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DracoDei
2007-10-05, 11:27 PM
EDIT: This is an old post and, as such, it is against the forum rules to respond to it. If you have comments, then please PM me, or start a new thread with a link in it to this one.

Well here it is, the third of the series of undead I developed, that together with the basic animated skeleton can allow up to four many separate undead to be created out of one corpse.
Hopping Stomach
Open Spoiler below for main stat block.

{table="head"]~|Hopping Stomach, Fine|Hopping Stomach, Diminutive|Hopping Stomach, Tiny|Hopping Stomach, Small|Hopping Stomach, Medium|Hopping Stomach, Large|Hopping Stomach, Huge
Size and Type|Fine Undead|Diminutive Undead|Tiny Undead|Small Undead|Medium Undead|Large Undead|Huge Undead
Hit Dice|1/8d12 (1 hp)|1/4d12 (1 hp)|1/2d12 (3 hp)|1d12 (6 hp)|2d12 (13 hp)|4d12 (26 hp)|8d12 (52 hp)
Speed|10 ft. (2 squares)|15 ft. (3 squares)|15 ft. (3 squares)|20 ft. (4 squares)|30 ft. (6 squares)|40 ft. (8 squares)|50 ft. (10 squares)
Initiative|+6|+5|+4|+3|+3|+3|+3
AC|24 (+6 Dex, +8 size); touch 24; flat-footed 18|19 (+5 Dex, +4 size); touch 19; flat-footed 14|16 (+4 Dex, +2 size, +1 natural); touch 16; flat-footed 13|16 (+3 Dex, +1 size, +2 natural); touch 14; flat-footed 13|16 (+3 Dex, +3 natural); touch 13; flat-footed 13|15 (+3 Dex, -1 size, +3 natural); touch 12; flat-footed 12|15 (+2 Dex, -2 size, +5 natural); touch 10; flat-footed 13
BAB|+0|+0|+0|+0|+1|+2|+4
Grapple|-21|-17|-12|-6|+1|+10|+20
Attack|Spit +15 (Point Blank shot included) ranged touch (2 acid)|Spit +9 (or +10 if within 30 ft) ranged touch (1d3 Acid +1 if within 30 ft)|Spit +6 (or +7 if within 30 ft) ranged touch (1d6 Acid +1 if within 30')|Spit +4 (or +5 if within 30 ft) ranged touch(2d4 Acid +1 if within 30 ft, repeats next round)|Spit +4 (+5 if within 30 ft) ranged touch(3d4 Acid +1 if within 30 ft, repeats next 2 rounds)|Spit +4 (or +5 if within 30 ft) ranged touch(3d6 Acid +1 if within 30', repeats next 3 rounds)|Spit +5 (or +6 if within 30 ft) ranged touch(4d6 Acid +1 if within 30 ft, repeats next 4 rounds)
Full Attack|(As Above)|(As Above)|(As Above)|(As Above)|(As Above)|(As Above)|(As Above)
Space/Reach|1/2 ft./0 ft.|1 ft./0 ft.|2 1/2 ft./0 ft.|5 ft./0 ft.|5 ft./0 ft.|10 ft./0 ft.|15 ft./0 ft
Special Attacks|Jumping Shot|Jumping Shot|Jumping Shot|Jumping Shot|Jumping Shot|Jumping Shot|Jumping Shot
Special Qualities|Dark Vision 60 ft., D.R. 5/Slashing or Peircing, Acid Resistance 5, Undead Traits|Dark Vision 60 ft., D.R. 5/Slashing or Peircing, Acid Resistance 5, Undead Traits|Dark Vision 60 ft., D.R. 5/Slashing or Piercing, Acid Resistance 5, Undead Traits|Dark Vision 60 ft., D.R. 5/Slashing or Piercing, Acid Resistance 5, Undead Traits|Dark Vision 60 ft., D.R. 5/Slashing or Piercing, Acid Resistance 5, Undead Traits|Dark Vision 60 ft., D.R. 10/Slashing or Piercing, Acid Resistance 10, Undead Traits|Dark Vision 60 ft., D.R. 10/Slashing or Piercing, Acid Resistance 10, Undead Traits
Saves|Fort +0, Ref +6, Will +2|Fort +0, Ref +5, Will +2|Fort +0, Ref +4, Will +2|Fort +0, Ref +3, Will +2|Fort +0, Ref +3, Will +3|Fort +1, Ref +4, Will +4|Fort +2, Ref +5, Will +6
Abilities|Str 1, Dex 23, Con -, Int -, Wis 10, Cha 1|Str 1, Dex 21, Con -, Int -, Wis 10, Cha 1|Str 2, Dex 19, Con -, Int -, Wis 10, Cha 1|Str 6, Dex 17, Con -, Int -, Wis 10, Cha 1|Str 10, Dex 17, Con -, Int -, Wis 10, Cha 1|Str 18, Dex 17, Con -, Int -, Wis 10, Cha 1|Str 26, Dex 17, Con -, Int -, Wis 10, Cha 1
Skills|*Jump -1|*Jump +1|*Jump +0|*Jump +2|*Jump+8|*Jump +13|*Jump+21
Feats|Point Blank Shot|Point Blank Shot|Point Blank Shot|Point Blank Shot|Point Blank Shot|Point Blank Shot|Point Blank Shot
Environment|Any|Any|Any|Any|Any|Any|Any
Organization|Any|Any|Any|Any|Any|Any|Any
Challenge Rating|1/4|1/3|1|2|4|5|6
Treasure|None|None|None|None|None|None|None
Alignment|Always Neutral Evil|Always Neutral Evil|Always Neutral Evil|Always Neutral Evil|Always Neutral Evil|Always Neutral Evil|Always Neutral Evil
Advancement|None|None|None|None|3 HD (Medium)|5-7 HD (Large)|9-17 HD (Huge)
Level Adjustment|~|~|~|~|~|~|~[/table]

