BANANA-Blurry Land Nautilusses [Archive] - Wizards Community

Post/Author/DateTimePost
MrAdam

01-21-06, 01:57 PM
Blurshell
Small Aberration
Hit Dice: 5d8 (22)
Initiative: +1
Speed: 40’ (8 squares)
Armor Class: 14 (Touch 12, Flat Footed 11)
Base Attack/Grapple: +3/-2
Attack: Sting +1 (1d3-2 slashing)
Full Attack: x3 Sting +1 (1d3-2 slashing)
Space/Reach: 5/- feet (5/5 if tall)
Special Attacks: Horrible Charge,
Special Qualities: Darkvision 60’, Blur, All around vision, Spiky
Saves: Fort +1 Ref +2 Will +4
Abilities: Str 6, Dex 12, Con 10, Int 10, Wis10, Cha 11
Skills: Intimidate +2, Hide +8, Listen +3, Spot +2
Feats: Dodge, Mobility,
Environment: Temperate to tropical forests, caves and ruins.
Challenge Rating: 3
Treasure: Special
Alignment: Neutral Evil
Advancement small 6-9 medium 10-13

A small, quick, purple, cone-shaped…thing that’s really hard to see for some strange reason comes darting out behind some rubble and toward you.

Blurshells are halfling sized land-bound cephalopods, with tall conical shells in many swirling, iridescent shades of purple, that, while beautiful, possess a natural blur effect, and are covered in dozens of long, needle like spikes. From beneath the shell protrudes the remainder of the creature, which is far less impressive than it’s shell, consisting of 12 foot-long rubbery tentacles, each ending in a small, scalpel-like blade, 12 small golden eyes on retractable stalks spaced between the tentacles and a beak underneath, surrounded by it’s tentacles.
While blurshells are as smart as the average man, they have no way of communicating with other species, communicating with each other through a super-complex series of tentacle and eyestalk movements. To a blurshell’s alien mind, since other races are too stupid to learn their language, they must be mindless animals to be hunted and used for food. They gather into small clans led by the oldest female.

Combat: When in combat, a blurshell charges in with it’s horrible charge ability and will then attack with it’s stingers. If a it is faring poorly in combat it will not hesitate to retreat.

Horrible Charge (Ex) When a blurshell charges, lowers the pointed end of it’s shell at it’s prey, attempting to impale it on the many needle-like spikes that cover the shell, doing 3d6-2 damage.

Blur (Ex) Thanks to the swirling, iridescent patterns on a blurshell’s shell, a blurshell is very hard to look at. This grants the blurshell concealment ( 20% miss chance). While a see invisible effect does not counter this, a true seeing effect does.

All Around Vision (Ex) Thanks to the eyes placed all around it’s body, a blurshell cannot be surprised, sneak-attacked or flanked.

Spiky (Ex) Thanks to the sharp spikes that cover the blurshell’s spikes, any attempt to grapple it or attack it barehanded receive 2d6 dmg unless the attacker makes a reflex save (Dc 12)

Blur Shell
Armorers, jewelers and alchemists prize a blurshell’s tall, conical shell, for it’s beauty, resilience and it’s natural blurring property. An intact shell fetches 400 gp from any merchant. 2 intact shells can make a complete suit of Blurshell armor for a medium creature.

Blurshell Armor
Medium Armor 825 gp AR+3 MaxDex+3 Check-2 Arcane 20% spd 20’/15’ 20lbs- (natural 20% miss chance while worn)
dok

01-21-06, 02:54 PM
Armor Class: 14 (Touch 12, Flat Footed 11)
Small creatures have a +1 size modifier. A 12 dexterity gives a +1 Dexterity modifier. That means it must have a +2 natural armor bonus. Except that makes the Flat-footed AC wrong (should be 13, +1 size & +2 natural)

Base Attack/Grapple: +3/-2
Grapple is BAB + Strength + special size modifier.
3 + (-2) + (-4) = -3, not -2.

Attack: Sting +1 (1d3-2 slashing)
Attack = BAB + Strength + size modifier.
3 + (-2) + 1 = +2, not +1.
Sting attacks (http://www.d20srd.org/srd/naturalSpecialAbilities.htm#sting) always deal piercing damage. Rename the attack to "tail slash" or "tail blade" to prevent confusion.

Full Attack: x3 Sting +1 (1d3-2 slashing)
As above, plus wording. If it has three stings, then please take the extra four seconds and write:
Full Attack: Three Stings, +2 melee

Skills: Intimidate +2, Hide +8, Listen +3, Spot +2
A 5 HD abberation wih a 10 intelligence should have 16 skill points. (2 points per HD, with quadruple points for the first HD, or (HD+3) *2 skill points)
Subtracting out ability score modifiers, plus the Size modifier for Hide, you've only spent 10 skill points.

Horrible Charge (Ex)
Just to nitpick, how and why is this any different from Powerful Charge? I'm not a fan of using multiple different names to convey the exact same concept...

Blur (Ex) needs to be either (Sp) or (Su), because there is no natural effect that grants concealment as per a spell. I would suggest re-wording the ability as follows:
Blur (Sp): The creature's shell is a mass of swirling, irridescent patterns that creates a powerful visual distortion. This effect is identical to a continual blur spell, except that it cannot be dispelled.

All Around Vision (Ex) Thanks to the eyes placed all around it’s body, a blurshell cannot be surprised, sneak-attacked or flanked.

It can't be flanked, but it most certainly can be surprised, and it can be sneak-attacked. (an invisible rogue will do both at once)

Every other monster I've seen with multiple eyes and "all-around vision" gets a +4 to Spot & Search checks, can't be flanked, and that's that. (look at the Xorn (http://www.d20srd.org/srd/monsters/xorn.htm) or the Tojanda (http://www.d20srd.org/srd/monsters/tojanida.htm) as examples)

Spiky (Ex) Thanks to the sharp spikes that cover the blurshell’s spikes, any attempt to grapple it or attack it barehanded receive 2d6 dmg unless the attacker makes a reflex save (Dc 12)

Obviously, we need to know what the key ability score is for determining what that DC is. (DCs are always 10 + 1/2 HD + ability score modifier) Since it's +0, it could be Consitution...
I find it strange that a Small creature's spikes deal as much damage as a Medium-sized Greatsword.

Blur Shell
Armorers, jewelers and alchemists prize a blurshell’s tall, conical shell, for it’s beauty, resilience and it’s natural blurring property. An intact shell fetches 400 gp from any merchant. 2 intact shells can make a complete suit of Blurshell armor for a medium creature.

What constitutes an "intact shell"? More specifically, what kinds of actions ruin/damage/destroy a shell? These seem like questions that PCs would ask, and care about the answers to.

Blurshell Armor
Medium Armor 825 gp AR+3 MaxDex+3 Check-2 Arcane 20% spd 20’/15’ 20lbs- (natural 20% miss chance while worn)

Be aware that the 20% miss chance you're granting for this armor is the equivalent of a +3 market value armor enhancement (http://www.d20srd.org/srd/psionic/items/armorAndShields.htm#gleaming).