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| Master_of_Sarcasm03-25-04, 11:16 PM | Well, as any of you who actually remember my existance know, I tend to periodically return to the Boards to cynically and sarcastically attack random people, and then vanish for extended periods. Today, however, I come with a purpose. I recently created a new monster, of which I am very proud. I think it probably needs some adjusting, so I bring it to the Boards to get second opinions. Any suggestions for changes of any sort wil be greatly appreciated, if not agreed with. I also bring it here because, if it's any good, I want to share my idea with others so that they might enjoy it as much as I enjoy it. Anyway, one last thing before I introduce it - NOTE: THE NAME WAS COMPLETELY RANDOM AND HAS NO MEANING AND/OR SIGNIFICANCE; IT JUST FELT RIGHT. ANY BETTER NAME SUGGESTIONS ARE WELCOME, BUT MAY BE IGNORED. And now, without further ado, is my creature. GRA’A (Pronounced "Grah") Medium-size aberration Hit Dice: 2d8+4 (13 hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 40 ft, climb 20 ft. AC: 14 (+2 Dex, +2 natural) Attacks: 2 Slams +3 melee; or bite +3 melee Damage: Slam 1d6+2; or bite 1d4+2 and paralysis Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Paralysis Special Qualities: Amorphous form, fire resistance 5, fast healing 3, electricity vulnerability, Spider Climb Saves: Fort +2, Ref +2, Will +4 Abilities: Str 15, Dex 14, Con 14, Int 11, Wis 12, Cha 10 Skills: Climb +14, Hide +7*, Listen +6, Move Silently +7*, Spot +6 Feats: Improved Initiative Climate/Terrain: Any mountains and underground Organization: Solitary, pair, or pack (3-5) Challenge Rating: 1 Treasure: Standard Alignment: Usually neutral evil Advancement: 3 – 6 HD (Medium-size) Gra’a are creatures of mysterious origins and uncertain identities. Even the most educated sages and scholars debate what these predators are. Their ability to become amorphous has led to speculations that they are a form of ooze, but as their true form is essentially humanoid, there are also theories labeling Gra’a as extraplanar beings. For now, they are too violent and volatile to study further. Gra’a, in their natural form, appear to be bipedal humanoids of average height, though lacking any hair whatsoever and with no visible mouth. A Gra’a can reveal its mouth by choice, but only does so to make a bite attack or eat. Even when speaking, they keep their mouths hidden. They vary from dark grays to black in color, making it sometimes difficult to impossible to determine any significant physical traits other than shape and size. Despite their shadowy forms, Gra’a have almost hypnotizing, stark white eyes that lack pupils and seem to glow in dim light. When in their amorphous state, they appear to be moving puddles of a dark substance, sometimes being confused for small black puddings. Gra’a are naturally angry creatures, and frequently attack passersby on sight. Due to their preferred territories of mountains and mountain caves, dwarves have the most experience dealing with Gra’a out of all the common races. Goblins have similar experience, though they tend to fear and run from what they have come to call the “dark death”. Gra’a and Chokers sometimes clash with each other over territory, and Gra’a typically win through sheer numbers. If a Gra’a becomes threatened in a situation it knows it cannot possibly win, it will use its paralyzing bite and then try to escape in its amorphous form. However, a Gra’a that resorts to this tactic typically returns to seek vengeance. Gra’a speak Common and Undercommon, but are loathe to using Common if it can be avoided. They view Undercommon, their native tongue, to be the superior and more distinguished language. COMBAT Gra’a like to attack from the shadows when possible, and prefer hunting larger or more powerful quarry in packs. Despite their aggressive and hostile natures, Gra’a organize well amongst themselves. In such groups, one exceptionally intelligent creature tends to take command as the coordinator and strategist. When in a pack, they make an effort to flank their foes. Paralysis (Ex): Those hit by a Gra’a’s bite attack must succeed at a Fortitude save (DC 13) or be paralyzed for 1d6+2 rounds. Amorphous Form (Su): At will, a Gra’a can turn itself from its humanoid form to an ooze-like blob. When in this amorphous form, the Gra’a gains all the benefits of being an amorphous creature (immunity to critical hits and sneak attacks; cannot be flanked), but also is restricted from using its bite attack, since it lacks a head on which a mouth could exist. The transformation between forms takes a full-round action. A Gra’a also acts as if under a spider climb spell while in this form. Spider Climb (Sp): (See above) Fast Healing (Ex): When a Gra’a assumes its amorphous state, it becomes a defensive being, its body doing all it can to keep itself alive long enough to escape, or to gain some advantage in the fight. While in its amorphous form, a Gra’a gains fast healing 3. Electricity Vulnerability (Ex): For unknown reasons, Gra’a are particularly affected by electricity of all kinds, including being struck by natural lightning. A Gra’a takes double damage from an electricity spell or similar effect unless it is permitted a save for half damage. If the Gra’a succeeds at this save, it takes only half damage. Skills: *While in amorphous form, a Gra’a gains a +4 circumstance bonus to Hide checks and Move Silently checks. |
