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You didn't request it - I did it anyway - the Hobgoblin Thread
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<blockquote data-quote="Brazeku" data-source="post: 3844374" data-attributes="member: 48916"><p>Hey, no problem, I love doing this stuff. I'm going to be adding details periodically, take whichever parts you want!</p><p></p><p>Here's the creature that scavenges around their refuse in the winter (with a magic item at the end):</p><p></p><p> </p><p></p><p><strong>Marsh Otyugh</strong></p><p></p><p><strong>Size/Type:</strong> Medium magical beast (aquatic)</p><p><strong>Hit Dice:</strong> 3d10+6 (22 hp)</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 30 ft. (6 squares), Swim 20 ft (4 squares)</p><p><strong>Armor Class:</strong> 16 (+0 size, +5 natural, +1 dex), touch 11, flat-footed 15</p><p><strong>BAB/Grapple:</strong> +4/+4</p><p><strong>Attack:</strong> Tentacle +4 melee (1d6)</p><p><strong>Full Attack:</strong> 2 tentacles +4 melee (1d6) and bite +2 melee (1d4)</p><p><strong>Space/Reach:</strong> 5 ft / 5 ft </p><p><strong>Special Attacks:</strong> Sting barbels</p><p><strong>Special Q:</strong> Darkvision 60 ft., Low Light vision, amphibious</p><p><strong>Saves:</strong> Fort +7, Ref +4, Will +1</p><p><strong>Abilities:</strong> Str 11, Dex 12, Con 14, Int 3, Wis 10, Cha 4</p><p><strong>Skills:</strong> Hide +9, Listen +0, Spot +5, Swim +9</p><p><strong>Feats:</strong> Multiattack, great fortitude</p><p><strong>Environment:</strong> marsh</p><p><strong>Organization:</strong> cluster (3-4), or pod (5-10)</p><p><strong>CR:</strong> 2</p><p><strong>Treasure:</strong> incidental</p><p><strong>Alignment:</strong> Usually neutral</p><p><strong>Advancement:</strong> 5-6 HD (medium); 7-9 HD (large)</p><p><strong>Level Adjustment:</strong> —</p><p></p><p><strong>Sting Barbels</strong> (ex): The marsh otyugh’s chief defensive weapon consists of a series of small, venomous nematocysts at the tips of its tentacles. When struck by a tentacle attack, an individual must make a DC 12 fortitude save, or take a -1 penalty on all skill checks for 1 hour due to intense (if superficial) pain. This effect is cumulative, and can lead to drowning (from decreased swimming ability) when an individual is affected badly enough. The save DC is constitution based.</p><p></p><p>Marsh Otyughs gain a +8 racial bonus on hide and swim checks.</p><p></p><p><strong>Description</strong></p><p></p><p>Marsh Otyughs are thought to be related to their namesakes, although the exact nature of that relation is in question. They are much closer, appearance wise, to a natural animal than regular otyughs; this leads many scholars to believe that the common otyugh is actually a magically engineered version of the marsh otyugh.</p><p></p><p>A marsh otyugh is smaller and stupider than its dungeon dwelling cousins, being perhaps the size of a large dog and only slightly brighter. Although they retain the T-shaped eyestalk, marsh otyughs have a more sane body plan, with 4 bandy legs supporting a heavy, bulky body. As opposed to tentacles sprouting from their backs, marsh otyughs’ appendages dovetail behind their bodies, where the strange limbs can aid the creature as it swims. If threatened, a marsh otyugh will hold its tentacles over its back like the tail of a scorpion to make itself appear larger.</p><p> </p><p><em>Harvestable:</em></p><p>-Skin (DC 15 survival, sells for 5 sp, can be made into leather or hide armor)</p><p>-Stingers (DC 23 survival, failure causes accidental poisoning [1d4 doses]. Sells for 2 sp per dose, a harvest grants 4d6 doses).</p><p></p><p><strong>Behavior</strong></p><p></p><p>Marsh otyughs are opportunistic scavengers that eat mollusks and debris from the bottoms of marshlands. They will usually flee from approaching people, but they can become highly territorial while feeding. When this happens, the largest otyugh will threaten the interloper while the others hang back. If the leader is killed or driven off, the others either attack en masse (25%), or flee (75%). Marsh Otyughs are not predators and do not utilize pack tactics – they fight poorly as a group. They will usually quickly run when reduced to less than ½ their hit points.</p><p></p><p>These creatures are chiefly nocturnal, and prefer quiet. During the day in the summer, they spend their time submerged with only their eyestalks above the water. During the winter they usually stay in the bamboo forests, but are drawn to the waste dumps outside of hobgoblin cities. Thankfully, loud noises can often easily drive them off, which is a fact that the hobgoblins have taken advantage of:</p><p></p><p></p><p><strong>Beast Bells</strong></p><p></p><p>These are a small pair of round bells, usually worn on a leather thong or wristband. By shaking them quickly and speaking a word of command, their magic is activated.</p><p></p><p>These bells can be used to intimidate animals up to 3 times per day, and are intended to drive off marsh denizens who would otherwise threaten the user. The sound affects creatures with an intelligence of 3 or less within a 50 foot emanation centered on the caster. The caster must make an intimidate check (as a move action). The result, less 10, is the total number of hit dice that the Beast Bells affect. The weakest creatures are affected first. All creatures intimidated by the Beast Bells will flee the area at their maximum movement speed for 2d10 minutes, after which point they are free to return if they wish. Immunity to fear based effects prevents the bells from functioning.</p><p></p><p>(Faint divination and necromancy; CL 7th, Craft wondrous item, <em>speak with animals, fear,</em> Price 5300 gp, weight 1 lb)</p></blockquote><p></p>
