| Post/Author/DateTime | Post |
|---|---|
| Grimgrin03-13-05, 06:28 PM | Amber Grease Colossal Ooze Hit Dice: 32d10+296 (472 hp avg.) Initiative: -2 Speed: 10ft, swim 10ft Defense: 6, touch 0, flat-footed 6 (–8 size, –2 Dex, +6 natural armor) Attack: Slam +37 or Grapple +53 Full Attack: Slam: +37/+32/+27/+22 melee Damage: Slam: 2d8+19 plus 1d6 acid, Grapple: 1d6 acid per round Face/Reach: 30ftx30t /15ft Special Attacks: Sticky Goop, Stench Special Qualities: Ooze traits, Blind Sight (60ft), Fire Vulnerability: x2 damage Saves: Fort +18, Ref +8, Will +5 Abilities: Str 44, Dex 6, Con 26, Int —, Wis 1, Cha 1. Skills: +8 to Hide in water (camouflage). Feats: None Climate/Terrain: Coastal areas Organization: Solitary Challenge Rating: 16 Treasure: Perfume Extract: 20gp per HD Alignment: True Neutral Advancement: 33 to 56 HD (colossal) Description: Amber Grease is an enormous translucent yellow ooze the often attacks fishing boats and costal towns. It feeds on any thing it can catch and often attacks at night. Sometimes the only warning of an attack is the terrible stench to ooze emits when above water. Some fishermen hunt these oozes because if their flesh is boiled down it can be sold as a perfume extract. Amber Grease oil is worth 20gp per HD of the creature. Special Attacks: Sticky Goop (Ex): Any creature that takes damage from an Amber Grease’s slam attack will lose mobility since the sticky goop of the ooze will bind the victim’s limbs together if the victim fails a Reflex roll equal to the damage inflicted by the slam. The sticky goop reduces the victim’s mobility dealing two points of DEX damage per round for 1d4 rounds as it dries. The DEX penalty will remain until the goop is washed with at least 1 pint of heated water and soap (or some other cleaning solution). Stench (Ex): The first time a creature comes within 10ft of the ooze, it must make a FORT save (DC= HD of Amber Grease) or suffer a -1 attack penalty for one round. This only affects creatures capable of smell. Special Qualities: Ooze Traits (Ex): Amber Grease has the ooze traits and immunities. Immunities (Ex): Amber Grease is immune to ballistic and piercing weapons. Vulnerabilities (Ex): Amber Grease takes double damage from attacks that deal heat or fire-based damage. Immersion in fire deals 50 points of damage to the creature each round. Animal, Mock Template A mock animal is a partial polymorph of two different normal animals that has attributes of both. Some scholar’s believe these magical animals are created by an unknown natural phenomenon, while others think they are failed experiments that have escaped into the wild. No known Mock Animal is capable of breeding. The Mock Turtle would be an example of a turtle and donkey cross. Magical Creature (Chaotic) Size: Equal to the larger creature Hit Dice: Equal to the higher creature value Initiative: DEX Modifier Speed: Highest value of both. Reduce Swim, Climb, Burrow or Fly speed by half unless both creatures are capable of that type of movement. Defense: Equal to the higher creature value modified by size. Attack/Full Attack/Damage: Pick one attack from each creature with bonus and damage modified by size. Face/Reach: Determined by size. Special Attacks: All Special Qualities: All Saves: Equal to the highest of each creature Abilities: Select the highest value from each creature. Skills: All, but duplicate skills do not stack Feats: All Climate/Terrain: Both Organization: Solitary Challenge Rating: Select the highest CR and add +1/2 if the creatures HD is 0 to 2, +1 CR if HD= 3 to 9, and +2 CR if the 10+ HD. Treasure: Usually none Alignment: Chaotic Neutral Advancement: Determined by size. |
| Thomar_of_Uointer03-13-05, 08:42 PM | The Grease is awesome. I'm stealing it... Tactics question: does burning a grease patch it's on count as immersion? The mock animal has potential. Leave alignment neutral, unless you're going to give them the Chaotic subtype. CR +2 doesn't make sense for some crossbreeds. Maybe you could do this: HD CR 0-2 +1/2 3-9 +1 10+ +2 |
| Grimgrin03-14-05, 02:42 PM | The Amber Grease itself isn't flamable but spreading out a dozen or so oil jars could be used to make a trap. The graduated CR bonus is a better idea for the mock animal, I am incorporating it. |
| Grimgrin03-14-05, 03:05 PM | SNAPPING TURTLE/DONKEY Medium Magic Animal Hit Dice: 3d8+9 (22 hp) Initiative: +2 Speed: 30 ft. (6 squares), Swim: 15ft (3 squares) Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 Base Attack/Grapple: +2/+5 Attack: Bite +5 melee (1d8+4) or Kick +5 (1d6+4) Full Attack: Bite +5 melee (1d8+4), or 2 Kick +5 (1d6+4) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +8, Ref +5, Will +2 Abilities: Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha 4 Skills: Balance +3, Listen +3, Spot +2 Feats: Alertness, Great Fortitude, Endurance Environment: Oceans or Warm Forests Organization: Solitary Challenge Rating: 3 Advancement: — Level Adjustment: — This creature has the combined traits of a turtle and a donkey. It has long-eared, a horselike head, a pair of hooved legs, covered in armored shell, and posses a pair of flippers for front limbs. Carrying Capacity: A light load for a turtle/donkey is up to 50 pounds; a medium load, 51–100 pounds; and a heavy load, 101–150 pounds. A donkey can drag 750 pounds. Combat A turtle/donkey bites only when it has no way to escape or angry. Skills: A mock snapping turtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. It also has a +4 racial bonus on Hide and Move Silently checks. Its rear donkey hooves provide a +2 racial bonus on Balance checks. |
| Thomar_of_Uointer03-15-05, 12:19 AM | The Amber Grease itself isn't flamable but spreading out a dozen or so oil jars could be used to make a trap. I was thinking something along the lines of fifty barrels of (whale) oil dumped overboard in the first round... And the Ooze should have a climb speed to get onto boats. I get this mental image of the thing eating a boat starting at one end... |
| Grimgrin03-15-05, 01:36 AM | I think it would more likely come up beneath the boat and scuttle it. Then consume the drowning sailors. |