This yellowish bag has two tubes sticking out of it. One of the tubes lays limp, but the other turns and twists as if seeking something.

Hopping Stomachs are the stomachs of corpses reanimated through dark and sinister magic. (See "Creation" below)

Combat
Because of their utter lack of intelligence, the instructions given to a newly created Hopping Stomach must be very simple. They are generally end up simply attempting to Spit acid at whichever foe is nearest until it dies before moving on to a new target. If they are within the threatened area of an opponent they may (depending on their range and how carefully they were instructed) 5 foot hop directly away from it before launching their attack for that round.


Spit Acid(Sn): The hopping stomach spits a glob of acid which functions in many ways like Acid Arrow. It may be spat up to 5 range increments and takes the usual penalties for range. On a successful hit it from a Hopping Stomach of at least Small size the acid also deals damage on one or more following rounds as described on the following table, unless somehow neutralized.
{table="head"]Size|Range Increment|Damage (1)|Additional Duration
Fine|5 feet|2 (2)|None
Diminutive|10 feet|1d3|None
Tiny|30 feet|1d6|None
Small|100 feet|2d4|1 round
Medium|150 feet|3d4|2 rounds
Large|200 feet|3d6|3 rounds
Huge|300 feet|4d6|4 rounds
[/table]
(1) If the target was within 30 feet when struck then increase this damage by 1 point for the Point Blank Shot feat (including on later rounds of damage, if any).
(2) Includes the bonus since maximum range is 25' therefor all shots will be within 30' so Point Blank Shot bonus damage always applies.

Jumping Shot(Ex): As a full round action a hopping stomach may make a vertical leap, to attempt gain line of sight over some obstacle separating it from a clear shot at a target. If it jumps high enough to clear the obstruction then it spits acid, albeit with a -2 penalty to the attack roll. This is most commonly used (by order of their instructions) to gain a clear shot over other undead screening them against attackers closing to melee with the stomach.

*Skills: Hopping Stomachs receive a +5 racial bonus to jump checks and use their dexterity instead of their strength on jump checks if this is better and always count as having a running start. They may always choose to take 10 on jump checks even if stress or distractions would otherwise prevent them.