| Master_of_Sarcasm03-26-04, 07:08 PM | Nobody? No one has any suggestions? No one has comments? I've come to the Boards because I don't personally know anyone whose experience in this manner makes them qualified to give a valid opinion. I figured that my fellow Boards members might be able to help me, and I truly need ALL the suggestions I can get. As soon as I'm sure this thing is completed I'm going to actually use it, so please help; the sooner it's done the better. |
| R.M.G.C.L.F.03-26-04, 08:06 PM | 1. Being amorphous grants only immunity to critical hits, sneak attacks, and flanking. The qualities you are thinking of would be ooze traits. 2. Why does the paralysis not affect elves? 3. These creatures would be more fit at CR1, not two. 4. You might want to up the constitution score so they can benefit from more hit points, otherwise they won't have enough endurance to take advantage of their fast healing, or maybe give it toughness instead of improved initiative. 5. Come to think of it, they might benefit more with a primary bite attack or with a weapon focus(bite) feat, maybe even a racial bonus to bite attacks. Don't worry about overpowering it, the paralysis allows a save anyway and has a pretty short duration. 6. How did you come up with the save dc for paralysis? Generally with extrordinary abilities the dc is 10+1/2 the creature's hit dice+creature's constitution modifier. I like these creatures. They seem creepy and interesting. Good luck. :) |
| Master_of_Sarcasm03-27-04, 01:20 AM | 1. Oops. My mistake. 2. Personal decision. Maybe I'm just partial to elves, I don't know. It felt right at the time. 3. It WAS CR 1, but one of my other friends (the kind whose opinions I said I don't fully trust) suggested I add the Spider Climb and up it. Thanks; I thought 1 sounded better. 4. Good thought. Now, Toughness, or higher Con? 5. Another good thought. 6. Random decision. I wasn't sure how to determine it, so I just picked one. Your method is a better way though. They seem creepy, eh? Good. That was the idea. :D Now, to add some of those improvements you suggested. :smirk: Thanks again. Also, think I should increase the paralysis duration? I keep asking myself if it's too short... |
| R.M.G.C.L.F.03-27-04, 09:29 AM | It's always good to compare them with a similar monster. Let's take a look at ghouls. Whoop! Upon checking, apparently it's the exact same value as the 3.5 ghoul. My bad, However, ghouls can paralyse with any of their attacks, and they have a sickness attack, so I'd up it to 1d6+1 rounds to compensate. You'll probably want to go with higher con, since that will also help up the paralysis dc. |
| Master_of_Sarcasm03-27-04, 02:09 PM | Speaking of "Upon checking," I went back and reviewed my source (the 3e MM) and discovered a couple of things: 1) 3e Ghouls' paralysis doesn't effect elves either. However, after consideration, the Gra'a's paralysis will make a more effective defensive mechanism if elves AREN'T immune. Besides, that just might surprise my players. 2) I beg to differ on your correction of the Amorphous traits. At the top of page 151 of the 3e MM, under the Phasm entry, it lists the traits the phasm receives for being amorphous. I thought I wasn't just pulling those out of thin air. I appreciate your paralysis duration suggestion, and I will use it, but for my purposes the 3.5 Ghouls don't make a good comparison (i.e. I don't use 3.5). This is an irrelevent comment, but I just thought I'd put that out there so I don't tick off someone by saying something that no longer is accurate in 3.5. I don't use it, so I wouldn't know. |
| R.M.G.C.L.F.03-27-04, 06:20 PM | Well, the 3.5 ghouls are pretty similar, and even the originals could paralyze with any attack. I think the elven paralysis immunity was a ghoul-specific thing. That phasm bit is odd. Under every other amorphous creature it says that it has immunity to critical hits, sneak attacks, and flanking, but nothing else. |
| Master_of_Sarcasm03-27-04, 06:23 PM | Hmm...This Phasm confusion poses a problem...What are we - or what am I - to believe? Just when I thought I had this whole thing close to figured out too... Out of curiosity, which other amorphous creatures are you referring to? For some reason, I can't think of any off the top of my head... |
| R.M.G.C.L.F.03-27-04, 06:29 PM | Well, all oozes are amorphous, but since they already have ooze traits that could be just as confusing. The giberring mouther is amorphous, and...giberring mouthers. There's got to be others, I'll look them up soon. |
