View Full Version : [Creature] Ewwwww!

The Vorpal Tribble
2007-09-01, 10:15 AM
This is a tongue-in-cheek creature I made a couple years ago during a discussion on how so many creatures in D&D seem to have no other purpose than to be gross. Needlessly, pointlessly, and gratuitously gory.

Have cleaned it up (http://forums.gleemax.com/images/smilies/rimshot.gif) a bit crunch-wise and should now have all the numbers straight.


Gratuitous Gore


Gargantuan Ooze (extraplanar)
Hit Dice: 18d10+126 (225 hp)
Initiative: -2
Speed: 40 ft. (8 squares)
Armor Class: 16 (-2 dex, +12 natural, -4 size), touch 4, flat-footed 16
Base Attack/Grapple: +13/+36
Attack: Tentacle +20 melee (2d8+11)
Full attack: 6 tentacles +20 melee (2d8+11)
Space/Reach: 20 ft./20 ft.
Special Attacks: Bloodburn, engulf, odor of death
Special Qualities: Blindsight 60 ft., fast healing 10, immunity to acid, ooze traits
Saves: Fort +13, Ref +4, Will +6
Abilities: Str 33, Dex 6, Con 24, Int -, Wis 10, Cha 1
Skills: *Swim +10
Feats: Tomb-Tainted Soul(B) (http://realmshelps.dandello.net/cgi-bin/feats.pl?Tomb-tainted_Soul,LM)
Environment: The Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 15
Treasure: 1/4th coins, standard goods, standard items
Alignment: Always neutral
Advancement: 19-25 HD (gargantuan), 26-37 HD (colossal)
Level Adjustment: --

This appears as a great advancing flood of blackened blood, globules of gelatinous rot, coagulated ichor, and other discolored fluids and semi-liquid substances that arches forward in a continuous wave. The epitome of putrefaction, a gratuitous gore is an unwelcome presence no matter its surroundings

These beings are an uncommon spontaneous occurrence of life formed from areas of evil planes steeped in necromantic magic where horrendous battles have been fought and much blood spilt. The liquefying, rotten bodies, if left undisturbed, melt into one another and form into this mockery of existence. As such they are most often found amongst the Blood War Battlegrounds, or wallowing through the seas of blood.

A gratuitous gore will normally attempt to simply roll over and engulf their opponents, but if unable, will resort to lashing out with pseudopodia or squirting infectious blood.

Bloodburn (Su):
Once per round a gratuitous gore can release up to six lines of infectious blood as a ranged touch attack with an increment of 60 feet. Once hit, the acidic nature of the blood burns into the skin and into the victim, dealing 2d8 acid damage. Those that take damage by the blood must make a DC 26 fortitude save or contract a disease with an incubation period of 1 minute that melts all organs and muscle within, dealing 1d4 strength drain per minute. Each minute a new fortitude check can be made, but the DC increases by 2. Once the strength of the victim reaches 0 it collapses into a mass of liquefied tissue that bursts the skin and spreads out in a noxious puddle, leaving only the skeleton remaining. The save DC is Constitution-based.

Unless washed off within 1d4 minutes, even living creatures with disease immunity may contact bloodburn if of 10 HD or less, the latent necromantic properties allowing it to bypass the resistance.

Engulf (Ex):
A gratuitous gore can simply mow down Huge or smaller creatures as a standard action. It cannot make a physical attack during a round in which it engulfs. The gratuitous gore merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the gore, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 30 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the gore moves forward. Engulfed creatures are subject to the gore's bloodburn damage every round and automatically contract the disease. Those within also begin to suffocate and are considered to be grappled and trapped within its body. The save DC is Strength-based.

Odor of Death (Su):
The smell of this creature is more than most beings can handle, and living creatures who come within 60 feet must succeed on a DC 26 fortitude save or become nauseated for as long as they are in is presence and are sickened 2d6 minutes afterward. Those that make the save are still sickened for as long as they are in range. Even those who are immune to nausea and poison must make a DC 26 fortitude save or become Sickened, for the odor is necromantic in nature. The save DC is Constitution based.

Skills: *A gratuitous gore has a +10 racial bonus on swims checks and can always choose to take 10 on a swim check, even if rushed or threatened.

2007-09-28, 02:51 AM
Holy C! So stolen. And i have a place to incorporate it, too :smallsmile:

And to think my players already had a chance to glimpse at a "jelly pit" filled with writhing mass of assorted oozes (they run without fight, so wise of them).

Just one remark.

Those within also begin to suffocate
Shouldn't it be more to the lines of "those within must hold their breath, as per underwater rules, or begin to suffocate"?

Guyr Adamantine
2007-09-28, 07:17 AM
Feats: Tomb-Tainted Soul(B)
How can a mass of gory jelly have a soul?

2007-09-28, 10:54 AM
Ewwww!!!! :smallsigh: :smallredface: :smallsmile:

Well done.

The Vorpal Tribble
2007-09-28, 11:02 AM
Shouldn't it be more to the lines of "those within must hold their breath, as per underwater rules, or begin to suffocate"?
Well, was implied.

How can a mass of gory jelly have a soul?
It's just an expression.

Such as a 'brave soul' means a brave person, not that their soul is brave.

Grax Hellfire
2008-08-25, 09:48 AM
Very minor point, should be (8 squares) for move...or 30 ft.

Don't hurt me, oh mighty Vorpal Tribble!
(though I must say the avatar reminds me of Fuzzies from the Mario games, but with teeth!)

The Vorpal Tribble
2008-08-25, 10:14 AM
Thank ya sir.

2008-08-25, 10:51 AM
You should almost make it vulnerable to things like
Cure wounds (as undead, since cause wounds heals it as undead)
Remove Disease (suppress disease for 1d4+1 rounds)
Purify Food and Drink (suppress automatic disease infection while engulfed for 1d4 rounds)

That kind of thing.

Edit - Hmm, I'd forgotten the cure wounds stuff was in Tomb Tainted Soul - still, if you're explicitly mentioning the inflict thing it's either a redundancy which should also include the positive energy effects, or should be removed as a redundant entry. So there. :smallbiggrin:

Further edit - should it have some kind of "slurp up the goo" ability for people who've died from bloodburn (obviously automatic for those who die in its embrace)? Maybe a temporary power-up or an extra HD or something?

2010-06-04, 07:33 PM
Ewwwww!His dying words

Chainsaw Hobbit
2010-06-04, 07:35 PM
Ooooooo, Smegol likes it! *golem*