Usage:
Use them alone or mixed in with other mindless undead. They will often be stationed on an elevated area, often behind other mindless undead (so they will have a clear line of fire despite their smaller size. A somewhat common tactic is to put them behind holes in the manner of arrow slits(except generally more circular rather than elongated) or murder holes. The medium and larger ones have also been known to be used as (un)living siege weapons due to the large (if delayed) damage and significant range. There is also a rumor that at least one evil cleric had a suit of Greater Acid Resistance Full-Plate, that could animate itself to allow him to put it on or take it off in only 1 round without any other assistance, which he attached several Fine and Diminutive Hopping Stomachs to, plus one Tiny one in the middle of the back-plate, all with orders to attack anything that came close.

Creating a Hopping Stomach
First the stomachs of one or more creatures must be harvested each requiring a Heal or Profession(Butcher) check with a DC of 10 (a successful removal of the intestines of a creature to create a gut snake makes this check unnecessary, however if the check to remove the intestine failed, a separate check to remove the stomach may still be made). Note that ruminants have more than one stomach, each may be harvested and animated separately. The stomachs must be reasonably undecayed and mostly whole and the creature must have had a digestive tract that included one or more stomach. Then Resist Elements must be cast once over each stomach to be animated and Melf's Acid Arrow must be cast over each stomach a number of times equal to the hit-dice of the hopping stomach that will result (minimum once per stomach). Finally, either Animate Dead (provided the caster level is at least 10) or Create Undead, Lesser must be cast. The material components for the spell must be be placed inside each stomach to be animated. Each such casting (regardless of which spell is used) may create up to 2 HD worth of Hopping Stomachs per caster level (The desecrate spell doubles this limit). Animate Dead can not create a Hopping Stomach of over 20 HD. The size of the Hopping Stomach is 2 size classes smaller than the size of the creature the stomachs were taken from. (((Make it 3 for ruminants???))) Hopping Stomachs have hit dice equal to the minimum listed for a Hopping Stomach of that size, pull extra hit dice equal to 1/2 the number of extra hit dice above the minimum that the creature it was harvested from needed to achieve its size class (up to the maximum listed HD a Hopping Stomach of the particular size category it is at may be advanced to).
The remaining corpse is still suitable for animation into most types of undead. Especially note that with the right skill checks, spells, etc it is possible to generate a Skeleton, a Hopping Stomach, a pair of Floating Lungs (http://www.giantitp.com/forums/showthread.php?t=62115), an Empty Skin (http://www.giantitp.com/forums/showthread.php?t=44544), a pair of Rolling Eyeballs (http://www.giantitp.com/forums/showthread.php?p=6178899#post6178899), a Gut Snake (http://www.giantitp.com/forums/showpost.php?p=3295643&postcount=8), and a contribution towards a Fat Glob (http://www.giantitp.com/forums/showthread.php?t=128873) from a single corpse. Still to come are paralyzing spinal cords, slithering livers (Poison spell based), and skulking bladders that poison food and drink.




As is usually the case the CR's are pretty much just guesses. Decided that the Small one was a little bit less of a threat than a 3rd level Specialist Wizard with a 14+ INT and 14 DEX who cast Mage Armor way before the battle started and had Acid Arrow prepared in all 3 of his 2nd level slots (and it is very unlikely it will get off more than one or two shots). Half the HP (magic missile has a 50/50 chance of splatting it), same AC, bit better to hit...

Are Point Blank Shot and Jumping Shot too much of a load to put on the GM for the flavor they provide?

I realize this suffers from being a bit of a glass cannon... but I wanted a necromancer to be able to easily create one that did damage equivalent to Acid Arrow... so, I figure you take a horse (or better yet a cow... 4 stomachs for one) and that gives you a Small Hopping Stomach, so I set that up to work like that, and then figured out the damages for the other sizes from there. The other problem I ran into trying to avoid the glass cannon problem was that I just couldn't justify giving a bag (regardless of whether full or empty) much more hit-dice than I did.... maybe I should only do so for the Large and Huge versions...

And yes... if you were to apply this to a Colossal+ creature you could end up with a Gargantuan Hopping Stomach... but I didn't think that would come up often enough to be worth squashing another column into the table... If people show an interest I could do it up as a seperate post on this thread or a Post-Script to the original post.

Vaguely considering giving Lightning Reflexes as a bonus feat (I imagine them as being pretty agile) and/or doubling their HD at each size class. Might even give Weapon Focus[Spit] to the larger ones to keep them on the curve as characters start getting access to Rings of Protection and such... and of course a Monk is going to be the bane of these things.