[QUOTE="Brazeku, post: 3844374, member: 48916"] Hey, no problem, I love doing this stuff. I'm going to be adding details periodically, take whichever parts you want! Here's the creature that scavenges around their refuse in the winter (with a magic item at the end): [b]Marsh Otyugh[/b] [b]Size/Type:[/b] Medium magical beast (aquatic) [b]Hit Dice:[/b] 3d10+6 (22 hp) [b]Initiative:[/b] +1 [b]Speed:[/b] 30 ft. (6 squares), Swim 20 ft (4 squares) [b]Armor Class:[/b] 16 (+0 size, +5 natural, +1 dex), touch 11, flat-footed 15 [b]BAB/Grapple:[/b] +4/+4 [b]Attack:[/b] Tentacle +4 melee (1d6) [b]Full Attack:[/b] 2 tentacles +4 melee (1d6) and bite +2 melee (1d4) [b]Space/Reach:[/b] 5 ft / 5 ft [b]Special Attacks:[/b] Sting barbels [b]Special Q:[/b] Darkvision 60 ft., Low Light vision, amphibious [b]Saves:[/b] Fort +7, Ref +4, Will +1 [b]Abilities:[/b] Str 11, Dex 12, Con 14, Int 3, Wis 10, Cha 4 [b]Skills:[/b] Hide +9, Listen +0, Spot +5, Swim +9 [b]Feats:[/b] Multiattack, great fortitude [b]Environment:[/b] marsh [b]Organization:[/b] cluster (3-4), or pod (5-10) [b]CR:[/b] 2 [b]Treasure:[/b] incidental [b]Alignment:[/b] Usually neutral [b]Advancement:[/b] 5-6 HD (medium); 7-9 HD (large) [b]Level Adjustment:[/b] — [b]Sting Barbels[/b] (ex): The marsh otyugh’s chief defensive weapon consists of a series of small, venomous nematocysts at the tips of its tentacles. When struck by a tentacle attack, an individual must make a DC 12 fortitude save, or take a -1 penalty on all skill checks for 1 hour due to intense (if superficial) pain. This effect is cumulative, and can lead to drowning (from decreased swimming ability) when an individual is affected badly enough. The save DC is constitution based. Marsh Otyughs gain a +8 racial bonus on hide and swim checks. [b]Description[/b] Marsh Otyughs are thought to be related to their namesakes, although the exact nature of that relation is in question. They are much closer, appearance wise, to a natural animal than regular otyughs; this leads many scholars to believe that the common otyugh is actually a magically engineered version of the marsh otyugh. A marsh otyugh is smaller and stupider than its dungeon dwelling cousins, being perhaps the size of a large dog and only slightly brighter. Although they retain the T-shaped eyestalk, marsh otyughs have a more sane body plan, with 4 bandy legs supporting a heavy, bulky body. As opposed to tentacles sprouting from their backs, marsh otyughs’ appendages dovetail behind their bodies, where the strange limbs can aid the creature as it swims. If threatened, a marsh otyugh will hold its tentacles over its back like the tail of a scorpion to make itself appear larger. [i]Harvestable:[/i] -Skin (DC 15 survival, sells for 5 sp, can be made into leather or hide armor) -Stingers (DC 23 survival, failure causes accidental poisoning [1d4 doses]. Sells for 2 sp per dose, a harvest grants 4d6 doses). [b]Behavior[/b] Marsh otyughs are opportunistic scavengers that eat mollusks and debris from the bottoms of marshlands. They will usually flee from approaching people, but they can become highly territorial while feeding. When this happens, the largest otyugh will threaten the interloper while the others hang back. If the leader is killed or driven off, the others either attack en masse (25%), or flee (75%). Marsh Otyughs are not predators and do not utilize pack tactics – they fight poorly as a group. They will usually quickly run when reduced to less than ½ their hit points. These creatures are chiefly nocturnal, and prefer quiet. During the day in the summer, they spend their time submerged with only their eyestalks above the water. During the winter they usually stay in the bamboo forests, but are drawn to the waste dumps outside of hobgoblin cities. Thankfully, loud noises can often easily drive them off, which is a fact that the hobgoblins have taken advantage of: [b]Beast Bells[/b] These are a small pair of round bells, usually worn on a leather thong or wristband. By shaking them quickly and speaking a word of command, their magic is activated. These bells can be used to intimidate animals up to 3 times per day, and are intended to drive off marsh denizens who would otherwise threaten the user. The sound affects creatures with an intelligence of 3 or less within a 50 foot emanation centered on the caster. The caster must make an intimidate check (as a move action). The result, less 10, is the total number of hit dice that the Beast Bells affect. The weakest creatures are affected first. All creatures intimidated by the Beast Bells will flee the area at their maximum movement speed for 2d10 minutes, after which point they are free to return if they wish. Immunity to fear based effects prevents the bells from functioning. (Faint divination and necromancy; CL 7th, Craft wondrous item, [i]speak with animals, fear,[/i] Price 5300 gp, weight 1 lb) [/QUOTE]
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You didn't request it - I did it anyway - the Hobgoblin Thread
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