Eel, metal, feral alien thing! (PEACH, you won't be dissapointed with them!) [Archive] - Wizards Community

Post/Author/DateTimePost
jakelslang21

07-06-07, 10:41 PM
They came to me in a dream and I'm going to use them in a flash I'm working on...

Space thing (need better name)
Medium aberration (psionics)
Hit Dice: 12d8 +36 (60)
Initiative: +7
Speed: 50ft
Armor class: 35 (+7 dex, +8 deflection, +10 natural)
Base attack: +9 Grapple: +20
Attack: bite +20 melee (1d10 +11 plus poison) or claw +20 melee (1d8 +5) or tail +18 melee (2d4 +5 plus 1d6 acid) or back spine +16 ranged (1d6 +7 plus 1d6 acid plus poison)
Full attack: bite +20 melee (1d10 +5 plus poison) and two claws +18 melee (1d8 +11) and tail (2d4 +5) or 5 back spines +20 ranged (1d6 +7 plus poison)
Space/Reach: 5 ft./5 ft.(15ft if using extended bite)
Special attacks: Extended bite, Energy ray, Psionics, Pounce, Rake 2d4 +11, Rend, Body snatch, Poison
Special qualities: DR 10/ adamantine, Mind guard, Fast healing 10, Telepathy 100ft
Saves: Fort +10, Ref +11, Will +11
Abilities: Str 32, Dex 25, Con 23, Int 27, Wis 12, Cha 11
Skills: Balance +22, Concentration +21,limb +21, Hide +20, Intimidate +16, Jump +23, Knowledge (The planes) +18, Listen +16, Move silently +22, Search +21, Spot +18, Survival +18,
Feats: Multi-attack, Power attack, Dodge, Mobility, Iron Will
Environment: Unknown
Organization: Solitary, Pair, Gang (2-4), Pack (5-10), or Unit (11-25)
Challenge rating: 13
Treasure: Double standard
Alignment: Usually Chaotic evil or Neutral evil
Advancement: 13-19 HD (Medium)

Before you stands a hunched figure. Its carapace is the color of iron and small metal pipes near its neck. It has a large mouth full of coal black teeth connected to an eel neck. On the top of its head and down its neck is what looks likes glass glowing green. Its long arms have black claws and are twice the size of its stumpy legs, which also have black claws. To finish its alien appearance spines grow on its back and down its tail, very similar to a mantcores. Its neck extends in an instant, snatching your companion and retracts just as fast.

Space things are aggressive, war mongering creatures that attack weaker foes on sight. Though they act primal and barbaric, these creatures are actually very intelligent and treat others of their kind with respect, a mistake most humans make upon first sight... Space things think above most material plane creatures and rarely respond to them but if they must they use telepathy. Space creatures often speak with their own kind through a series of grunts, roars and gestures to communicate. Nobody knows why, however but they think it is because their mind gaurds prevent other space things to use their telepathy with them but this is just a theory. Space things can never be found in a lair. But instead they randomly reappear in remote locations and mate. Then go off on their own. It is not unheard of, ghowever to have large bands of space things to conquer human settlements and make them their slaves.

Space things weigh 310lbs and speak Terran, Aquan, Ignan, Auran, Common, and Celestial.

Combat

Extended bite: A space thing can, once per round as a standard action, extend its neck up to 15ft and make a bite attack at full base attack bonus and attempt to start a grapple the target as a free action that does not provoke an attack of opportunity.

Energy ray: Once every 1d6 rounds as a standard action, a space thing can project a blast of psionic energy from their mind via the glass case on their head in a 50ft cone or a 100ft line 5ft tall and 5ft wide. Everyone caught in the blast is dealt 5d6 points of force damage and stuns them for 2d6 rounds (Reflex save 22 reduces damage to half and negates stunning 22=10+half space thing's HD+space things constitution modifier).

Psionics: At Will/ Dominate, Telekinesis, Levitate (Manifester level 12)

Pounce: Any time a space thing makes a charge attack, it can make a full attack plus to rake attacks.

Rend: Anytime a space thing hits with both claw attacks, it latches onto its opponent, instantly dealing 2d8 +16 points of slashing damage

Body snatch: Once per round as a full round action, a space thing may try to “go into” a grappled foe. If the victim succeeds on a fortitude save 22 the absorption is negated and the space thing instantly takes 5d6 points of subdual damage and 1d4 points of intelligence damage. If the victim fails however, the space thing is absorbed into the nervous system and has complete control of the victim’s speech, movement, actions, and abilities but not any spell casting and leaving the victim in paralysis until the space thing leaves. At any time the space thing can leave the body but doing so kills the victim as it bursts out of its bloodstream. Anyone who has a space thing leave their body must succeed on a Fortitude save 15 or be torn apart as the space thing rips out of their body. If they succeed on the save, the space thing is safely removed through the pores of the victim but the space thing automatically takes 5d6 points of lethal damage. Any cure spells above cure moderate wounds, remove curse spells or remove disease spells will force the space thing out of their body and deals as much damage to the space thing as the spell healed. Dispel evil, protection from evil, and all spells that prevent evil activity prevent the space thing from using body snatch and all the other spell effects apply to it as well. Creatures with no nervous system are immune to this attack.

