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Showing posts with label Water. Show all posts
Showing posts with label Water. Show all posts

Thursday, 14 February 2019

Dexo-Pus, Sentient, 10 tentacled Octopus variant

I was originally going to call this creature the Hexopus but then realized that this was the greek base for six, not ten. While I still kinda like that sound better, I'm gonna stick with the Dexo. Think of this as a sentient, kinda nasty, octopus creature, with fully capable tentacles. As they age, they learn to utilize more of their tentacles in combat.

Dexopus

N Medium Aberration
Init +1 Senses Darkvision 60 ft.; Perception +0
 DEFENSE
AC 12 touch 12, flat-footed 10 (+2 Dex)
hp 13hp (2d8+4 con)
Fort +2, Ref +2, Will +3
 OFFENSE
Speed 30 ft., Swim 40 ft.
Melee Tentacle +4 (1d4+1)
Ranged Spear +4 (d6)
Hindrance: -1 on constitution checks / saves if they do not bathe once a day

 STATISTICS
Str 12, Dex 14, Con 14, Int 10, Wis 11, Cha 9
Base Atk +1 CMB +2 CMD 13
Feats Weapon Finesse
Skills Escape Artist +6, Swim +12, Climb +3; Racial Modifiers +2 Escape Artist, +4 Swim
Languages Lizardith
Other Gear Net, Spear or other hunting items
 ECOLOGY
Environment Any non desert
Organization   Pool (2-4) or Pod (20-80)
Treasure Value  Average (Coins or gems)
 SPECIAL ABILITIES

The Dexopus is a cunning creature capable of using complex tactics. It appears the same as their water-based, animal kin the octopus, except it has ten tentacles and is either red, pink or orange in colour. Their tentacles are approximately ten feet in length, but they use most of it for their height which mirrors a five foot tall humanoid.

Like their ocean kin they are incredible swimmers, most are just as good on land and many have fantastic climbing abilities. Enemies often believe they are solely water-based, but this is not true, they only need to soak themselves in water for one hour a day, and many pods are in the mountains or forests, so they are not actually bound to oceans.

Just the same as many creatures, they desire wealth and magic, if they can do so through peaceful means, like commerce. If not, they are willing to take any risks necessary. They make allies with like-minded creatures, equally willing to partner with humanoids or monsters for mutual defense. Though not violent, they are aggressive beings, as they look for ways to increase their influence. Since much magic and money are found underground, that's where the dexopus tends to settle down. They sometimes welcome other aberrations into their communities - especially those gifted with magic.

Lizardith is one of the most utilized languages in my game world. Lizard Men are highly intelligent and virtually control large portions of the under-earth caverns, sharing and competing with Dwarf for food & resources. The Dexopus often have small pod towns in warm caverns, but are more likely to be competitors than allies with the Lizard Men.

HD Advancement
3 HD +5 in skills; Gain 1 Feat; +1 in Natural AC
4 HD +2 to any attribute; +5 in skills, Multiattack
5 HD Gain 1 Feat; +5 in skills; +1 in Natural AC, Increase Tentacle Damage
6 HD +2 to any attribute; +5 in skills; Perfect Climb
7 HD +1 in Natural AC; Gain 1 Feat,  Gain additional tentacle attack (3rd attack using tentacle)
8 HD +2 to any attribute, Increase Tentacle Damage
9 HD +1 in Natural AC; +5 in skills; Gain 1 Feat, Increase Tentacle Damage
10 HD +4 to any two attributes; +10 in skills, +3 in Natural AC, Gain additional tentacle attack (4th tentacle  attack), Gain 2 Feat

A Dex-o-Pus normally advances through this table. If they take a level in any class, they are unable to advance any further on this table. Most members of their pod advance using the HD table below, but some members pick rogue, ranger or sorcerer class. Most of their leaders are usually sorcerers who have gained 2-4 levels.

Ink Cloud A dex-o-pus can emit a 10-foot-radius sphere of ink once per hour as a free action. The ink provides total concealment for one round and a 50% chance of missing with aimed attacks and a 25% chance with physical attacks for another two rounds. Some Dexopusi specialize with ink clouds, they are able to increase either the length of time the cloud will increase vision.

Sticky Tentacles (Ex): Their tentacles have small suckers that enable a powerful sticky capacity if it is able to latch on to someone or something. Add +6 bonus on CMD if holding on to someone.

Perfect Climb: As long as they have eight or more tentacles touching a wall or ceilings, treat as they are affected by the Spider Climb Spell, so they never fall unless forced down. They can attack no more than once if also maintaining their grip to climb, or twice if they are simply standing still.

