnerability, water vulnerability, Lightning vulnerability, immune to fire, Regeneration 40, Damage Reduction 15/+5</p><p>Saves: Fort.+17, Reflex +17, Will +8</p><p>Abilities: Strength 20, Dexterity 20, Constitution 20, Inteligence 14, Wisdom 14, Charisma 12</p><p>skills: blah</p><p></p><p>So guys, what do you think? is it any good? give suggestion and stuff, Thanks<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></blockquote><p></p>
[QUOTE="Zack2216, post: 106967, member: 2369"] I got the idea from watching batman beyond the other day. A powerful creature that could pretty much do whatever it wanted with its body. Template: Inque "Inque" is a template that can be added to any [U]living creature[/U]. The creature type changes to ooze. The Inque becomes jet black and gains the ability to chang the shape of its body at will. It is strong and agile compared to the other oozes. The base creature loses all speacial qualities and attacks and gains those listed below. Hit dice: Change to D10. Add any bonus hp based on size (as per all oozes). keep any hit die at there original. only new hit die are d10. Base speed: +15' AC: Loses all natural ac bonuses. Cannot wear armor, but can wear bracers, amulets and rings. other than that, nothing. if worn, the items are absorbed into the inque. However, it is limited to 2 bracers, 2 rings, and 1 amulet. Magic items that add to natural ac or otherwise work. Attacks: The Base creature gains a slame attack and a gore attack, either of which can be formed as a free action before attack. Damage: Depends on size Size Gore Slam Fine 1d2 1 Diminutive 1d3 1d2 Tiny 1d4 1d3 Small 1d6 1d4 Medium 1d8 1d6 Large 2d6 1d8 Huge 2d8 2d6 Gargantuan 4d6 2d8 Colossal 4d8 4d6 (Add str modifier X 1.5 to damage) Speacial Attacks: Improved Grag, Constrict, Engulf Improved grab: to use this ability, the inque must hit with its slam attack. If it gets a hold, it can constrict. Constrict: same as slam damage Engulf: The inque can engulf 1 craeture of its size, 2 of 1 size lower, etc. To engulf, The creature must constrict for atleast one round. When a creature is engulfed, It will slowly suffocate if it can't get out. It take 1 round/constitution bonus to die of suffication. To get out, both the inque and the trapped creature must make oposing strength checks against each other. If the trapped creatur escapes, then the inque has to slam and constrict again to engulf the creature. While the inque has a creature engulfed, it can still defend itself with slam attacks dealing half damage. Though the inque attacks in this way, it does not eat, so it just flings the body aside. When stunned by electricity, the trapped creature can escape. When frozen, any trapped creature get frozen as well. [U]Speacial qualities:[/U] Blind sight: 60ft. if the base creature has blind sight, increase it by 10 ft. ooze: immune to mind influencing effects, poison, sleep paralysis, and polymorphing. Not subject to critical hits. Inques don't eat, breath, and espeacially don't drink. however they can still communicate with whatever languages the base creature had. Shape manipulation EX: Inques have the ability to manipulate their bodys, as if by polymorph other, and having the same limitations. However, a change in size only change the damage delt by the gore and slam attacks. (decreases AC and to hit aswell). Can only change up to one size larger or 2 sizes smaller. All forms assumed are jet black with a watery appearance. If it choses to gain wings, it flys at its base speed with poor manueverability. Normal shape EX: This is the form the creature had before the transormation. It will often times use this form to mingle with its original kind. However, all hair turns black, Your eyes are black (but still as the whites), and your overall apearance turns black, except your hands and face, which turn(strangely) a light purple(if the creature originally had white skin). if the base creature had a different skin tone, it will either darken or turn a darker shade of purple. Ice vulnerability (EX): Inques can be frozen solid, depending on how much cold damage they take in one attack. If they take 2/per hit die in cold damage, they become frozen solid. They cannot move until defrosted. Water vulnerability (EX): Inques are aqueous, thus they dissolve in water. If kept in contact with water for 1round/hit die, they dissolve and die. If it is rain, multiply the length by 2. ie: 20 hd means 20 rounds under water and 40 rounds out in the rain( takes a while to dissolve that much ooze). While in the rain or under water, it will lose part of itself because of dissolving. It loses 1hit die/round in water and 1 hit die every 2 rounds in the rain. If not killed by the water and it escapes to a dry place then it will regenerate completely within an hour. Lightning vulnerability(EX): when dealt any electricity damage, the inque becomes stunned for 1d4 rounds. If dealt continuous lightning damge (biocurrent), the inque stays stunned until the inque no longer takes lightning damage. immune to fire Regeneration 5 plus constitution modifier Damage reduction 15/+5 Saves: same as the base creatures Ablilities: Strength +4, Dexterity +4, Constitution +4, Charisma -4, wisdom -4 skills: Hide +10(in the dark) Feats: great fortitude, lightning reflexes Climate/terrain: dry areas, any CR (don't know) ECL +4(maybe more, maybe less) Treasure: same as base creature Advancement: up to 20hp (medium) or by character class To become an inque, you need to consume speacially treated Ochre jelly ooze. It must be enchanted, as if you were making an alter self potion. DC25 for alchemy, 10,000 gp in required materiels, 1,000 exp. must be able to cast alter self and polymorph other. Imbibe the potion once it is finished to transform. Due to the potions instability, It will only be able to transform anyone for 24 hours. After that the potion becomes useless. The Transformation takes 3d4 minutes. Example Inque(medium sized ooze)(human) hit points: 20d10 + 110 (242) Initiative +9 (+5 dex, +4 improved initiative) Speed: 45 ft. AC: 40(+5 dex, +10 bracers, +10 2 rings of protection +5, +5 amulet of natural armor) Attacks: Gore +20/+15/+10 Damage: Gore 1d8+7, Slame 1d6+7 Speacial Attacks: Improved Grab, Constrict 1d6+7, engulf Speacial qualities: Blindsight 60 ft., ooze, Shape manipulation, Ice vulnerability, water vulnerability, Lightning vulnerability, immune to fire, Regeneration 40, Damage Reduction 15/+5 Saves: Fort.+17, Reflex +17, Will +8 Abilities: Strength 20, Dexterity 20, Constitution 20, Inteligence 14, Wisdom 14, Charisma 12 skills: blah So guys, what do you think? is it any good? give suggestion and stuff, Thanks:D [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Template: Inque
Top