Greyfeld85
2012-06-01, 07:27 PM
Something one of my players said while we were chatting amongst ourselves gave me a brainstorm for a new monster. I'm not very good with all the technicalities that come with creating a new monster, and I used the gray ooze as my template, so bare with me. For now, I give you, the Sanguine.
Sanguine
http://www.wizards.com/mtg/images/daily/stf/stf42_bloodhallOoze.jpg
Sanguines are amorphous creatures that spawn from death. When magic is the cause of death for a living creature, a spark of that magic ignites in its blood. Within 12 hours, it gives birth to a sanguine, a child of death and sorcery, with only a taste for organic matter - both living and dead.
Size/Type: Medium Ooze
Hit Dice: 4d10+15 (36 hp)
Initiative: -2
Speed: 20 feet (4 squares)
Armor: 8 (-2 dex), 5 touch, 5 flat-footed
Base Attack/Grapple: +2/+3
Attack: Slam +3 melee (1d6+1 plus 1d6 acid)
Full Attack: Slam +3 melee (1d6+1 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, constrict 1d6+1 plus 1d6 acid, improved grab, hemorrhage
Special Qualities: Blindsight 60 ft., DR 5/-, ooze traits, mutable, Spell Resistance 15
Saves: Fort +6, Ref -4, Will -4
Abilities: Str 12, Dex 7, Con 21, Int Ø, Wis 1, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary, gang (4-9)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 4-7 HD (Medium); 8-15 HD (Large); 16-31 HD (Huge)
Combat
Saguines attack any creatures they encounter. They lash out with pseudopods or simply engulf opponents with their bodies, which secrete acids that help them catch or digest their prey. Occasionally, the sense of blood draws them to join with other living creatures, tearing them apart from the inside.
Blindsight (Ex)
A sanguine's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.
Acid (Ex)
A sanguine secretes a corrosive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds on a DC 16 Reflex save. The save DCs are Constitution-based.
The sanguine's acidic touch deals 16 points of damage per round to wooden or metal objects, but the sanguine must remain in contact with the object for 1 full round to deal this damage.
Constrict (Ex)
A sanguine deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.
Mutable (Ex)
Sanguines have the ability to split apart and combine together with one another. As a standard action, a sanguine may split apart into two separate creatures. Each half of the sanguine has 1/2 the total hit dice and current HP of the original creature, and receives any change in size that comes with that change. The two new sanguine act on the same initiative of the original creature.
Similarly, as a standard action two sanguine may join together into a single creature. By joining together, the new sanguine's hit dice are the total of the original two creatures, and its current HP is the average of the two; again, the new creature receives any change in size that comes with these changes. The new sanguine acts on the average initiative of the original two creatures.
Hemorrhage (Ex)
If a sanguine has grappled a living creature that has an active circulatory system and is the same size as the sanguine or larger, it may use a full-round action to stop grappling its target and enter that creature's blood stream through a cut or open orifice. While inside, the sanguine causes its target to hemorrhage for 1d6+Constitution modifier bleeding damage and 1d6 acid damage per round. This damage bypasses damage reduction and immunity. At the beginning of the target's turn, it may make a Fortitude Save (DC 17) to expel the sanguine from its system. The save DC is constitution based. An expelled sanguine occupies a random square next to the target that expelled it. While inside a creature, a sanguine cannot be targeted.
Improved Grab (Ex)
To use this ability, a sanguine must hit with its slam 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 or hemorrhage.
Diseased Sanguine
About one in twenty sanguines carries some sort of poison or disease. Roll a d100 and consult the table below to determine which poison or disease the sanguine carries. If a diseased sanguine lands a successful attack or constrict, that target must roll a successful save against the poison or disease at its normal DC. Alternatively, if the sanguine uses Hemorrhage on a target, that target must roll a save against that poison or disease for every round the sanguine is in its body, in addition to the normal fortitude save required to expel the sanguine.
Poison/Disease Table:
{table=head]Poison/Disease | d%
Striped Toadstool | 1-10
Black Adder Venom | 11-20
Small Centipede Poison | 21-30
Filth Fever | 31-35
Mindfire | 36-40
Bloodroot | 41-45
Arsenic | 46-49
Drow Poison | 50-53
Greenblood Oil | 54-57
Id Moss | 58-60
Devil Chills | 61-63
Blue Whinnis | 64-66
Medium Spider Venom | 67-69
Red Ache | 70-71
Oil of Tagit | 72-73
Ungol Dust | 74-75
Insanity Mist | 76-77
Blinding Sickness | 78-79
Cackle Fever | 80-81
Lich Dust | 82-83
Shadow Essence | 84-85
Wyvern Poison | 86-87
Demon Fever | 88-89
Dark Reaver Powder | 90-91
Burnt Othur Fumes | 92-93
Large Scorpion Venom | 94-95
Giant Wasp Poison | 96-97
Deathblade | 98-99
Purple Worm Poison | 100
[/table]
All poisons and diseases listed on this table, and their effects, can be found on the SRD (http://www.d20srd.org/srd/specialAbilities.htm).