Advanced Hopping Stomachs (I got the "brewing Bug" again and decided to go ahead with it since it isn't that much work...)
All rules for Hopping Stomachs apply to Advanced Hopping Stomachs, except as noted.
A Gargantuan Hopping Stomach must be harvested from a creature of Colossal+ size.
A Colossal Hopping Stomach must be harvested from a creature of Colossal++ size.
In either case the spell "True Strike" must also be cast over each stomach to be animated.
{table="head"]~|Hopping Stomach, Gargantuan|Hopping Stomach, Colossal
Size and Type|Gargantuan Undead|Colossal Undead
Hit Dice|16d12 (104 hp)|32d12 (208 hp)
Speed|60 ft. (8 squares)|70 ft. (10 squares)
Initiative|+2|+2
AC|15 (+2 Dex, -4 size, +7 natural); touch 8; flat-footed 13|13 (+2 Dex, -8 size, +9 natural); touch 4; flat-footed 11
BAB|+8|+16
Grapple|+31|+46
Attack|Spit +10 (or +11 if within 30 ft) ranged touch (4d8 Acid +1 if within 30 ft, damage repeats next 5 rounds)|Spit +10 (or +11 if within 30 ft) ranged touch (4d8 Acid +1 if within 30 ft, damage repeats next 6 rounds)
Full Attack|(As Above)|(As Above)
Space/Reach|20 ft./0 ft.|30 ft./0 ft
Special Attacks|Jumping Shot|Jumping Shot
Special Qualities|Dark Vision 60 ft., D.R. 10/Slashing or Peircing, Acid Resistance 10, Undead Traits|Dark Vision 60 ft., D.R. 15/Slashing or Peircing, Acid Resistance 15, Undead Traits
Saves|Fort +5, Ref +7, Will +10|Fort +10, Ref +12, Will +18
Abilities|Str 32, Dex 15, Con -, Int -, Wis 10, Cha 1|Str 38, Dex 15, Con -, Int -, Wis 10, Cha 1
Skills|*Jump +28|*Jump +35
Feats|Point Blank Shot, Precise Shot(B)|Point Blank Shot, Precise Shot(B)
Environment|Any|Any
Organization|Any|Any
Challenge Rating|8|11
Treasure|None|None
Alignment|Always Neutral Evil|Always Neutral Evil
Advancement|17-31 HD (Gargantuan)|33-64 HD (Colossal)
Level Adjustment|~|~[/table]

{table="head"]Size|Range Increment|Damage (1)|Additional Duration
Gargantuan|450 feet|4d8|5 rounds
Colossal|700 feet|5d8|6 rounds
[/table]
(1) If the target was within 30 feet when struck then increase this damage by 1 point for the Point Blank Shot feat (including on later rounds of damage).

Spellcasting:
Add 1 Tiny Hopping Stomach to the list of things that may be summoned with Summon Undead I (and multiples for later spells).
Add 1 Small Hopping Stomach to the list of things that may be summoned with Summon Undead II (and multiples for later spells).
Add 1 Medium Hopping Stomach to the list of things that may be summoned with Summon Undead IV (and multiples for later spells).

EDIT: Linking these for cross-referencing purposes, although I am not sure if the Spell is a good idea at all since it reduces the flavor by bypassing the skill checks.
Gut spell (http://www.giantitp.com/forums/showthread.php?t=29539)by The Vorpal Tribble
Cat Skinning Blade (http://www.giantitp.com/forums/printthread.php?t=166119) by DM-Ninja

Kai-Palin
2007-10-05, 11:48 PM
I like the idea, and I don't believe the point-blank shot and jumping shot is too confusing. However, why are you including point-blank shot in the first place, it seems like it is meant to shoot from beyond 30 feet? Or do you envision most necromancers using tiny and smaller stomachs usually?

I understand your logic behind the low HP, but because of the rather high number of spells and amount of money that must be expended to make even one decent one of these, coupled with point-blank shot and 1-3 HP on average, thats just too cost prohibitive.

A possible ability to add, when the stomach is hit with bludgeoning damage, it reflexively spews a small amount of acid (I'm imagining hammering a pudding-filled football or something similar, it goes sploosh) that does something like 1/2 normal acid damage.
Also, perhaps the engulf ability or something like it for the larger stomachs?