Poison: Fortitude save 22 Initial; 3d4 con Secondary; 2d6 con

Mind guard:The space thing’s superior thinking is so advanced that it learned how to use thought to produce a durable barrier that protects it. The barrier grants the space thing a deflection bonus equal to its intelligence modifer. The space thing can not suppress this ability even if it wants to since it is always thinking. It can be suppressed however, if the space thing is somehow not thinking but it will instantly return when the soace thing resumes thought.
Talisman

07-06-07, 11:23 PM
Coolness!

Name: Sleel? Vreel? I'm on an "-eel" kick here...


Armor class: 32 (+7 dex, +8 deflection, +10 natural)

Holy :censored:! At CR 8? It's invulnerable!

Full attack: bite +20 melee (1d10 +5 plus poison) and two claws +20 melee (1d8 +11) and tail (2d4 +5) or 5 back spines (1d6 +7 plus poison)

I do believe this should be bite +20 and two claws +18 and tail +18, or 5 back spines +20. Remember, Multiattack drops your secondary-attack pnalty from -5 to -2.

Also, damage on the primary attack is always your full Str mod (+11), and on the secondary attacks is always 1/2 your Str mod (+5). I'm not sure where the +7 came from...

Special qualities: DR 10/ +2...

Evil, evil 3.0 DR! I'd change this to DR 10/magic, or DR 10/esoteric material such as adamantine.

Feats: Multi-attack, Power attack

With 12 HD, you've got 5 feats coming. I suggest Dodge and Mobility (because you're going to be charging a lot), and perhaps Powerful Charge for the same reason. Iron Will to buff the surprisingly low Will saves? Weapon Focus is always a solid choice.

Challenge rating: 8

With 12 HD, AC 32, an attack bonus of +20, poison, pounce, rake, et al? Not hardly! I'd peg it at 13-ish.

Energy ray: Once every 1d6 rounds as a standard action, a space thing can project a blast of psionic energy from their mind via the glass case on their head in a 50ft cone or a 100ft line 1ft tall and 1ft wide. Everyone caught in the blast is dealt 5d6 points of force damage and stuns them for 2d6 rounds (Reflex save 20 reduces damage to half and negates stunning).

Lines are, by default, 5' wide and 5' tall. Thus, they are one square wide on the battlemat. It makes no sense, but there it is.
Save DCs are always 10 + (1/2 monster's HD) + (relevent ability mod). This works out to 16 + ability mod. This looks like a Charisma-based ability, which leaves it at 16. It could, arguably, be Con-based (like a breath weapon), making the DC 22. In either case, you need to point out which ability it's based on.

Psionics: Will/ Dominate, Telekinesis, Levitate

I'm guessing you meant At will. ;)
Manifester level? (I'd say 12th--same as HD).

Rend: Anytime a space thing hits with both claw attacks, it latches onto its opponent, instantly dealing 4d6 +8 points of slashing damage

Where does the +8 come from? Rend usually does (dice from both attacks) plus (150% Strength mod) damage, or 2d8+16 in this case.

Body snatch: Once per round as a full round action, a space thing may try to “go into” a grappled foe. If the victim succeeds on a fortitude save 20 the absorption is negated and the space thing instantly takes 5d6 points of subdual damage and 1d4 points of intelligence damage. If the victim fails however, the space thing is absorbed into the nervous system and has complete control of the victim’s speech, movement, actions, and abilities but not any spell casting and leaving the victim in paralysis until the space thing leaves. If the victim succeeds on a Fortitude save 20 the absorption is negated and the space thing instantly takes 5d6 points of subdual damage and 1d4 points of intelligence damage. At any time the space thing can leave the body but doing so kills the victim as it bursts out of its bloodstream. Anyone who has a space thing leave their body must succeed on a Fortitude save 15 or be torn apart as the space thing rips out of their body. If they succeed on the save, the space thing is safely removed through the pores of the victim but the space thing automatically takes 5d6 points of lethal damage.

Very nice...:devil:...my only qualm is the save DC. This is clearly Con-based, for a final DC of 22.

A very cool, very creepy monster. I may have to borrow this in the near future...::evillaugh
Return of the Flumph

07-06-07, 11:40 PM
The intelligence is way excessive. No reason it should have literally deific intellect. A 20 is still smarter than a mind flayer.
jakelslang21

07-06-07, 11:45 PM
Ok thanks for the feedback. I got the +7 bonus on the spikes since most ranged attacks I've seen uses dexterity... Heh... Correct me if I'm wrong though. Glad you like them and I encourage you if you use them :D .
jakelslang21

07-06-07, 11:50 PM
I gave them a huge int for a few reasons.