| Master_of_Sarcasm03-27-04, 06:40 PM | Well, of course oozes, but as you said, they have the ooze traits. How could I forget about the gibbering mouther? ...Oh yeah, I've never seen it used... Anyway, How do we figure out what to believe? If we have two separate answers, what then? Now I'm all confused.:confused: |
| Master_of_Sarcasm03-27-04, 06:42 PM | Ok, time for me to answer my own question. The immunities to crits, flanking, and sneak attacks seem to be the lone commonalities between the various amorphous beings, so I'm gonna go with that. |
| Master_of_Sarcasm03-28-04, 04:28 PM | OK, I have now edited my Gra'a and made all the changes that have been reccomended so far. Any others are still welcome. I think this thing's starting to really shape up. |
| R.M.G.C.L.F.03-28-04, 04:42 PM | Still thinkin' you might want to switch its bite to primary so it has a decent chance of using its paralysis. |
| Master_of_Sarcasm03-29-04, 08:20 PM | Unfortunately, I agree AND disagree with you. On the one hand, having it be secondary does limit the possibility of a successful hit with the bite, but on the other hand, its bite IS a secondary option, according to the strategy I've said they use. Technically, the rules allow it to use either as its primary, as long as it's not making a full attack. Then it uses all its attacks, in order. On the other hand, Don't forget that it loses its bite in its amorphous form; how much sense does it make to take away its primary attack when it changes forms? Hmm...I may have a compromise idea. I can give it two slams, not one, and then give it Multiattack to decrease the secondary penalty. That way its bite has a better attack bonus, and I don't have to change much. Or am I just making a bad decision here? |
| R.M.G.C.L.F.03-29-04, 08:27 PM | Well, about the amorphous form thing, with the bite taken away the slams would become the new primary attacks with the standard primary attack bonus and such. |
| Master_of_Sarcasm03-29-04, 08:29 PM | OK, that makes enough sense. But, I'd like to keep the slams the primary if it can be helped. Is my Multiattack just a futile grasp at something that ultimately must change for the betterment of my creature? |
| R.M.G.C.L.F.03-29-04, 08:32 PM | Mutliattack still gives the secondary attack a -2 penalty, which is a hefty burden to bear at 1st or 2nd level. Out of curiousity, why do you want the slams to be primary? |
| Master_of_Sarcasm03-29-04, 08:41 PM | Mostly personal preference. I like keeping the bite the back-up attack since, as I described, it's mostly a last resort in the hopes of causing an upset with the paralysis, or at least paralyzing long enough to run away. The Multiattack -2 penalty would still leave the bite at +1, which I'll admit is a bit low... But if I switch the attacks, then the slams will be at -2 (Or +1 if I use Multiattack no matter what). Honestly, no matter how I organize the attacks, I think Multiattack and 2 slams may be the best way to go, just to add a little more power... Ok, I definitely agree now that the bite needs more power. I'll either do Weapon Focus(bite) or make it primary. Which seems better? |
| R.M.G.C.L.F.03-29-04, 09:36 PM | Primary, and give it an "or" followed by a list of simply the two slams with the bonuses for the slams alone. |
| Master_of_Sarcasm03-29-04, 10:28 PM | That'll do. Thanks a lot. |
| DMsDelight03-30-04, 11:01 AM | Great Monster. I would suggest making a psionic version as well, as the monster would ROCK with the psionic template added onto it. |
| Master_of_Sarcasm03-31-04, 07:15 PM | Well, I'm not a big fan of psionics, but if you show me the psionics template you want me to add to this thing (or even better: add it on your own and post what the psionic Gra'a is here), I'll consider including that version. |
| DMsDelight04-06-04, 12:12 PM | Psychic Gra’a Medium-size Aberration Hit Dice: 2d8+4 (13 HP) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 40 ft., Climb 20 ft. AC: 18 (+2 Natural, +4 Inertial Armor) Attacks: 2 slams +3 melee; or bite +3 melee Damage: slam 1d6+2; or bite 1d4+2 and paralysis Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Paralysis, Psionics Special Qualities: Amorphous Form, Fire Resistance 5, Fast Healing 3 (Amorphous Form only), Electricity Vulnerability, Spider Climb, Telepathy, Gem Dragon Pact Saves: Fort +2, Ref +2, Will +4 Abilities: Str 14, Dex 14, Con 15, Int 16, Wis 12, Cha 10 Skills: Climb +14, Hide +7*, Listen +6, Move Silently +7*, Spot +6, Autohypnosis +5 (Not Memorization) Feats: Improved Initiative, Inertial Armor Climate/Terrain: Any mountain and underground Organization: Solitary, Pair, or Pack (3-5) Challenge Rating: 3 Treasure: Standard to 1 ˝ Standard Alignment: Almost always Neutral and Neutral Evil Advancement: 3-6 HD (Medium-Size) Psychic Gra’a are some of the most feared creatures in the mountains and caves they inhabit. They are exactly