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View Full Version : [Monster 3.5e] My alternative GitP Monster Contest entry



BisectedBrioche
2008-12-07, 03:13 PM
This would have been my alternative entry. I've got a bit of a cold right now so I might have made a few mistakes in it.


Hofmannin
Size/Type: Fine Vermin (Aquatic)
Hit Dice: 1d8+2 (6 hp)
Initiative: +1
Speed: 5ft. (1 square), Swim 10ft.
Armor Class: 20, touch 19, flat-footed 19 (+8 size, +1 dex, +1 natural)
Base Attack/Grapple: 0/-19
Attack: Bite +5 melee (1d2-3)
Full Attack: Bite +5 melee (1d2-3)
Space/Reach: ½ ft./0 ft.
Special Attacks: Reality Bite
Special Qualities: Vermin and Aquatic Traits, Amphibious, Residual Wings
Saves: Fort +4, Ref +1, Will 0
Abilities: Str 4, Dex 12, Con 14, Int —, Wis 10, Cha 10
Skills: none
Feats: none
Enviroment: Aquatic
Organization: Lone, Foragers (5-10), Swarm (apply swarm template)
Challange Rating: ??
Treasure: None (But see Alsbrue below)
Alignment: Always Neutral

Hofmannin are small aquatic social insects. They resemble bumble bees which have adapted to live underwater. The wings have become fins which rapidly buzz giving them the illusion of "flying" underwater (these wings do not allow them to fly, however they do improve their ability to jump somewhat) and the fuzz which normally surrounds them has been replaced with a more scalelike structure which reflects rather brightly when light is shined on them. They are perfectly capable of surviving on land, however they typically stay underwater. As they still rely on nectar to produce their analogue of pollen (Alsbrue, a strange toxin which they deliver through their sting) they will still venture out of their ponds to gather it from the surrounding flora. Many children and young adults will attempt to provoke these wondering insects into stinging them because of the amusing (though potentially dangerous) effects of being stung. The final way in which the Hofmannins differ from their cousins is in their social structure. Rather than have a single queen laying eggs all females are capable of doing so by being fertilised by males, with toxin being delivered by means of a bite rather than a modified egg sack.

Reality Bite The bite of a Hofmannin delivers a small amount of Alsbrue. This toxin is magical in nature, and shifts the user out of phase with reality (very slightly due to the small dose). The toxin has a save DC of 12. Initial damage is 1 point of wisdom damage, accompanied by a feeling which is often described as "dizzy but not unpleasent". The secondary damage is 1d4 constitution (caused by the body being "out of sync" with the world but not to the point where they are not harmed by the side effects), however the victim can gain a +10 bonus to the save for secondary damage by placing an acidic substance (such as vinigar or lemon juice) on the sting.

Vermin and Aquatic Traits
Vermin
This type includes insects, arachnids, other arthropods, worms, and similar invertebrates.
Traits
Vermin possess the following traits (unless otherwise noted in a creature’s entry).
Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Darkvision out to 60 feet.
Proficient with their natural weapons only.
Proficient with no armor.
Vermin breathe, eat, and sleep.

Subtype Info
Aquatic
These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Amphibious Despite being aquatic, Hofmannins can survive indefinatly on land without suffocating.

Residual Wings Their wings, while designed mainly for swimming, grant a Hofmannin +10 on all jump checks.

Combat

Hofmannin are docile and will only attack if they are procoked, biting their aggressor and fleeing. However if a hive is attacked they will swarm, engulfing and damaging any creature within the water surrounding it. They will chase trangressors up to 100ft. but not onto land.

Lore

{TABLE=head]DC|Lore

10|These are Hofmannins. Common and docile semi-aquatic insects.
20|Reveals all fluff text, vermin and aquatic traits.
30|Reveals speacial abilities.[/TABLE]

Farming Hofmannin

Hofmannin are often farmed for their Alsbrue. This is done in a similar way to bees. It takes a DC 20 craft check to form an artificial hive (which is shaped like a 2x2x1 cuboid), this hive must then be left in a freshwater enviroment with at least its own 5ft. square (more than one hive may be placed in the same body of water as long as there is enough space). Every 1d4 days there is a 10% chance that the hive will be inhabited. The hive may be left indefinatly. Once the hive has been inhabited the owner must make a DC 10 diplomacy check, if successful this allows them to approach the hive without being swarmed (this check must be made within a week or the opportunity passes). Once the hive is inhabited the Hofmannin will maintain it, the owner mere has to ensure that it is not interfered with. Every 6 months 1d12 vials or 2 flasks of Alsbrue can be gathered from the hive with a DC 5 Proffesion (Beekeeping or Hofmanning) check or a DC10 craft check (either may be made untrained).

A vial of Alsbrue can be taken like any other potion. Once inbibed roll a d100 and consult the following table to obserb the effects;

[spoiler]{TABLE=head]d%|Effect

1-10|Imbiber gains the aquatic template for 2d12 hours.
11-20|Imbiber may become intangiable as per the Ethereal Jaunt spell at will for the next hour.
21-25|Imbiber gains +20 on jump checks for the next 1d6 hours.
26-30|The imbiber is covered in scales similar to a Hofmannin, granting a +1 natural armour bonus for 24 hours.
31-70|The imbiber feels a compulsion to gather flowers and place them near the nearest Hofmannin hive.
70|The imbiber changes into a physical copy of the next creature they come in contact with for 1d4 hours.
71|The imbiber grows by one size category.
72|The imbiber shrinks by one size catergory.
73-80|The imbiber no longer needs to sleep for the next 7 days.
81-85|The imbiber gains the ability to breath fire (into any adjacent square) once, dealing 1d6 fire damage to anything within the square. This ability disappears after a week if it is not used.
86-90|The imbiber gains the ability to breath ice (into any adjacent square) once, dealing 1d6 cold damage to anything within the square. This ability disappears after a week if it is not used.
91-95|The imbiber gains the ability to breath acid (into any adjacent square) once, dealing 1d6 acid damage to anything within the square. This ability disappears after a week if it is not used.
96-99|The imbiber must make a DC10 will save or fall asleep. They will not wake up for 24+1d6 hours regardless of what happens.
100|The imbiber becomes able to command any Hofmannin swarm within 100ft. as per the Command Monster spell. This lasts 1d6 hours. If the character in question has already had this effect then all further doses of Alsbrue will always have this effect.[/TABLE]

BisectedBrioche
2008-12-08, 09:39 AM
No comments?

Debihuman
2008-12-08, 09:58 AM
It's an interesting vermin but I think they would better suited as a swarm.

Debby