Increase Tentacle Dmg: 1-4 HD: 1d4 dmg; 5-7 HD 1d6 dmg, 8 HD 1d8 dmg, 9 HD 1d10 dmg, 10 HD 2d12 dmg


Monday, 6 April 2015

Elemental Options - Pick Your Own: Plug and Play Beasts

Have long liked the idea of heroes facing elemental threats...not just a blob of  the elemental. This enables you to face any variant of elemental, an animal, a four legged beast or even a humanoid
made of the element. This is mix and match, enabling the DM to create on the fly.

Elemental-Base

AC           14 (+1 / 3 additional HD)
Base Int: 6, Con 14, Wis 10, Str 16, Dex 14, Cha 6
Base Attack Bonus: +4
Base Damage: 1d6 / 1d8 / 1d12 / 2d8/ 2d12
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility
Traits: Darkvision 60 ft., Elemental Traits
Skill Points 16 points at base, 4 points per HD higher than 2nd*
Most common Skills: Acrobatics, Climb, Escape Artist, Fly, Intimidate, Knowledge (arcana, elemental, nature), Perception, Spellcraft, Stealth, Survival
Alignment               Neutral
 
*Gain Knowledge (Own elemental Type) free the same as their HD

TYPE
Aether Gain Non-Detection, Gain Elemental Resistance to any one type for 24 hours
Air Gain Elemental Traits, Whirlwind
Earth Gain Elemental Traits, Forceful Blow
Fire Gain Elemental Traits, Enflame
Water Gain Elemental Traits, Whirlpool,

SIZE:
Small 2 HD +6 Int, +4 Con, +6 Wis, -2 Str, -2 Con, +8 Dex
Medium 6 HD +4 Int, +4 Con, +4 Wis, +2 Str, +2 Con, +6 Dex
Large 10 HD +0 Int, +4 Con, +2 Wis, +4 Str, +4 Con, +2 Dex
Huge 14 HD -2 Int, +4 Con, +0 Wis, +6 Str, +6 Con, +-2 Dex
Gigantic 18 HD -4 Int, +4 Con, +0 Wis, +10 Str, +8 Con, -  4 Dex
Titanic 24 HD -6 Int, +8 Con,  +0 Wis, +16 Str, +10 Con, -6 Dex

ANIMAL FORM
Bestial         +2 Str, +4 Dex, Scent, Light "Fur"
Quadraped         +4 Con, +4 Wis; 4 legs, +20 movement, +2 HD, Heavy Fur
Multiple-Headed +4 Con, +4 Wis, -2 Cha, +1 HD / extra head (Rarely more than ten heads)
Avian         +4 Con,  + 6 Dex for thin body, Fly: Good (Never bigger than large)
Spider         +8 Dex, Climb & Balance+20, Spray Poison (Weakness DC 14 / Dc 16  / DC 20 /                                 DC 22  / DC 30)
Whale        +40 Swim, +8 Con, +4 Str, 10 HD (Min)

HUMANOID FORM
Watcher +4 Int, +4 Cha, Read Surface Thoughts, Distant Viewing, Mind-Link,  Mind-Blast
Basher + 4 Str, +4 Con,  Base Dmg, (+1d8 / +1d10 / +2d8 / +2d12 / +3d10)
Archer +4 Dex, +4 Wis, Gain two Elemental Arrow (Dmg 1d4 / 1d6 / 1d8/ 1d10 / 2d8)
Tripper         +4 Str, +4 Dex, Trip Attack DC (DC 14 / Dc 16  / DC 20 / DC 22  / DC 30)
Breath weapon +4 Cha, +4 Dex, +6 HD, (Dmg: 3d6 / 6d6 / 9d6 / 15d6 / 25d6) (As dragon for ranges)

Elementals are a variety of beings that have communities in pocket universes that border on both the elemental planes and the mortal worlds. Their existence is much the same as humans, creating products for external use, raising mindless livestock and flora as well as raising armies to defend themselves. Unlike other communities, they do not consider only humanoids intelligent - all elementals of a certain awareness are considered citizens. Generally elemental communities are
closed, they contain only creatures of the one shared elemental type. Individuals of other species may be found there if they have become allies with individuals elemental beings, but it is never of a another elemental type.

Water is the most commonly found element on prime worlds, deep in the ocean and little known by outsiders. Aether is the next most common, often found in cities with a native citizenry barely if at all aware of their existence; they often make allies in libraries and temples. Air and Earth elementals are uncommon but always there, there are a few on any given prime world, found by the experts in their fields.  The most rare is the Fire Pocket Universes, they are sometimes portals are created spontaneously during forest fires or other extraordinary events, but closed as soon as the fire closes.

What is the most understood by non-elementals is that elemental beings are not bound by one form. Individuals can switch between animal or humanoid forms when needed. It is not a quick or simple process, they can go to their Essence Temple and undergo a cerement to switch from forms. The only thing that doesn't change is their HD, feats and skills; their personality and memories always remain intact.