-In the dream the things had this weird space craft that looked like it was made by well... gods.
-Their was one part when the things were set in an 1800s town and got the feeling they were considered in that time zone since the next scene in the 1970s the things had a far more superior array of weapons and such.
-And the things just seemed to be able to do all sorts of tricks with their mind.

I could lower them if I had to but for now I want to keep it at a godly level.
Nilbog

07-07-07, 11:22 AM
What about "Cosmic Parasite" or "Space Infester" (due to the body snatch)?
jakelslang21

07-07-07, 03:43 PM
Heres the elder space thing. Nice name suggestions, guys.

Elder space thing (need better name)
Large aberration (psionics)
Hit Dice: 20d8 +120 (210)
Initiative: +11
Speed: 50ft or fly 30ft (perfect)
Armor class: 34 (+7 dex, +9 deflection, +10 natura, -2 size)
Base attack: +15 Grapple: +30
Attack: tentacle +25 melee (1d4 plus mind static) bite +25 melee (2d6 +11 plus poison) or claw +25 melee (1d10 +5) or tail +25 melee (2d6 +5 plus 1d6 acid) or back spine +21 ranged (1d8 +7 plus 1d6 acid plus poison)
Full attack: tentacle +25 melee (1d4 plus mind static) or bite +25 melee (2d6 +5 plus poison) and two claws +23 melee (1d10 +11) and tail +23 melee (2d6 +5) or 5 back spines +21 ranged (1d8 +7 plus poison)
Space/Reach: 10 ft./10 ft.(20ft if using extended bite)
Special attacks: Mind static, Extended bite, Energy ray, Psionics, Pounce, Rake 2d6 +11, Rend, Body snatch, Poison
Special qualities: DR 15/ adamantine, Mind guard, Fast healing 15, Telepathy 100ft
Saves: Fort +12, Ref +13, Will +15
Abilities: Str 32, Dex 25, Con 23, Int 28, Wis 13, Cha 11
Skills: Balance +37, Concentration +31, Climb +21, Hide +25, Intimidate +35, Jump +23, Knowledge (The planes) +25, Listen +26, Move silently +36, Search +22, Spot +18, Survival +27,
Feats: Multi-attack, Power attack, Dodge, Mobility, Iron Will, Imroved initiative, Spring attack
Environment: Unknown
Organization: Solitary, Pair
Challenge rating: 16
Treasure: Double standard
Alignment: Usually Chaotic evil or Neutral evil
Advancement: 21-35 (Large); 36-45 (Huge)

Before you stands a hunched figure. Its carapace is the color of obsidian and small metal pipes near its neck. It has strange red tentacles with purplish-white sparks jumping around it and a large mouth full of coal black teeth connected to an eel neck. On the top of its head and down its neck is what looks likes glass glowing greennish-yellow. Its long arms have black claws and are twice the size of its stumpy legs, which also have black claws. To finish its alien appearance large red spines grow on its back and down its tail, very similar to a mantcores. Its neck extends in an instant, snatching your companion and retracts just as fast.

Space things are aggressive, war mongering creatures that attack weaker foes on sight. Though they act primal and barbaric, these creatures are actually very intelligent and treat others of their kind with respect, a mistake most humans make upon first sight... Space things think above most material plane creatures and rarely respond to them but if they must they use telepathy. Space creatures often speak with their own kind through a series of grunts, roars and gestures to communicate. Nobody knows why, however but they think it is because their mind gaurds prevent other space things to use their telepathy with them but this is just a theory. Space things can never be found in a lair. But instead they randomly reappear in remote locations and mate. Then go off on their own. It is not unheard of, ghowever to have large bands of space things to conquer human settlements and make them their slaves.

Elder space things weigh 543lbs and speak Terran, Aquan, Ignan, Auran, Common, and Celestial.

Combat

Mind static: An elder space thing's tentacles on their mouth are sensory organs to help identify their surroundings. Since their mind is so hard to contain their thoughts leak into their tentacles since they are still connected to the brain and the only other place for thought to enter since the rest of their body is already bloated with thought. Elder space things can use this as an attack and often use it to release stress. Any time the tentacles touch a non-space thing the target must succeed on a Will save 29 (10+ half elder space thing HD+ elder space thing intelligence modifier) or suffer the effects of a confusion spell for 1d8 hours. Those who succeed on their save or immune to that elder space thing's mind static for 24 hours

Extended bite: An elder space thing can, once per round as a standard action, extend its neck up to 20ft and make a bite attack and a tentacle attack at full base attack bonus and attempt to start a grapple the target as a free action that does not provoke an attack of opportunity.

