Far realms creature [Archive] - Wizards Community

Post/Author/DateTimePost
Tevish Szat

08-24-03, 08:09 PM
Mugluk
Large Outsider (Extraplaner) [sonic] {excess brackets}
6d8+18 (44hp)
Initative:
Speed: 5', fly 1000' (perfect),
AC 20 (-1 size, +7 natural, +4 dex)
Attacks: Slam + mele or warp ray +10 ranged
Damage: Slam 1d4; Warp ray 2d8 spatial distortion
Face/reach: 10'x10'/0'
Special Attacks: Tractor beam, Swallow Whole, Spit, Whirr
Special Qualities: Sonic subtype, excess brackets, reflective SR 22, DR 3.14159/+i, overdrive, detect subtype, amphorus
Saves: Fort +8, ref +9, will +0
Abilities: Str 20, Dex 18, con 17, int 10, wis 1, cha 1
Skills: Bwijgilk +12
Feats: Ability focus (whirr), lemon curry.
~~~~~~~~~~~~
Climate: Warm desert [far realm]
Orginization: solitary or squad (1-7)
CR: 4?
Treasure: mysterious metal spheres, unplesant looking probe, 1d4 wallets (all inside creature)
Advancment: none
Alignment: always neutral

Mugluk are sometimes called flying saucers, as that is basically what they are, silvery disks that fly at incredible speeds with almost unheard of manueverability. Mugluks are made of goo.

Mugluk tend to try and find creatures with subtypes to absorb them.

Mugluk speak Aztec, Anasazi, and Ancient Egyptian. some Mugluk also speak common.

Combat: a Mugluk will use it's swallow whole ability to gain a subtype. if no subtypes are avalible, then it will use swallow whole and then spit more quickly than it otherwise would.

Tractor Beam: If a mugluk is directly above a creature, it may use it's tractor beam as a standard action. the creature must be no larget than medium sized and gets a reflex save. on a sucessfull save it moves 5' away from the mugluk's area, but on a failed save it is drawn up to the flying saucer

Swallow whole: a creature caught by the mugluk's tractor beam may be engulfed. it is then held helpless. the mugluk then gains the effects of its extra brackets if possible.

Spit: A mugluk may spit out a swallowed creature as a standard action, it can be targeted at any creature on the ground. the spat creature takes falling damage as though the fall was twice as long and the creature on the ground that it was spat at must make a reflex save or take double falling object damage. if unmolested, a mugluk will usually spit out a swallowed creature form 5' above the ground before returning to the far realm.

Whirr: a Mugluk constantly whirrs. a creature within 60' must make a reflex save or be dazzeled for 5d4-2 rounds. regardless of sucess, they are immune to whirring for 24 hours thereafter.

Sonic Subtype: a mugluk takes no damage form sonic based attacks and 1d6 damage per caster level from a silence spell.

Excess brackets: if a mugluk has a creature with subtypes swallowed, it gains one of thoes subtypes of it's choice for as long as it is swallowed and for 1d4 rounds thereafter.

Overdrive: If a mugluk moves more than 60' in a round, it may take no other actions. if a mugluk takes an action other than moving, it may move no more than 60'

Detect Subtype: a mugluk can always tell what subtypes, if any, a creature has, as long as it can see the creature.

Amphorus: Not subject to critical hits or flanking.

DR: For all intents and purposes, the Mugluk's DR is 3/+1 and attacker must be insane
Xaxor

08-25-03, 01:18 AM
Does the warp ray have any other effects? Or is the spatial distortion as pointless as lemon curry? ;)
Whats the whirr and tractor beam save DCs?
How do I calculate that DR anyway?
:rofl:
Tevish Szat

08-25-03, 01:48 AM
Originally posted by Xaxor
Does the warp ray have any other effects? Or is the spatial distortion as pointless as lemon curry? ;)
Whats the whirr and tractor beam save DCs?
How do I calculate that DR anyway?
:rofl: spatial distortion is what the damage is from.
R.M.G.C.L.F.

09-04-03, 08:38 PM
I think you should specify that the warp ray is a supernatural ability and does the same kind of damage as is dealt when teleporting into a solid object. Also the warp ray should be a ranged touch.

Make the swallow whole more like a normal swallow whole attack. The creature should be able to escape by dealing X damage with a light peircing or slashing damage to the hull of the creature or make a grapple check to get out.

With whirr, do you mean dazzled (as in -1 on attack rolls) or dazed (as in no actions)? If the former I suggest you add something about flashing lights and strange glow.

Also, with the 3d7 rounds, try to use something that can be actually rolled.

Specify which abilities are supernatural, which are extraordinary, and which are natural. Supernatural abilities have a save dc10+1/2 creature's hd+creature's charisma modifier.

Does the reflective SR mean that if a the SR is not overcome the spell is sent back at the caster? If so you should specify that in the descriptive text.

Or is this intended to be a joke?

PS: Xaxor, for calculating damage with the DR remember that you always round down.
Tevish Szat

09-04-03, 09:29 PM
Originally posted by R.M.G.C.L.F.

With whirr, do you mean dazzled (as in -1 on attack rolls) or dazed (as in no actions)? If the former I suggest you add something about flashing lights and strange glow.

Also, with the 3d7 rounds, try to use something that can be actually rolled.

Specify which abilities are supernatural, which are extraordinary, and which are natural. Supernatural abilities have a save dc10+1/2 creature's hd+creature's charisma modifier.

Does the reflective SR mean that if a the SR is not overcome the spell is sent back at the caster? If so you should specify that in the descriptive text.

Or is this intended to be a joke?

As in -1 to attacks.

3d7. figured that 2d4-1 can simulate d7. but i'll change it.

Will do...

Reflective SR. Like the Aoa. if you fail to overcome, it rebounds on you.

Sort of a joke.