DracoDei
2007-10-06, 12:15 AM
I like the idea, and I don't believe the point-blank shot and jumping shot is too confusing. However, why are you including point-blank shot in the first place, it seems like it is meant to shoot from beyond 30 feet?
It is the quintessensial ranged fighter feat, and since these things don't have anything BUT a ranged attack it seemed a good choice to give the right feel. The fact that they have such long range is based on the fact that they are emulating a spell with Long range. In any case lots of combat tends to occur within that 30 foot range... for instance, if there are 1 or 2 ranks of skeletons in front of the Hopping Stomachs then when the melee-types close they will certainly be in range for the feat to make a difference. Also, since they are without melee attacks they really should have SOMETHING that makes closing on them not COMPLETELY a no-brainer.

Come to that, the way I have described the tactics, if I am going to be tempted into handing out bonus feats then "Precise Shot" could be a good one... although it is a bit redundant with Jumping Shot.


Or do you envision most necromancers using tiny and smaller stomachs usually?
I think Tiny is going to be popular because it is easy to make from the medium sized humanoid corpses necromancers seem to favor. Small is also going to be popular because you can get 4 of them from a cow or one of them from a horse.




I understand your logic behind the low HP, but because of the rather high number of spells and amount of money that must be expended to make even one decent one of these, coupled with point-blank shot and 1-3 HP on average, thats just too cost prohibitive.
The spell components for Acid Arrow and Protection from Energy are cheap as I recall... and as I said, I based it around the Small size as the most basic choice. The components for Animate Dead are a bit pricy, true, but you really ARE getting a glass cannon... the simple fact that they make TOUCH attacks ofsets the problems of the low BAB of undead, and they even get a feat and better dexterity than a skeleton to back it up with. On top of that the jumping shot means they can fire with good protection or even total impunity against missile attacks, excepting readied actions. Also the fact that it is Acid damage means that they are effective against stuff with damage reduction or most types of regeneration. So it is a bit of a gamble (or looked at another way, rewards good strategy/planning) to create them, but on the whole it isn't that bad of an idea I don't think. All the same maybe I ought to go ahead and give them toughness(at least the smaller ones)...


A possible ability to add, when the stomach is hit with bludgeoning damage, it reflexively spews a small amount of acid (I'm imagining hammering a pudding-filled football or something similar, it goes sploosh) that does something like 1/2 normal acid damage.
Actually I considered doing something like that, but for slashing and peircing... a reflexive action feels too specialized, and besides they already have protection against bludgeoning. But if they are full of acid inside then making a hole them could cause it to leak out.


Also, perhaps the engulf ability or something like it for the larger stomachs?
Considered doing "Swallow Whole" but decided that I wanted to keep with the ranged combat concept. I could still be talked into it...

