A couple of monster questions [Archive] - Wizards Community

Post/Author/DateTimePost
PaulGrogan

09-15-03, 06:28 AM
Have we had an official ruling on the whole natural attacks when in a grapple discussion?

I seem to remember Sage saying that the notes under Rake in 3.5 which said normally you can only attack with 1 natural weapon in a grapple are wrong.

In other words, creature with 7 tentacles, each say 20ft long has 7 attacks per turn. Lets say it hits 2 different targets.

First question: Can it attempt to improve grab on both of them, or just one.

Secondly, whether it has grapped one or more, now it is considered 'grappled' so what can it do with the other 6 tentacles?


On a completely seperate note, I am unsure about the Bearded Devils Infernal Wounding ability, and 3.5 MM didnt clear it up for me.
Persistent wound, another 2HP damage per round. The wound does not heal naturally and resists healing spells. The continuing HP loss can be stopped by a DC16 Heal check, a cure spell or a heal spell. However, the cure and heal spells must make a DC16 CL check, or the spell fails. Presumably this is also the same if the character then tried to drink a potion.

OK so far, understanding it. Quick Q though, what if the player has been hit twice? Thats 4HP per round and 2 different spells needed to stop both bleedings?

Now the confusing bit. A successful Heal check automatically stops the continuing HP loss as well as restoring lost HP. Eh? Since when does a Heal check restore lost HP?
d_nychus

09-15-03, 10:01 AM
Originally posted by PaulGrogan
Have we had an official ruling on the whole natural attacks when in a grapple discussion?

I seem to remember Sage saying that the notes under Rake in 3.5 which said normally you can only attack with 1 natural weapon in a grapple are wrong.

Haven't seen anything by the sage yet, though I haven't picked up this month's Dragon.

The way I read it, you attack with as many grapple checks as you want, but only with a singular attack source, eg. claw, bite, third tentacle from the left that you have named Whip o' Doom, etc. This is similar to the "no two-weapon fighting" rule in the PHB concerning grappling.

Originally posted by PaulGrogan
In other words, creature with 7 tentacles, each say 20ft long has 7 attacks per turn. Lets say it hits 2 different targets.

First question: Can it attempt to improve grab on both of them, or just one.

It depends on if it takes -20 or not. If it takes -20, it treats the rest of its body as not being grappled, and thus is elgible to make another grapple, and can take -20 to THAT roll too, treating the REST of its body as not being involed in the grapple.

Originally posted by PaulGrogan
Secondly, whether it has grapped one or more, now it is considered 'grappled' so what can it do with the other 6 tentacles?

Well, anything it wants. It is NOT considered grappling, only the limbs that are used in the grapple are considered to be grappling, and the rest of it is not. It suffers no Dex loss to AC from grappling, threatens normally, and can move. It can attack other characters with those 6 tentacles, attack the characters it has grappled, play "La Cucaracha" on 6 bongo drums, etc.


Originally posted by PaulGrogan
On a completely seperate note, I am unsure about the Bearded Devils Infernal Wounding ability, and 3.5 MM didnt clear it up for me.
Persistent wound, another 2HP damage per round. The wound does not heal naturally and resists healing spells. The continuing HP loss can be stopped by a DC16 Heal check, a cure spell or a heal spell. However, the cure and heal spells must make a DC16 CL check, or the spell fails. Presumably this is also the same if the character then tried to drink a potion.

OK so far, understanding it. Quick Q though, what if the player has been hit twice? Thats 4HP per round and 2 different spells needed to stop both bleedings?

Well, the way the wording is, yes, to multiple damage, but only one spell and check is needed. "The continuing hit point loss can be stopped by..." That phrase seems all inclusive, though that is just my reading of it.

Originally posted by PaulGrogan
Now the confusing bit. A successful Heal check automatically stops the continuing HP loss as well as restoring lost HP. Eh? Since when does a Heal check restore lost HP?

It doesn't. I think it's supposed to either be ""A successful caster level check automatically stops the continuing hit point loss as well as restoring hit points," or the caster level check should really be a Heal check. I really think that they should both be caster levels, because having both as Heal checks really leaves no real point in using magic.

Either way, the passage needs errataed.