Dr'squffins!!! From the mind of a Lunatic-weirdest cross breeding ever. [Archive] - Wizards Community

Post/Author/DateTimePost
Evil_Bishi03

05-25-06, 05:21 PM
A Dr'squffin is a creature I designed for a text-based chat I am in that is set in Faerun, and I worked hard comparing similar creatures in the Monster Manual to give it appropriate stats and abilities. Feedback (hopefully posative) would be greatly appreciated. I would also like to know if any DMs use dr'squffins in a game how things go. Thank you all in advance!


DR’SQUFFIN

large Abberation (variable elemental Subtype)
Hit Dice: 9d8+45 (86 hp)
Initiative: +3
Speed: 50 ft., swim 70 ft., climb 20 ft., fly120 ft.(poor)
Armor Class: 27 (-1siz, +3dex, +15nat)Touch 12, Flat-footed 24
Base Attack/Grapple: +6/ + 18
Attack: Tentacle + 17 melee (1d6+8)
Full Attack: 8 Tentacles +17 melee (1d6+8), Bite +15 melee (1d8+4)
Space/Reach: 10 ft./ 15 ft. (5 ft. with Bite)
Special Attacks: Breath Weapon, Improve Grab, Constrict, Ink Cloud
Special Qualities: Darkvison 60’, Scent, Draconic Traits, water breathing, DR 5/ magic, SR 19, Frightful Presence DC 15
Saves: Fortitude +11, Reflex +9, Will +7
Abilities: Str:26/+8, Dex:16/+3, Con:21/+5, Int:7/-2, Wis:12/+1, Cha:13/+1
Skills: Listen (Wis) + 13, Spot (Wis) +13, Swim (Str) +26, Climb (Str) + 26 Escape Artist (Dex) +13,
Feats: Multigrab (B)(Savage Species p.37), Multiattack, Endurance, Run, Power Attack
Environment: Any Land or Aquatic
Organization: solitary, pair, or batch (3-12), or domesticated
Challenge Rating: 10
Alignment: Often Neutral
Advancement: 10-11HD (large), 12-20 HD (huge), 21-34 HD (gargantuan)

Dr'squffins at first glance seem to be some kind of nightmare creature from the fevered dreams of the truely demented, and in fact they are. Dr'squffins were a surprisingly successful experiment by a derranged sorcerer to combine the features of dragon, squid, and muffin. These beasts at adulthood are typicly at least 9 feet from tip of the mantle to the tip of the nose, and weigh almost a ton at their smallest. Physically, a dr'squffin looks like a large land squid with tough leathery hide, draconic-looking horns growing from the back of it's head, eight strong tentacles around it's beak-like mouth, two more tentacles growing out of it's back that supports it's membranous wing structure, and it's mantle tapepers to what appears to be the top of a muffin at it's end. Dr'squffins vary in appearance greatly depending upon what kind of dragon and muffin of which the creature seems to be composed. For instance, a cranberry bronze dr'squffin may have a bronzish metallic tint to it's thick hide, a crest similar to a bronze dragon, and large reddish cranberry-shaped warts covering it's body. Although dr'squffins seem physically most similar to their dragon component, in personality and temperment they seem somehow to emulate their muffin component. For instance a bran dr'squffin will be stoic, hardworking and at times a little gruff while a banana nut dr'squffin will often be playful and a bit quirky. It is interesting to note that the dragon component has no effect on their personalities, as even a black dragon/ blueberry dr'squffin will have a lighthearted and sweet temperment. Surprisingly, neither draconic nor muffonic component of the creature is hereditary, and clusters of dr'squffin eggs hatch into a seemingly random assortment of dr'squffins. Some sages speculate this may have something to do with the parent dr'squffin's diet, as dr'squffins seem more likely to have the components of the dragons of their chosen environment. Another peculure trait of dr'squffins is their scent. As opposed to having a specific body oder or no oder at all, dr'squffins seem to have glands that allow them to mimic smells the way some cephalopods can mimic colors in it's environment. This increases the DC of tracking a dr'squffin by scent by 5, or by 20 if a dr'squffin knows its being tracked and doesn't want to be followed. This unusual beast's often delicious character, and it's high intelligence makes it much easier to train and handle than it's appearance would suggest, and dr'squffin eggs and young usually fetch a small fortune, although sale of these bizzarre creatures are often limited to the black market. Hatchling dr'squffins still must be raised by a trainer if they are to be used as mounts in adulthood and considered domesticated. This is not to meant that Dr'squffins are harmless, in fact quite the contrary. The dr'squffin's great strength and natural abilites make it a fearsome foe if harrassed. Wild batches of dr'squffins feed mainly on meat with a supplimary diet of vegetation. The intelligent dr'squffins rarely attack humanoids, but if threatened or very hungry a dr'squffin attack is usually fatal.