DracoDei
2007-10-09, 01:23 AM
Hopping Stomach Swarms
{table="head"]~|Hopping Stomach Swarm, Fine|Hopping Stomach Swarm, Diminutive|Hopping Stomach Swarm, Tiny
Size and Type|Fine Undead(Swarm)|Diminutive Undead(Swarm)|Tiny Undead(Swarm)
Hit Dice|32d12 (208 hp)|16d12 (104 hp)|8d12 (52 hp)
Speed|10 ft. (2 squares)|15 ft. (3 squares)|15 ft. (3 squares)
Initiative|+6|+5|+4
AC|22 (+4 Dex, +8 size); touch 22; flat-footed 18|18 (+4 Dex, +4 size); touch 18; flat-footed 14|16 (+4 Dex, +2 size, +1 natural); touch 16; flat-footed 13
BAB|+16|+8|+4
Grapple|-|-|-
Attack|See Massed Fire (Especially Table 1) Below|See Massed Fire (Especially Table 2) Below|See Massed Fire (Especially Table 3) Below
Full Attack|See Massed Fire (Especially Table 1) Below|See Massed Fire (Especially Table 2) Below|See Massed Fire (Especially Table 3) Below
Space/Reach|10 ft./0 ft.|10 ft./0 ft.|10 ft./0 ft.
Special Attacks|Mass Jumping Shot, Distraction(DC 26)|Mass Jumping Shot, Distraction(DC 18)|Mass Jumping Shot, Distraction (DC14)
Special Qualities|Dark Vision 60 ft., Acrid Odor, Special Turning, Immunity to weapon damage, Improved Acid Resistance 5, Undead Traits|Dark Vision 60 ft., Acrid Odor, Special Turning, Immunity to weapon damage, Improved Acid Resistance 5, Undead Traits|Dark Vision 60 ft., Acrid Odor, Special Turning, Half damage from Slashing and Peircing, One Sixth Damage from Bludgeoning, Improved Acid Resistance 5, Undead Traits
Saves|Fort +10, Ref +16, Will +18|Fort +5, Ref +10, Will +10|Fort +2, Ref +6, Will +6
Abilities|Str 1, Dex 23, Con -, Int -, Wis 10, Cha 1|Str 1, Dex 21, Con -, Int -, Wis 10, Cha 1|Str 2, Dex 19, Con -, Int -, Wis 10, Cha 1|Str 6, Dex 17, Con -, Int -, Wis 10, Cha 1|Str 10, Dex 17, Con -, Int -, Wis 10, Cha 1|Str 18, Dex 17, Con -, Int -, Wis 10, Cha 1|Str 26, Dex 17, Con -, Int -, Wis 10, Cha 1
Skills|*Jump -1|*Jump +1|*Jump +0
Feats|Point Blank Shot|Point Blank Shot|Point Blank Shot
Environment|Any|Any|Any
Organization|Any|Any|Any
Challenge Rating|15|13|11
Treasure|None|None|None
Alignment|Always Neutral Evil|Always Neutral Evil|Always Neutral Evil
Advancement|None|None|None
Level Adjustment|~|~|~[/table]

Massed Fire(Ex): A Hopping Stomach Swarm can attack 5 closest valid targets (according its instructions) as an attack action, starting with targets inside it. If at any part in this process there is a tie, determine the remaining shots among the tied targets (but never more than one to each). This is the only attack form it has. It deals no standard swarm damage, although it still causes distraction to those within it from the constant jostling. Use the following tables, based on the range from the swarm, and the targets touch AC to determine the amount of acid damage inflicted. (this represents a statistical average of how many would hit and saves a lot of dice rolling).
Table 1:Acid Damage for Hopping Stomach Swarm, Fine (Design note: assumes 80 shoot per target)

{table="head"]~||||||||||Touch| |AC|||||||||||||||
Range (Feet)|<9|9|10|11|12|13|14|15|16|17|18|19|20|21|22|23|24|2 5|26|27|28|29|30|31|32|33|34+
Inside Swarm|228|228|228|228|228|228|228|228|228|216|204| 192|180|168|156|144|132|120|108|96|84|72|60|48|36| 24|12
1-5 |152|152|152|152|152|152|152|152|152|144|136|128|1 20|112|104|96|88|80|72|64|56|48|40|32|24|16|8
6-10|152|152|152|152|152|152|152|144|136|128|120|112 |104|96|88|80|72|64|56|48|40|32|24|16|8|8|8
11-15|152|152|152|152|152|144|136|128|120|112|104|96| 88|80|72|64|56|48|40|32|24|16|8|8|8|8|8
16-20|152|152|152|144|136|128|120|112|104|96|88|80|72 |64|56|48|40|32|24|16|8|8|8|8|8|8|8
21-25|152|144|136|128|120|112|104|96|88|72|64|56|48|4 0|32|24|16|8|8|8|8|8|8|8|8|8|8
[/table]


Table 2:Acid Damage for Hopping Stomach Swarm, Diminutive (Design note: assumes 40 shoot per target)

{table="head"]~||||||||||||Touch| |AC||||||||||||||
Range (Feet)|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18| 19|20|21|22|23|24|25|26|27|28|29+
Inside Swarm|171|171|171|171|171|171|171|171|171|171|162| 153|144|135|126|117|108|99|90|81|72|63|54|45|36|27 |18|9
1-10|114|114|114|114|114|114|114|114|114|114|108|102 |96|90|84|78|72|66|60|54|48|42|36|30|24|18|12|6
11-20|114|114|114|114|114|114|114|108|102|96|90|84|78 |72|66|60|54|48|42|36|30|24|18|12|6|6|6|6
21-30|114|114|114|114|114|108|102|96|90|84|78|72|66|6 0|54|48|42|36|30|24|18|12|6|6|6|6|6|6
31-40|76|76|76|72|68|64|60|56|52|48|44|40|36|32|28|24 |20|16|12|8|4|4|4|4|4|4|4|4
41-50|76|72|68|64|60|56|52|48|44|40|36|32|28|24|20|16 |12|8|4|4|4|4|4|4|4|4|4|4
[/table]


