| Post/Author/DateTime | Post |
|---|---|
| RancorClaw10-11-07, 08:12 AM | Giant Slug Medium Vermin Hit Dice: 4d8+16 (34 hp) Initiative: -4 Speed: 10 ft. (2 squares), Climb 10 ft. Armor Class: 7 (-4 Dex, +1 Natural), touch 6, flat-footed 7 Base Attack/Grapple: +3/+5 Attack: Slam +5 melee (1d4+3 plus Slime) Full Attack: Slam +5 melee (1d4+3 plus Slime) Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: Darkvision 60 ft., vermin traits, damage reduction 5/slashing or piercing, vulnerability to dessication Saves: Fort +8, Ref -3, Will +1 Abilities: Str 14, Dex 3, Con 18, Int -, Wis 11, Cha 1 Skills: Climb +13, Move Silently +6, Hide +4 Feats: - Environment: Warm Marshes Organization: Solitary, or Swarm (5-15) Challange Rating: 3 Treasure: None Alignment: Always Neutral Advancement: 5-7 HD (Medium), 8-10 (Large) Level Adjustment: - A shy creature by nature, the Dire Slug prefers to spend its days sleeping, and its nights eating the abundant vegetation within its habitat. A layer of slime coats its body to aid its movement and climbing, and also provides some measure of protection against the few things that would attack a mollusk of such size. Although rarely any threat to civilized peoples, it can devestate crops if it happens upon a farm. Combat Slime (Ex): A creature hit by a Dire Slug's Slam attack must succeed on a Reflex Save (DC 16) or be covered in slime. With a failed save, she must then perform a Balance Check (DC 12), or fall prone. The slime remains for the next 3 rounds, and a successful Balance Check is required to regain (or keep) her footing. Performing this check, regardless of the outcome, is the equivilent of a move action and might draw an attack of opportunity from the Slug. Repeated applications of Slime do not stack; the duration is always 3 rounds after the last time the creature is slimed. Vulnerability to Dessication: The tiny amount of salt that an average adventurer might carry on their person isn't enough to cause any real damage to a Dire Slug. However, spells (and effects) that cause Dessication damage provide a similar physical reaction, (but on a large-enough scale,) and Dire Slugs end up taking double the normal amount of damage from them. Skills: Dire Slugs have a +10 racial bonus on Climb and Move Silently checks, and a +4 racial bonus on Hide checks, because of its slow movement and coloration. A Dire Slug can always choose to take a 10 on Climb checks, even if rushed or threatened. (What do y'all think?) |
| dman1123510-11-07, 03:54 PM | Instead of Dire, try Giant. Vermin aren't dire, they are giant or monstrous (for the ones with varying sizes). Only animals are dire. I'd switch the strength and con around. I'd don't think slugs are very strong, but I know they just don't die (aside from being salted). And make cha 1, wis 11. Also, I'd give it two more hit dice and up the CR by one. Also, what's the save DC based on? My guess would be con. Makes the most sense. The DC would be after the changes I made 15. Right now it should be 13 (10+1/2 HD+con). I might actually give it an 18 in con. Ups the projecyed DC by one and gives it more HP (which it needs to be around for any time what so ever). |
| RancorClaw10-11-07, 06:23 PM | Instead of Dire, try Giant. Vermin aren't dire, they are giant or monstrous (for the ones with varying sizes). Only animals are dire. Yeah I know, but I really liked the idea of a "Dire Slug." It's amusing to think of something like a slug as being a "Dire" creature. :D I'd switch the strength and con around. I'd don't think slugs are very strong, but I know they just don't die (aside from being salted). And make cha 1, wis 11. Also, I'd give it two more hit dice and up the CR by one. Also, what's the save DC based on? My guess would be con. Makes the most sense. The DC would be after the changes I made 15. Right now it should be 13 (10+1/2 HD+con). I might actually give it an 18 in con. Ups the projecyed DC by one and gives it more HP (which it needs to be around for any time what so ever). Thanks for the tips; I have altered it as suggested. To be honest, I didn't really base the DC on anything, other than what seemed good; my first guess of 13 seemed like it'd be too easy to defeat, so I upped it to 15. But now that you've given me an equation to calculate it properly, I'll gladly use that. |
| dman1123510-11-07, 10:18 PM | There are things called racial bonuses. Spiders get it to their web DC, wolves get it to trip, and others get them too. But I don't think you need one anymore. DC 16 (10+2+4) is a really high DC for level 3s, but since it's a slow moving brute that can't hit things well and does little damage (comparatively), it's just fine. Also, it's CR 3. Level 3 characters will not be making DC 13 on a regular basis. Their saves are probably around +3 or 4 average right now. Oh, and that equation is from the MM (and probably SRD) under monster creation. It's how all DCs are calculated for monsters: 10+1/2 HD+relevant ability modifier+racial bonuses. I think it's fine now. |
| RancorClaw10-12-07, 01:14 AM | There are things called racial bonuses. Spiders get it to their web DC, wolves get it to trip, and others get them too. But I don't think you need one anymore. DC 16 (10+2+4) is a really high DC for level 3s, but since it's a slow moving brute that can't hit things well and does little damage (comparatively), it's just fine. Also, it's CR 3. Level 3 characters will not be making DC 13 on a regular basis. Their saves are probably around +3 or 4 average right now. Oh, and that equation is from the MM (and probably SRD) under monster creation. It's how all DCs are calculated for monsters: 10+1/2 HD+relevant ability modifier+racial bonuses. I think it's fine now. I realised that what I had written down for the Slime ability didn't describe things very well, (and just saying "like the grease spell" wasn't sufficient, or even entirely accurate,) so I've elaborated and tweaked it a little. Now when a creature is covered in slime (from a failed Reflex Save,) it must make a Balance Check (DC 12) or fall prone. For the next 3 rounds, it must perform this Balance Check at the beginning of its turn, or fall down again. It can then stand up as a move-action, but this will likely provoke an attack of opportunity from the Slug. Repeated applications of Slime do not stack; the duration is always 3 rounds after the last time the creature is slimed. What are your thoughts on the DC for the Balance Check? I chose 12 instead of 15, because 15 seemed a little too high for 3rd-level characters, especially after they had to make a similarly high Reflex Save in the first place. |
| dman1123510-12-07, 03:16 PM | It should be DC 10. Oh, and up the advancement to 5-8 HD (large, 9-12 HD (huge). |
| RancorClaw10-12-07, 05:44 PM | It should be DC 10. Oh, and up the advancement to 5-8 HD (large, 9-12 HD (huge). I went with a DC of 12, because the Player's Handbook says that there's a +2 penalty for slightly slippery surfaces, (and +5 for very slippery surfaces,) and DC of 10 is the base save for general surfaces. The reason they fall over is because they've stepped in some of the slime that was just splattered mostly on them. And I didn't want it getting to Huge size. The other Medium-sized vermin in the Monster Manual, only get as big as Large |
| dman1123510-12-07, 08:37 PM | Oops, I meant 5-8 (medium), 9-12 (large). The reason I say DC 10 is that grease has DC 10. There is no base DC for general surfaces, those modifiers are for small surfaces like a branch, and then you add the modifier to that DC. |