Sanguine
http://www.wizards.com/mtg/images/daily/stf/stf42_bloodhallOoze.jpg
Sanguines are amorphous creatures that spawn from death. When magic is the cause of death for a living creature, a spark of that magic ignites in its blood. Within 12 hours, it gives birth to a sanguine, a child of death and sorcery, with only a taste for organic matter - both living and dead.
Size/Type: Medium Ooze
Hit Dice: 4d10+15 (36 hp)
Initiative: -2
Speed: 20 feet (4 squares)
Armor: 8 (-2 dex), 5 touch, 5 flat-footed
Base Attack/Grapple: +2/+3
Attack: Slam +3 melee (1d6+1 plus 1d6 acid)
Full Attack: Slam +3 melee (1d6+1 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, constrict 1d6+1 plus 1d6 acid, improved grab, hemorrhage
Special Qualities: Blindsight 60 ft., DR 5/-, ooze traits, mutable, Spell Resistance 15
Saves: Fort +6, Ref -4, Will -4
Abilities: Str 12, Dex 7, Con 21, Int Ø, Wis 1, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary, gang (4-9)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 4-7 HD (Medium); 8-15 HD (Large); 16-31 HD (Huge)
Combat
Saguines attack any creatures they encounter. They lash out with pseudopods or simply engulf opponents with their bodies, which secrete acids that help them catch or digest their prey. Occasionally, the sense of blood draws them to join with other living creatures, tearing them apart from the inside.
Blindsight (Ex)
A sanguine's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.
Acid (Ex)
A sanguine secretes a corrosive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds on a DC 16 Reflex save. The save DCs are Constitution-based.
The sanguine's acidic touch deals 16 points of damage per round to wooden or metal objects, but the sanguine must remain in contact with the object for 1 full round to deal this damage.
Constrict (Ex)
A sanguine deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.
Mutable (Ex)
Sanguines have the ability to split apart and combine together with one another. As a standard action, a sanguine may split apart into two separate creatures. Each half of the sanguine has 1/2 the total hit dice and current HP of the original creature, and receives any change in size that comes with that change. The two new sanguine act on the same initiative of the original creature.
Similarly, as a standard action two sanguine may join together into a single creature. By joining together, the new sanguine's hit dice are the total of the original two creatures, and its current HP is the average of the two; again, the new creature receives any change in size that comes with these changes. The new sanguine acts on the average initiative of the original two creatures.
Hemorrhage (Ex)
If a sanguine has grappled a living creature that has an active circulatory system and is the same size as the sanguine or larger, it may use a full-round action to stop grappling its target and enter that creature's blood stream through a cut or open orifice. While inside, the sanguine causes its target to hemorrhage for 1d6+Constitution modifier bleeding damage and 1d6 acid damage per round. This damage bypasses damage reduction and immunity. At the beginning of the target's turn, it may make a Fortitude Save (DC 17) to expel the sanguine from its system. The save DC is constitution based. An expelled sanguine occupies a random square next to the target that expelled it. While inside a creature, a sanguine cannot be targeted.
Improved Grab (Ex)
To use this ability, a sanguine must hit with its slam 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 or hemorrhage.
Diseased Sanguine
About one in twenty sanguines carries some sort of poison or disease. Roll a d100 and consult the table below to determine which poison or disease the sanguine carries. If a diseased sanguine lands a successful attack or constrict, that target must roll a successful save against the poison or disease at its normal DC. Alternatively, if the sanguine uses Hemorrhage on a target, that target must roll a save against that poison or disease for every round the sanguine is in its body, in addition to the normal fortitude save required to expel the sanguine.
Poison/Disease Table:
{table=head]Poison/Disease | d%
Striped Toadstool | 1-10
Black Adder Venom | 11-20
Small Centipede Poison | 21-30
Filth Fever | 31-35
Mindfire | 36-40
Bloodroot | 41-45
Arsenic | 46-49
Drow Poison | 50-53
Greenblood Oil | 54-57
Id Moss | 58-60
Devil Chills | 61-63
Blue Whinnis | 64-66
Medium Spider Venom | 67-69
Red Ache | 70-71
Oil of Tagit | 72-73
Ungol Dust | 74-75
Insanity Mist | 76-77
Blinding Sickness | 78-79
Cackle Fever | 80-81
Lich Dust | 82-83
Shadow Essence | 84-85
Wyvern Poison | 86-87
Demon Fever | 88-89
Dark Reaver Powder | 90-91
Burnt Othur Fumes | 92-93
Large Scorpion Venom | 94-95
Giant Wasp Poison | 96-97
Deathblade | 98-99
Purple Worm Poison | 100
[/table]
All poisons and diseases listed on this table, and their effects, can be found on the SRD (http://www.d20srd.org/srd/specialAbilities.htm).