Combat: Wild schools of dr’squffins are omnivorous with a heavy preference for meat, yet dr’squffins hardly ever attack humanoids unless they feel threatened or are desperately hungry. A dr’squffin is a fierce opponent in combat. It is cunning enough to soften up enemies first with it’s breath weapon and then finish off the most wounded opponents before moving on to the next largest threat to it. Prey that seems very dangerous to it yet easy to hurt (such as spellcastors) make for especially alluring targets. A Dr’squffin alone or in a small group will often retreat if it is heavily injured or feels it’s life is threatened, but in the close-kit dr’squffin schools, Dr’squffins often die defending eachother.

Draconic Traits(Ex): Dr’squffins have the Saving throws and Skills as if it were a dragon, not an abberation, and are immune t sleep and paralysis effects. Additionally, Dr’squffins display traits of one type of dragon from their ancestory, determining some minor asthetic traits (such as coloration or shape of crest or mouth) but also which type of elemental energy the Dr’squffin is immune to and what type of breath weapon they have. The list is as follows:
Dragon Variety,Breath Element & Immunity, Breath Weapon Shape
Black, Acid, 80 ft. Line
Blue, Electricity, 80 ft. Line
Green, Acid, 40 ft. Cone
Red, Fire, 40 ft. Cone
White, Cold, 40’ Cone
Brass, Fire, 80’ line
Bronze, Lightning, 80’ Line
Copper, Acid, 80’ Line
Gold, Fire, 40’ Cone
Silver, Cold, 40’ Cone

Breath Weapon(Su): A dr’squffin has either a cone or a line as abreath weapon. Lines are always five feet tall and five feat wide. A cone at it’s end is as high and wide as it’s length. A dr'squffin's breath weapon deals 1d4 damage per hit die of the dr'squffin and offers a reflex save for half damage equal to 10 + 1/2 HD + Con Modifier. The Dr'squffin listed here has a breath weapon that deals 9d4 damage and has a reflex save DC of 19 for half damage.

Improved Grab(Ex): To use this ability, a dr’squffin must hit with it’s tentacle attack. If it hits, it can then attempt to start a grapple as a free action without provoking an attack of oppertunity. If it wins the grapple check, it establishes the hold and can constrict. Thanks to the Multigrab feat, it can grapple with only the tentacle with a -10 penaty instead of a -20 penalty to maintain a hold and is not considered grappled while doing this.

Constrict(Ex): A dr’squffin deals automatic tentacle damage with a successful grapple check.

Ink Cloud(Ex): In aquatic environments, a dr’squffin can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment which the dr’squffin normally uses to escape a loosing fight. All vision within the cloud is obscured. Outside aquatic environments, a Dr’squffin can make a special ranged touch attack (+ 8 attack bonus) once per minute like a thrown weapon with a range increment of five feet as part of a full attack or by using a standard action. Any enemy hit with this touch attack is covered with thick jet-black sticky substance which completely inhibits vision. The Ink can be removed with water or weak acid (such as alcahol) by using a full round action that provokes an attack of oppertunity. The ink is removed automaticly if the target immerses itself (or the part of itself with eyes) completely in water or some similar liquid.

Skills: A dr’squffin has a +8 racial bonus to both swim and climb checks. A dr’squffin may always choose to take 10 on these checks even if distracted or endangered. A dr’squffin can use the run action while swimming, provided it swims in a straight line. A Dr’squffin’s body is boneless and highly flexible, giving it a +6 racial bonus on escape artist checks.
Evil_Bishi03

05-28-06, 12:20 AM
Oh come on people, no one has anything to say? No 'Great job', no 'you suck', not even a 'what the heck were you on when you came up with this"?
To be honest I'm a little dissappointed.
supernerd8916

05-28-06, 10:45 AM
:mymy::looloo:
Secrets Untold

05-28-06, 02:29 PM
:mymy::looloo:
Are you going to take this from a (person/thing/place) who is stupid enough to name (him/her/it)self "supernerd?" But seriously, dragon/squid/muffin...thats just the perfect thing to tell your players when they die to it.
DM: Yes, you were just killed by a Draconic Squid-Muffin.
PCs: :OMG!
Waterhammer

05-28-06, 02:53 PM
At last, I now know where my fear of muffins comes from. AAaag! RUN!
freeholder

05-28-06, 03:47 PM
Im adding Dr'squffins to my campaign as a construct that requires a craft (muffin) check of 20. Soon everyone will know the muffinman
supernerd8916

05-28-06, 05:33 PM
Supernerd is a title thank you very much :P
Evil_Bishi03

05-28-06, 10:54 PM
[sighs in relief] Ahhhhhhhhhhhh... recognition. Now my ego is now gratified. Thank you all. The dr'squffins thank you as well. :coolcthul
Secrets Untold

05-28-06, 11:15 PM
Rember kids, the dr'squffins are your local, pschotic, friends. A dr'squffin can be formed by the simple equation D=( :dragon:+:coolcthul+:gift: )/3, where D is the number of dr'squffins and there are muffins in the box.