Obrysii
2008-07-04, 08:25 AM
I got bored and after watching the newest version of A New Hope decided these needed a D&D treatment.
http://images3.wikia.nocookie.net/starwars/images/thumb/d/d7/Jabbathehutt94.JPG/768px-Jabbathehutt94.JPG
Hutts (http://starwars.wikia.com/wiki/Hutt)
Large Aberration
Hit Dice: 4d8+12 (30hp)
Initiative: -3
Speed: 5ft., Swim 20ft.
AC: 10 (-1 size – 3 dex + 4 natural)
BaB/Grapple: +3/+10
Attack: Tailslap +6 (2d6+3)
Full Attack: Tailslap +6 (2d6+3)
Face/Reach: 10ft./5ft.
Special Attacks: --
Special Qualities: Hold Breath, Immunity to Bullrush, Poison Resistance, Resistance to Mind-affecting Effects, Slow Regrowth
Saves: Fort +4, Reflex –2, Will +5
Abilities: Str 16, Dex 4, Con 16, Int 14, Wis 14, Cha 14
Feats: Leadership (b), Crime Lord*, Negotiator
Skills: Appraise +6 (4), Bluff +9 (7), Diplomacy +7 (3), Gather Information +7 (5), Intimidate +11 (7), Knowledge (Local) +4 (2), Sense Motive +8 (4)
Alignment: Usually Lawful Evil
Organization: Solitary or in groups (2 to 6)
Advancement: As class level
CR: 3
LA: +3
A large and very bulky slug-like creature slowly slithers towards you, leaving a minor slime trail as it goes. It appears to be a slug except that it holds its head upright, and its head consists of a massive maw, two large cat-like eyes, and a pair of nostril holes. Just below, two small arms wave about.
Hutts are gastropod gangsters, usually found running large criminal cartels. Strong, durable creatures able to regenerate (if slowly) from nearly any wound, the Hutts possess superior intellect, wisdom, and charisma compared to the majority of humanoids, and often attract followers.
Hutts are massive, even for their size – they regularly weigh as much as 2200 pounds.
Hutts are extremely long-lived, reaching adulthood around one hundred, and often living beyond a thousand years.
Combat:
Hutts rarely enter combat, but when they do they bring a potent tail slap attack to the field. When possible, they make liberal use of tanglefoot bags or other methods to slow their enemies down, as it is relatively easy to outrun a Hutt.
Hold Breath (Ex): Hutts have large, powerful lungs and can hold their breath for 6 x con rounds.
Stomapod (Ex): Hutts possess a single powerful "foot" on their bellies, which provides them an ample amount of tractive force and surprising stability; a Hutt receives a bonus to resist any bullrush attempt, trip attempt, or other action that would cause it to fall prone equal to its Strength score; the Hutt still takes damage from attacks as normal. In addition, they have a +6 racial bonus on Balance checks.
Poison Resistance (Ex): Hutts have an inherently powerful metabolic system, and thus have a +4 racial bonus on Fort saves made to resist poisons.
Resistance to Mind-affecting Effects (Ex): Hutts’ powerful minds are hard to manipulate. They gain a +4 racial bonus on saves made to resist Mind-affecting Effects.
Slow Regrowth (Ex): Hutts can survive nearly any major wound – they automatically stabilize when brought to negative hit points, and can regenerate over many years a lost limb. An arm would take about a decade to fully regenerate, and a more extreme example would be the loss of the majority of a Hutt’s head (the brain is located in sections of the Hutt’s body) – which would take about a century to regenerate.
----
As a player race:
Str +6, Dex –6, Con +6, Int +4, Wis +4, Cha +4
Aberration type
Natural Armor +4
Speed: 5ft., Swim 20ft.
Natural attack: Tailslap that deals 2d6+str
Large-sized
Stomapod, Poison Resistance, Resistance to Mind-affecting Effects, Slow Regrowth and Hold Breath. See above for details.
4 racial HD, granting 4d8 hp, Fort +1, Reflex +1, Will +4, BaB +3
Leadership as a bonus feat
LA +3
A Savage Progression:
Lvl HD BaB Fort Reflex Will Skill Points Racial Abilities
1 1d8 +0 +0 +0 +2 (2 + int mod)x4 Str +2; Con +2; Cha +2; Stomapod
2 2d8 +1 +0 +0 +3 (2 + int mod) Int +2; Natural Armor +1; Hold Breath
3 2d8 +1 +0 +0 +3 ********* Str +2; Wis +2; Natural Armor +2; Poison Resistance
4 3d8 +2 +1 +1 +3 (2 + int mod) Large-sized; Dex -2; Con +2; Cha +2
5 3d8 +2 +1 +1 +3 ********* Str +2; Int +2; Natural Armor +3
6 4d8 +3 +1 +1 +4 (2 + int mod) Con +2; Wis +2; Resistance to Mind-affecting Effects
7 4d8 +3 +1 +1 +4 ********* Natural Armor +4; Slow Regrowth; Leadership(b)
Starting Stats:
*Medium-sized
*Dex -4
*Aberration traits
*Speed: 5ft., Swim 20ft.
