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Showing posts with label Dr Who. Show all posts
Showing posts with label Dr Who. Show all posts

Wednesday, 30 January 2019

Ood - tentacled faced humanoid

This is a monster inspired/stolen from Dr Who. I am a huge fan of both the old and new versions of the show and I like using stylized beasts based on it.


Ood

Medium-Size Humanoid
Hit Dice: 2d6+2 (11 hp)
Initiative: +1
Speed: 30 ft.
AC: 15 (+1 Dex, +2 Natural, +2 leather armor), touch 5, flat-footed 5
Attacks: Energy Blast Touch +3 melee
Damage: Touch 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Orb blast
Special Qualities: Blindsight, Minor Telepathy
Saves: Fort +1, Ref +4 Will +4
Abilities: Str 8, Dex 10, Con 16, Int 12, Wis 16, Cha 8 / 13
Skills: Athletics +5, Perform +8; Singing +12, Craft +7 (Medicine +10), Survival +8
Climate/Terrain: Any underground or Swamp
Organization: Circle (2-8) or Voice (1 Ood)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral (80% tend towards LN)
Advancement: By Class (Bard, Fighter, Monk, Druid, Artificier)


Alien Appearance: Humanoid, hairless, small black eyes and many short tentacles on their chin. They cannot speak aloud but have a minor telepathy power for creatures that they can see. The difference in their charisma scores are those with an Ood Orb and those without one. Typically no more than two Ood in a circle have an orb.

They can learn to speak if the individual spends time away from their circle, where group speech and thought is assumed. Few Ood choose to do this and are content and comfortable in their circles. Only individual Ood gain more than four HD.

The Ood were once servile slaves, forced to serve Lords from other worlds. Even when free they are driven to help others. If simple tasks they take action right away, but for longer more complicated tasks it takes them time to evaluate what their best choice of action should be.

They are often strangers in my dungeons, ignored by the primary inhabitants unless they can be used as slaves or most often as sources of info.

While generally very quiet, Ood sing collectively wonderful and personal songs when they are emotionally moved.

Magic Items
Ood are not inherently magical, but many have been trained to create magical devices that help them survive, and communicate with other creatures. After seeing a device, they need to spend one day with magical equipment to create a device to assist them. However it is an ood only device, few creatures can ever utilize the items the ood make for their own kin.

Orb: This is the primary item most ood carry, it is an small orb made of a soft metal, that allows them to speak out loud as well as to sing. The orb can release a shock that inflicts 1d6 damage on close range (20 feet or less). Some Ood, especially those that take fighter class take feats to increase the damage and range the orb can inflict beyond the table below.

1-4 HD      1d6 Dmg           Range 20 feet
5-6 HD      1d8 Dmg           Range 30 feet
7-8 HD      1d10 Dmg         Range 50 feet
9 HD +       2d6 Dmg or 1d8 Dmg for 2 targets

Shared Saving Throw: As an individual, the ood are not always the best at saving throws, but when they come together for a purpose, they learn to trust in their comrades. They add +1 to every saving throw for every two additional ood in their collective. If not in groups, give individual Ood -2 on all mental saving throws.

Minor Telepathy: Ood can telepathicly communicate with intelligent creatures but need to have bonded with them.

Stolen from the New Who series