like regular Gra’a in almost every respect, however they are white in color, giving them a ghastly appearance. A favorite tactic of Psychic Gra’a are to lie in wait in their lairs for days, even weeks for a foolish creature to stumble in their lair, then begin the psionic assault. If this doesn’t work, they will go out of their lairs to hunt, traveling in packs of 3 to 5, and sometimes even more, to hunt huge prey. Once they have targeted their prey, the leader (the alpha Gra’a) will use a Daze power, while the other Psychic Gra’a use their Lesser Natural Armor to increase their defense and move in for the kill. If the prey manages to escape the pack, the alpha Gra’a will use Disable to drop the prey, leaving it wide open for attack. An interesting fact about Psychic Gra’a involves the Gem Dragons. The Gem Dragons long since discovered the usefulness of Psychic Gra’a in defending their lairs. As such, Gem Dragons respect Psychic Gra’a, and Psychic Gra’a respect the Gem Dragons. In return for the Psychic Gra’a defending its lair, the Gem Dragon hunts larger prey for them, and thus they lose their Evil bent and tend toward the alignment of their masters: Neutral. COMBAT As regular Gra’a, plus above. Paralysis (Ex): Those hit by a Psychic Gra’a’s bite attack must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+1 rounds. Amorphous Form (Su): At will, a Gra’a can turn itself from its humanoid form to an ooze-like blob. When in this amorphous form, the Psychic Gra’a gains all the benefits of being an amorphous creature (immunity to critical hits and sneak attacks; cannot be flanked), but also is restricted from using its bite attack, since it lacks a head on which a mouth could exist. The transformation between forms takes a full-round action. A Psychic Gra’a also acts as if under a spider climb spell while in this form. Spider Climb (Sp): (See above) Fast Healing (Ex): When a Psychic Gra’a assumes its amorphous state, it becomes a defensive being, its body doing all it can to keep itself alive long enough to escape, or to gain some advantage in the fight. While in its amorphous form, a Psychic Gra’a gains fast healing 3. Electricity Vulnerability (Ex): For unknown reasons, Psychic Gra’a are particularly affected by electricity of all kinds, just like their nonpsionic cousins, including being struck by natural lightning. A Psychic Gra’a takes double damage from an electricity spell or similar effect unless it is permitted a save for half damage. If the Psychic Gra’a succeeds at this save, it takes only half damage. Skills: *While in amorphous form, a Psychic Gra’a gains a +4 circumstance bonus to Hide checks and Move Silently checks. Telepathy (Su): A Psychic Gra'a can communicate telepathically with any creature within 100 feet that has a language. Psionic Powers (Sp): At will-- Daze, Lesser Natural Armor, and Disable. These abilities are as the powers manifested by a 10th level psion. Attack/Defense Modes: At will-- Mind Thrust/Empty Mind Gem Dragon Pact: Because of the alliance Gem Dragons and Psychic Gra'a share, Psychic Gra'a and em Dragons alike receive a +10 Diplomacy bonus when dealing with each other. |
| Master_of_Sarcasm04-07-04, 10:13 PM | Delight - Not bad, not bad at all. a couple of questions: 1) Did you intentionally change the paralysis duration from 1d6+2 to 1d6+1? 2) How do you figure that the Gra'as' hunting is what makes them evil? (Out of curiosity) 3) What's with this 4.5 feet face/reach deal? 4) It looks like you've added too many skill points, considering it only has a +1 Int bonus now. I'm not sure, but I think you should look again (brain not working at 100%, can't check myself) |
| DMsDelight04-08-04, 12:08 PM | 1) Yes, I did, to make it a little weaker... 2) Simply to make them more in line with the gem dragons. Only when they are with gem dragons do they lose their evil bent. 3) I wanted to make it a tiny bit smaller, but to keep it's medium size attribute. Keep in mind, I do not have the Monster Manual, so I get the liberty to make up things with logic as my only weapon... 4) Change int to 16, that should offset things a bit.... |
| R.M.G.C.L.F.04-08-04, 06:08 PM | DM, even creature's in the small size class have face/reach 5ft/5ft, so you should tweek it back. |
| DMsDelight04-12-04, 09:46 AM | done... |
| Master_of_Sarcasm04-12-04, 08:15 PM | Ok, what's the key ability for Autohypnosis? You gave it a +5, but I don't think that can be right. Aberrations receive 2 x Int score base skill points, +2/EHD (extra hit dice, which is different depending on creature size. I won't go into the whole rule now). So, by giving it an Int of 16, it gets 32+2, or 34 skill points. The original version had 24 skill points. There's a new 10 points to account for. You might want to go back and figure out what to do with the excess points, then edit the beast. |
| DMsDelight04-13-04, 11:06 AM | Oh, who the heck knows? I don't have the monster manual, so what should it be?? You tell me. |