*See feat description in Debihuman's post
http://images3.wikia.nocookie.net/starwars/images/thumb/d/d7/Jabbathehutt94.JPG/768px-Jabbathehutt94.JPG
Hutts (http://starwars.wikia.com/wiki/Hutt)
Large Aberration
Hit Dice: 4d8+12 (30hp)
Initiative: -3
Speed: 5ft., Swim 20ft.
AC: 10 (-1 size – 3 dex + 4 natural)
BaB/Grapple: +3/+10
Attack: Tailslap +6 (2d6+3)
Full Attack: Tailslap +6 (2d6+3)
Face/Reach: 10ft./5ft.
Special Attacks: --
Special Qualities: Hold Breath, Immunity to Bullrush, Poison Resistance, Resistance to Mind-affecting Effects, Slow Regrowth
Saves: Fort +4, Reflex –2, Will +5
Abilities: Str 16, Dex 4, Con 16, Int 14, Wis 14, Cha 14
Feats: Leadership (b), Crime Lord*, Negotiator
Skills: Appraise +6 (4), Bluff +9 (7), Diplomacy +7 (3), Gather Information +7 (5), Intimidate +11 (7), Knowledge (Local) +4 (2), Sense Motive +8 (4)
Alignment: Usually Lawful Evil
Organization: Solitary or in groups (2 to 6)
Advancement: As class level
CR: 3
LA: +3
A large and very bulky slug-like creature slowly slithers towards you, leaving a minor slime trail as it goes. It appears to be a slug except that it holds its head upright, and its head consists of a massive maw, two large cat-like eyes, and a pair of nostril holes. Just below, two small arms wave about.
Hutts are gastropod gangsters, usually found running large criminal cartels. Strong, durable creatures able to regenerate (if slowly) from nearly any wound, the Hutts possess superior intellect, wisdom, and charisma compared to the majority of humanoids, and often attract followers.
Hutts are massive, even for their size – they regularly weigh as much as 2200 pounds.
Hutts are extremely long-lived, reaching adulthood around one hundred, and often living beyond a thousand years.
Combat:
Hutts rarely enter combat, but when they do they bring a potent tail slap attack to the field. When possible, they make liberal use of tanglefoot bags or other methods to slow their enemies down, as it is relatively easy to outrun a Hutt.
Hold Breath (Ex): Hutts have large, powerful lungs and can hold their breath for 6 x con rounds.
Stomapod (Ex): Hutts possess a single powerful "foot" on their bellies, which provides them an ample amount of tractive force and surprising stability; a Hutt receives a bonus to resist any bullrush attempt, trip attempt, or other action that would cause it to fall prone equal to its Strength score; the Hutt still takes damage from attacks as normal. In addition, they have a +6 racial bonus on Balance checks.
Poison Resistance (Ex): Hutts have an inherently powerful metabolic system, and thus have a +4 racial bonus on Fort saves made to resist poisons.
Resistance to Mind-affecting Effects (Ex): Hutts’ powerful minds are hard to manipulate. They gain a +4 racial bonus on saves made to resist Mind-affecting Effects.
Slow Regrowth (Ex): Hutts can survive nearly any major wound – they automatically stabilize when brought to negative hit points, and can regenerate over many years a lost limb. An arm would take about a decade to fully regenerate, and a more extreme example would be the loss of the majority of a Hutt’s head (the brain is located in sections of the Hutt’s body) – which would take about a century to regenerate.
----
As a player race:
Str +6, Dex –6, Con +6, Int +4, Wis +4, Cha +4
Aberration type
Natural Armor +4
Speed: 5ft., Swim 20ft.
Natural attack: Tailslap that deals 2d6+str
Large-sized
Stomapod, Poison Resistance, Resistance to Mind-affecting Effects, Slow Regrowth and Hold Breath. See above for details.
4 racial HD, granting 4d8 hp, Fort +1, Reflex +1, Will +4, BaB +3
Leadership as a bonus feat
LA +3
A Savage Progression:
Lvl HD BaB Fort Reflex Will Skill Points Racial Abilities
1 1d8 +0 +0 +0 +2 (2 + int mod)x4 Str +2; Con +2; Cha +2; Stomapod
2 2d8 +1 +0 +0 +3 (2 + int mod) Int +2; Natural Armor +1; Hold Breath
3 2d8 +1 +0 +0 +3 ********* Str +2; Wis +2; Natural Armor +2; Poison Resistance
4 3d8 +2 +1 +1 +3 (2 + int mod) Large-sized; Dex -2; Con +2; Cha +2
5 3d8 +2 +1 +1 +3 ********* Str +2; Int +2; Natural Armor +3
6 4d8 +3 +1 +1 +4 (2 + int mod) Con +2; Wis +2; Resistance to Mind-affecting Effects
7 4d8 +3 +1 +1 +4 ********* Natural Armor +4; Slow Regrowth; Leadership(b)
Starting Stats:
*Medium-sized
*Dex -4
*Aberration traits
*Speed: 5ft., Swim 20ft.
*See feat description in Debihuman's post