Table 3:Acid Damage for Hopping Stomach Swarm, Tiny (Design note: assumes 20 shoot per target)

{table="head"]~||||||||||Touch| |AC||||||||||||
Range (Feet)|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18|19 |20|21|22|23|24|25|26+
Inside Swarm|128|128|128|128|128|128|122|115|108|101|95|8 8|81|74|67|61|54|47|41|34|27|20|14|7
1-30|86|86|86|86|86|86|81|77|72|68|63|59|54|50|45|41 |36|32|27|23|18|14|9|4
31-60|67|67|67|63|60|56|53|49|46|42|39|35|32|28|25|21 |18|14|11|7|3|4|4|4
61-90|67|63|60|56|53|49|46|42|39|35|32|28|25|21|18|14 |11|7|3|4|4|4|4|4
91-120|60|56|53|49|46|42|39|35|32|28|25|21|18|14|11|7 |3|4|4|4|4|4|4|4
121-150|53|49|46|42|39|35|32|28|25|21|18|14|11|7|3|4|4 |4|4|4|4|4|4|4
[/table]


Acrid Odor(Ex): The cumulative scent of so much acid not in totally sealed stomachs is quite noticeable, and anyone who has encountered Hopping Stomachs before is quite likely to recognize the smell if they notice it. Even through a standard dungeon door the scent is detectable on a DC 15 Wisdom check from a range of 50 feet between the smeller and the swarm. The DC increases by 5 for each additional 30 feet beyond this (generally the GM should roll only once per character unless they take time to stop and specificially sniff the air). Gnomes receive a +2 racial bonus on this check, and the Alertness feat gives a +2 competence bonus. The scent quality gives a +20 on this check. Because of their ability to inflict massive damage at close ranges, Hopping Stomach Swarms are sometimes placed in airtight containers or behind air-tight doors to prevent intruders from realizing the presence of the threat and taking appropriate preparatory measures.

Special Turning(Ex): If a turning attempt is made against a Hopping Stomach Swarm and the turning check or damage is too small to turn the swarm as a whole is too small to turn the swarm as a whole or if the cleric choses this option (decided before turning damage is rolled) then, provided the turning check was sufficient to turn a 1 hit die undead then instead of being turned or destroyed as a whole the swarm instead takes the amount of turning damage multiplied by 6.5 and applied as hit-point damage. Since the amount of damage necessary to destroy every constituant member of the swarm is much larger than the amount necessary to disperse it, this uses up all remaining turning damage regardless of the amount of overkill that might occur. A Hopping Stomach Swarm is always Rebuked or Commanded as a single creature of its hit dice.

Improved Acid Resistance(Ex): Apply this 5 point reduction to acid damage after determining modification (if any) from any applicable saving throw but before applying the +50% bonus for area of effect attacks.

Mass Jumping Shot(Ex): As a full round action a Hopping Stomach Swarm may leap to gain line of sight over an obsticle, however only a certain percentage of the swarm will make it, calculate the damage on tables 1-3 as if the target's touch AC were 2 points higher and roll damage the base damage. Next apply the damage multiplier on the appropriate one of the following tables and finally apply the remaining amount of damage to the target (subject to resistances etc as usual).
Table 4:Mass Jumping Shot Damage multipliers for Hopping Stomach Swarms
{table="head"]Hieght of Obstruction|Fine|Diminutive|Tiny
1/2 foot|0.85 = 17/20|0.95 = 19/20|0.90 = 9/10
1 foot|0.75 = 3/4 |0.85 = 17/20|0.70 = 7/10
1.5 feet|0.65 = 13/20|0.75 = 3/4 |0.60 = 3/5
2 feet|0.55 = 11/20|0.65 = 13/20|0.50 = 1/2
3.5 feet|0.45 = 9/20|0.55 = 11/20|0.40 = 2/5
3 feet|0.35 = 7/20|0.45 = 9/20|0.30 = 3/10
3.5 feet|0.25 = 1/4 |0.35 = 7/20|0.20 = 1/5
4 feet|0.15 = 3/20|0.25 = 1/4 |0.10 = 1/10
4.5 feet|0.05 = 1/20|0.15 = 3/20| 0
5 feet| 0 |0.05 = 1/20| 0
>5 feet| 0 | 0 | 0
[/table]

