| Post/Author/DateTime | Post |
|---|---|
| A_Cruel_DM09-02-03, 07:20 PM | Trelp Tiny Magical Beast Hit Dice: 5D10+28 (50 hp) Initiative: +2 Speed: 15 ft (3 squares) Armor Class: 20 (+2 size, +2 dex +6 natural), touch 14, flat-footed 18 Base Attack/Grapple: +3/-3 Attack: Tentacle +5 melee (1D10+5 plus poison) Full Attack: 2 Tentacles +5 melee (1D10+5 plus poison) Space/Reach: 2-1/2 ft./10 ft. Special Attacks: Improved Grab, Split, Tenta-sound, Poison, Spell-like Abilities Special Qualities: Immunities, Breathless, Damage Reduction 5/piercing, Rubber skin Saves: Fort +10, Ref +8, Will +6 Abilities: Str 10, Dex 15, Con 20, Int 8, Wis 10, Cha 20 Skills: Hide +10, Balance +5, Jump +7, Move Silently +7, Climb +5 Feats: Toughness, Quicken Spell-Like Ability Environment: Temperate Forest, Any Underground Organization: Solitary, pair, or group (3-5) Challenge Rating: 8 Treasure: None Alignment: Always chaotic neutral Advancement: - Level Adjustment: - This tiny blue creature appears to be a small blob of jelly with small bumps for arms and legs, and a larger blob on top resembling a head. (It appears to be the equivalent of the Pillsbury doughboy in blob form) What appears to be the head has two small eyes but no other facial features. Atop the head is a small tentacle, the tip of which is glowing. Trelp are thought to be descendents of oozes due to their genetic makeup, but their forms and ability to warp sound suggest otherwise. Although a typical Trelp is some shade of blue, they have been said to range from dark red to bright yellow. Any onlooker will admit these creatures are incredibly "cute" and many nobles often seek Trelp out as pets. An average Trelp stands about one foot tall (not including their tentacle) and appear to perform a bouncing motion when moving. They use the short tentacle atop their head (increasing their average height to 2') to warp sound and create several of their Special Attacks. It is also the power for their Spell-like Abilities. Owners of Trelp usually sever the tentacle before keeping the Trelp. Some though, have been said to train the Trelp. Teaching it to use it's attacks against burglars or other intruders. The skin of a Trelp is rubbery and stretchy. It's skin also secretes an adhesive, not strong enough to catch a weapon or a thrown object, but strong enough to aid the Trelp in climbing walls and sticking to ceilings. The two "hands" of the Trelp also secrete a poison that can be used in defense. Trelp do not speak any language due to their lack of a mouth. Combat Trelp do not engage in combat often. They may in some instances though, such as if a Trelp is under the control of a greater being, or if a Trelp is put into any danger (for example: people trying to capture them). Trelp also every so often designate a place (a tree stump, a rock, a hole etc) as their "home". This happens rarely but if it does, the Trelp becomes very territorial and protective, attacking anyone who approaches. Improved Grab: To use this ability, a Trelp must hit with it's tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check a third tentacle comes out of the Trelp's stomach and constricts the grappled creature, leaving the other two tentacles to attack normally. Only one creature can be constricted this way at a time. Tenta-Sound: By vibrating, spinning, and otherwise manipulating the tentacle on a Trelp's head they can create one of three effects. The effective caster level is 15th for all effects and the save DC is Charisma-based. The Trelp can use these abilities at will as many times per day as they desire. The effects are instantaneous: Screech: A Trelp can emit a earsplitting sound, deafening all those near. This sonic mind-affecting compulsion affects all creatures within hearing range. Creatures must succeed at a DC 17 Will save or be deafened for 24 hours. Once a creature has resisted the effect, it cannot be affected again by the same Trelp's screech for 24 hours. The effect's caster level is 15th. The save DC is Charisma-based. Wail: A Trelp can emit a bloodcurdling wail sending it's weaker enemies running in terror. This sonic mind-affecting compulsion