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Huge Ooze (extraplanar)
Hit Dice: 9d10+36 (85 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 13 (+1 dex, +4 natural, -2 size), touch 9, flat-footed 12
Base Attack/Grapple: +9/+19
Attack: Pierce +9 melee (1d8+2)
Full Attack: 3 pierces +9 melee (1d8+2)
Space/Reach: 15 ft./20 ft.
Special Attacks: Constrict, death throes, improved grab, spasm
Special Qualities: Blindsight 60 ft., immunity to sonic, ooze traits, split
Saves: Fort +7, Ref +4, Will -2
Abilities: Str 14, Dex 12, Con 19, Int -, Wis 1, Cha 1
Skills: Climb +10
Feats: -
Environment: Wilderness of the Beastlands
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10–14 HD (Huge); 15–30 HD (Gargantuan)
Level Adjustment: -
This extraordinarily strange creature is seemingly composed of nothing but long, stiff black bristles that heave and jerk in incredibly spastic manuevers. It has no defined shape, rising into the air, going flat, section shooting off in opposite directions simultaneously be fore snapping back.
A fuulifliff is an oddity even amongst its strange type, a literally furry seeming ooze. The creature is little more than a thin sheaf of protoplasmic muscle whoes purpose it is to animate the coarse, needle sharp cilia that appears much as hair.
Fuulifliffs are generally only found within the two lower levels of the Beastlands, lying low amongst the eternal shadows of the forest floor. In particular they prefer forests thick with pines and spruce where they they lie unmoving, their 'fur' lying flat and still, blending in with the dark layers of needles accumulated over the course of uncountable millenia.
Combat
A fuulifliff lies in wait until a creature ventures near. It then shoots up, bending and twisting and jerking, striking all around to spear its victim and cause them to fall in twitching spasms. When particularly hungry fuulifliffs are even known to hide within the branches of trees, masquerading as its prickly boughs.
Constrict (Ex): A fuulifliff deals automatic piercing damage with a successful grapple check.
Death Throes (Ex): When a fuulifliff dies it goes into an absolute frenzy of spastic activity, its fur sticking out in all directions. For 1d4 rounds all creatures within 20 feet take automatic piercing damage before it collapses. Improved Grab (Ex): To use this ability, a fuulifliff must hit with its pierce 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, it establishes a hold and can constrict.
Spasm (Ex): A fuulifliff's spines are covered in the same strange substance that coats its surface and allows it such sudden, inexplicable movement. A target hit by the fuulifliff's piece attack must succeed on a DC 18 Fortitude save or become paralyzed for 1d6 rounds as their bodies go into such intense spasms that they cannot move. Each round of their paralization they must make an additional Fortitude save or take 1d4 points of constitution damage as their muscles try to tear themselves apart. At the end of these spasms the victim becomes Fatigued. The save DC is Constitution-based.
Split (Ex): Slashing and piercing weapons and sonic attacks deal no damage to a fuulifliff. Instead the creature splits into two identical fuulifliffs, each with half of the original’s current hit points (round down). A fuulifliff with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Skills: Fuulifliffs have a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Last edited by The Vorpal Tribble : 08-23-2007 at 07:10 AM.
neat as ever, VT. We're being deprived by your non-participation in MitP...
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Quote:
Originally Posted by GungHo, on Battletech
The Atlas is also goofy but it has that whole "Stay Puft Marshmallow Man" menacing smile thing going for it. The guy who drew that one up was obviously taken to the Nutcracker when he was a child... and he was screaming in terror the entire time.
Spoiler
Quote:
Originally Posted by Enterti, Cogidubnus
Glyphstone, out of all the playground I think you scare me the most...
Oh, Death Throes, the way to take that just little bit more and take the PC's down with you. Second in absolute disparaging-ness to PC's only to monsters with cleave.
Quote:
DM: Ok, the monster does 40 damage
PC: Aw, it drops me
DM: Oh, Really? Then It cleaves off you
PC: What? Isn't that what we do to masses of smaller, more patheitc creatures?
DM: Its all a matter of perspective
I cant remember who said that, and can't be bothered to find it, but thats essentially it.
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Eadem mutata resurgo
(Though changed, I shall arise the same)
-Jakob Bernoulli
Oh, Death Throes, the way to take that just little bit more and take the PC's down with you. *Second in absolute disparaging-ness to PC's only to monsters with cleave
What about monsters with Thinaun weapons that teleport away after getting a kill? That's even ruder.