Distraction (Ex)
Any living creature that begins its turn with a Hopping Stomach swarm in its space must succeed on a Fortitude save or be nauseated for 1 round. The DCs are 26 for a swarm of Fine Hopping Stomachs, 18 for a swarm of Diminutive Hopping Stomachs, and 14 for a swarm of Tiny Hopping Stomachs. The save DC is Constitution-based. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Krimm_Blackleaf
2007-10-09, 02:49 AM
"...But that might have just been a Mylanta commercial."

DracoDei
2007-10-09, 04:51 PM
Your comment feels appropriate, but more context would make it funnier. What exactly may have just been a Mylanta commercial?

EvilElitest
2007-10-23, 09:16 AM
So disgusting, my players will be horrified. But just two things
1. If it is the stomach, could you have an zombie with a spererate undead inside of it, the stomach?
2. Can these guys self destruct?

All and all, horrifying, and gross but really cool. The swarm would just be over the top

from,
EE

DracoDei
2007-10-23, 05:16 PM
So disgusting, my players will be horrified.
If you think this is useful in that regard, check out the Gut Snakes! :yuk: :yuk: :yuk: (See Signature)

But just two things
1. If it is the stomach, could you have an zombie with a separate undead inside of it, the stomach?
Yes.


2. Can these guys self destruct?

Not unless you somehow give them such an ability in some other way... and why would they be intrinsically able to?


All and all, horrifying, and gross but really cool. The swarm would just be over the top
Err... yes... especially I haven't gotten it balanced yet (currently the exercise in mathematics is winning over balance) since they are instant death for almost any character at close range without at least Protection from Elements (Acid).

lothofkalroth
2008-04-13, 08:21 PM
ummm... not to burst your bubble or anything, but there IS a monster in the MM called a digester, not quite the same, but still. Awesome design though, i love the whole series!

Magnor Criol
2008-04-13, 10:31 PM
It's not only not the same, it's pretty much completely different. "Animated stomach" vs. "monster that takes its stomach functions outside".

Very nice, I like the flavor (and that of its compatriot creatures). I kinda like EE's suggestion of having the various parts animated inside of a zombie or something, and when the PCs slay the zombie, the smaller guys hop out and start to go to town. That'd be nice and creepy.

DracoDei
2008-04-13, 11:46 PM
But not maximum effectiveness... the heart should be pulsing away from the get go, and the lungs, and or stomach should be firing probably. The intestines should probably attack when the skeleton/zombie does...
Empty skins, of course don't work very well in such a role, but those are the odd ones out in my group...

My too do list:
Bladders that sneak around with uriters (sp) for legs and kidneys for feet. The poison water and food.
Eyes that roll around and then report back via "Silent Image".(Now Done)
Try to figure out something for liver if possible. (Will have a supernatural poison touch attack.)
"Corpse Ripper" which makes one of everything (and two eyes) but the bladder and skin with a touch on a dead body, regardless of time of day, and with a standard action casting time. No skill checks necessary. Probably has an XP component.
"Corpse Peeler" Same as above but definitely with an XP component and makes skin and bladder too.

MIGHT do spinal cords (extracted from the spine, that cause paralysis with a touch or do shocking grasp...

Might try to figure out other minor organs (no muscles since DREAD MIRE (not DIRE MIRE as I kept thinking) already has a golem made of muscles.)

And a Digester isn't an undead for one thing...

EDIT: Now have Fat Globs (http://www.giantitp.com/forums/showthread.php?t=128873).

EvilElitest
2008-04-14, 12:07 AM
I have a necro who wears one of these guys as a fake stomach
from
EE