affects all creatures within hearing range. Creatures must succeed at a DC 15 Will save or become panicked. Once a creature has resisted the effect, it cannot be affected again by the same Trelp's trill for 24 hours. If a creature has experienced the effect but not resisted it the DC is lowered by 2 each time (this only applies if the same Trelp is emitting the wail, otherwise the DC resets). The effect's caster level is 15th. The save DC is Charisma-based. Trill: A Trelp can emit a noise that forces it's enemies to stand motionless. This sonic mind-affecting compulsion affects all creatures within hearing range. Creatures must succeed at a DC 17 Will save or be stunned for as long as the Trelp trills and for 1D4 rounds thereafter, even if they are attacked. However if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by the same Trelp's trill for 24 hours. The effect's caster level is 15th. The save DC is Charisma-based. Poison: Injury, Fortitude DC 15, initial damage 1D6 Str, secondary damage 1D6 Dex. The save DC is Constitution based. Spell-like Abilities: 3/day- Joyful Noise, Silence 1/day- Shatter, Sound Burst, Blink, Shout, Song of Discord, Otto's Irresistible Dance, Greater Shout, Sympathetic Vibration Immunities: Trelp are immune to all sonic effects. Trelp are also immune to any spells that require them to be heard (Trelp have no ears) and poison. Breathless: Trelp have no respitory system. They are immune to airborne toxins, and cannot be drowned, suffocated etc. Rubber Skin: A Trelp's rubbery skin gives it it's damage reduction. Also, Trelp take no falling damage. |
| A_Cruel_DM09-02-03, 08:29 PM | My apologies, i forgot to explain the Trelp's ability "Split". Split: If a successful critical hit is scored on a Trelp with a slashing weapon and the Trelp survives, the Trelp splits in half and forms into two Trelp. The two Trelp split the remaining HP and each get healed for 1D6 HP. The two Trelp still retain whatever Spell-like abilities the original Trelp had left. The Trelp are similar to the original one in all other ways. |
| sandskimmer09-02-03, 08:48 PM | So splitting one in half actually heals it? :confused: |
| A_Cruel_DM09-02-03, 09:14 PM | I apologize again, I didnt explain Split correctly. Let me try again: Split: Trelp have the ability to split in half, making two slightly stronger copies. But due to their genetic structure they cannot perform this feat unless under the correct conditions, which is an outside force actually aiding in the seperation of their molecules. If a successful critical hit is scored on a Trelp with a slashing weapon and the Trelp survives, the Trelp immediately splits in half to form two Trelp as a free action. This does not provoke an attack of opportunity against the Trelp. The two Trelp split the remaining HP of the original Trelp, and each get healed for 1D6 HP. The two Trelp still retain whatever Spell-like abilities the original Trelp had left. The Trelp are similar to the original one in all other ways. That is what I had in my mind when I wrote it. Sorry I didn't write it clear enough. |
| sandskimmer09-03-03, 02:23 PM | Very clever. It must engage in battle to reproduce. Now that's truly survival of the fittest.:) |
| Willie the Duck09-03-03, 03:00 PM | Why does a tiny beast, with a strength of 10 (absurb in its own right) deal 1d10 +5 damage? not that it really needs to do much damage, since paralysis + several rounds poison will incapacitate anyone for long enough to kill it at 1 damage/ rnd. |
| A_Cruel_DM09-03-03, 05:30 PM | I'm glad you asked that question. This creature was designed for DM's to teach their PC's a valuable lesson... Just cause it's cute doesnt mean it's fun. The whole basis of the creature is this little cute blob that is all happy and fun, but if you get it ****** off it really packs a punch. The Trelp can strech his arms forward at unmatched speed, and can harden the "skin" on their tentacles to be as hard as rocks. Trust me, it's very painful. If DM's want to use the Idea but make it possibly less powerful but lowering the hitdice and attack power thats up to them, but this is the image I had in my mind. |