Energy ray: Once every 1d4 rounds as a standard action, an elder space thing can project a blast of psionic energy from their mind via the glass case on their head in a 50ft cone or a 100ft line 5ft tall and 5ft wide. Everyone caught in the blast is dealt 10d6 points of force damage and stuns them for 5d6 rounds (Reflex save 26 reduces damage to half and negates stunning 26=10+half space thing's HD+space things constitution modifier).

Psionics: At Will/ Dominate, Telekinesis, Levitate, Greater teleport (Manifester level 20)

Pounce: Any time an elder space thing makes a charge attack, it can make a full attack plus two rake attacks.

Rend: Anytime an elder space thing hits with both claw attacks, it latches onto its opponent, instantly dealing 2d10 +16 points of slashing damage

Body snatch: Once per round as a full round action, an elder space thing may try to “go into” a grappled foe. If the victim succeeds on a fortitude save 27 the absorption is negated and the space thing instantly takes 3d6 points of subdual damage and 1d4 points of intelligence damage. If the victim fails however, the space thing is absorbed into the nervous system and has complete control of the victim’s speech, movement, actions, and abilities but not any spell casting and leaving the victim in paralysis until the space thing leaves. At any time the elder space thing can leave the body but doing so kills the victim as it bursts out of its bloodstream. Anyone who has a space thing leave their body must succeed on a Fortitude save 20 or be torn apart as the space thing rips out of their body. If they succeed on the save, the elder space thing is safely removed through the pores of the victim but the space thing automatically takes 3d6 points of lethal damage. Any cure spells above cure moderate wounds, remove curse spells or remove disease spells will force the space thing out of their body and deals as much damage to the space thing as the spell healed. Dispel evil, protection from evil, and all spells that prevent evil activity prevent the space thing from using body snatch and all the other spell effects apply to it as well. Creatures with no nervous system are immune to this attack.


Poison: Fortitude save 22 Initial; 4d4 con Secondary; 2d6 con

Mind guard:The elder space thing’s superior thinking is so advanced that it learned how to use thought to produce a durable barrier that protects it. The barrier grants the space thing a deflection bonus equal to its intelligence modifer. The space thing can not suppress this ability even if it wants to since it is always thinking. It can be suppressed however, if the space thing is somehow not thinking but it will instantly return when the soace thing resumes thought.
Talisman

07-07-07, 11:05 PM
Elder Space Thing = nasty.

I'd peg it at CR 16-ish...compare to the odopi in MM3. (CR 14).
jakelslang21

07-07-07, 11:15 PM
You like them? I think 16 is good to.
Talisman

07-07-07, 11:54 PM
Oh yes; I like them. I like all slimey, spacegoing, aberrant things.
Question: is the Elder Space Thing merely an advanced version of the Non-Elder Space Thing? If so, the NEST's advancement should be capped at 19 HD (because at 20 HD it's an EST).

BTW, hp should be 210 (average of 20d8 is 90, + 120 = 210).
jakelslang21

07-08-07, 12:07 AM
Yeah the normal ones advance into elders. I'm not usually up for space things but since they look like a cross of an xenomorph, an eel, and a chimp they are really cool.
Vanigo

07-08-07, 07:16 PM
Regarding Body Snatch:
There should be some ways to force it out. Dispel evil or break enchantment, maybe. Also, I'd have protection from evil keep them out. Oh, and anything without a nervous system should be immune.

Also, do you realize that, as written, Extended Bite allows these things to make two bite attacks in a single round, and to make two attacks a round without making a full attack action? I'd have it be in place of a normal bite attack, not as a free action.
jakelslang21

07-08-07, 07:29 PM
Thanks for the advice Vanigo. Though the things certainly act evil their not at a blackgaurd evil where certain spells will keep them from using certain abilities. From a human's perspective these things are evil since they are aggressive and greedy but they are just trying to survive and "take advantage" of their options given to them. Well you see what I mean right?
Vanigo

07-09-07, 06:15 PM
Thanks for the advice Vanigo. Though the things certainly act evil their not at a blackgaurd evil where certain spells will keep them from using certain abilities. From a human's perspective these things are evil since they are aggressive and greedy but they are just trying to survive and "take advantage" of their options given to them. Well you see what I mean right?
Uh, not really. This doesn't seem to have anything to do with what I said. It's a rationale for not giving them the (evil) subtype, maybe, but that was pretty much a given anyway since they're not outsiders and it's very rare to see alignment subtypes on anything else. They are, however, evil-aligned, and that's all that's needed for dispel evil and protection from evil to work. In fact, protection from evil even protects against a dominate person cast by a good creature.
jakelslang21

07-09-07, 06:27 PM
Oh! Whoops hehe... I never really read spells and thought it only effected evil outsiders. Sorry.