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  1. - Top - End - #1
    Titan in the Playground
     
    DracoDei's Avatar

    Join Date
    May 2007
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    Near Atlanta,GA USA
    Gender
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    Post (Creature) (Spell) Organ Undead, Nightmares of Anatomy (P.E.A.C.H.)

    Wikipedia-like Cross-Indexing (More are listed at the top of the entries of this series that they are most closely related to.)
    Smaller threads:
    Two Oozes Made of Blood (Not undead, but one has the Tomb-Tainted Soul Feat): Gratuitous Gore and Blood Ooze
    Cruor Skeleton - Mobile circulatory system, minus the heart.

    Istoq - Pathfinder "Deluxe" relative of the Rolling Eyeball.

    Wombstrangler - By The Demented One. Made from the umbilical cords of 10,000 stillborn babies. Turns living creatures into zombies.
    And the Epic version of the above, the Queen of the Blighted Womb - Also by The Demented One
    Peritoneal Brute - By Icewalker
    Synovial Freak - By Icewalker

    An alternate animation for lungs I created to raise morale during the COVID-19 crisis (5e version).

    A Mega-Thread:
    Elemental Plane of Flesh - By Zeta Kai

    Development History
    Spoiler
    Show
    A long time back, subconsciously inspired by a children's novel about an oriental-style dragon princess, and her human sidekick. I decided that skeletons were all very well and good, but what about skins?

    Of course, having done that, I later ended up doing intestines that fight like constrictor snakes for one of the old creature creation contests. And, having done that I thought I would see how many other organs I could turn into useful minor undead.

    These help make Animate Dead more than the same old zombies and skeletons, reward skill-point investment and diversified spell lists including giving incentive for having both arcane and divine necromancers involved (or being a mystic theurge).

    Many people see these as humorous, and I guess that is in the eye of the beholder. Personally I only ever designed the Zooming Brains to be funny, and I now intend to eventually add a less intentionally problematic (although by no means unusable) version of them.

    Years later, here we are, and I have pulled everything I have that is usable (and maybe some stuff that isn't), into one thread. The formatting may be a bit rough of some of these things until I can get back around to give them another coat of polish (I had to get the older threads unlocked from a mass locking that happened to make the database more efficient, and I was in a hurry so I could let Roland re-lock them). Stuff that should be centered in tables isn't, and I want to make the Empty Skins less costly in terms of how many hitdie they take up, and it turns out that I need to add a subtype to everything and... well, there are two several brand new monsters, and some things many people may have never taken a look at, and I could use PEACH on all of it, especially the new stuff.


    Game Impact and Themes
    Spoiler
    Show

    GMs should use the Diminutive and Fine versions of these things with great care, since they can easily wreck a party at low levels. They don't do much, but their ACs are very high, and the most mundane solution is running away(something many PCs are loathe to do), followed by burning oil (or more commonly for PCs alchemist's fire). Past that they fall easily to turning (1/2 HD or less means if they either are unaffected on a bad roll, or are destroyed on a decent one), magic missile, Burning Hands, etc. They are very dangerous as ambushers, for instance attacking a rogue who is looking for traps.

    One aspect of these that actually reduces the horror factor in some ways, while increasing the amount of rational paranoia that can exist in a setting regarding undead-raising necromancers, is that most of these can be combat effective when made from farm animals, rather than humanoids. The reduced horror factor is that it isn't someone's grandmother or son being bound to unholy service but a beef steer that the necromancer paid a fair price for in order to keep a low profile. The paranoia part comes from the fact that anyone who butchers their own livestock (in other words a majority of the population in a medieval setting, at least from time to time) could be secretly reserving a few of the organs to turn into undead minions if they have even sorcererous talent, a patient mind, and the onyx material component.


    Index (Will turn the rest of these into links when I eventually create actual content for them to link to).
    1. Development History, Game Impact and Themes, Index, and Definition of [Organ Undead] Type (You are looking at this.)
    2. Anatomical Juggernaut Template(BARELY BEGUN CONSTRUCTION) and the thematically, but not mechanically related "Mr. Sanguine" story drabble.
    3. Reserved for Anatomical Juggernaut specific examples 1 A-E
    4. Reserved for Anatomical Juggernaut specific examples 2 F-M
    5. Reserved for Anatomical Juggernaut specific examples 3 N-Z
    6. Reserved for Mystery Organ I am not personally competent to make.
    7. Dark Heart
    8. Empty Skin
    9. Reserved for Empty Skin Examples 1
    10. Reserved for Empty Skin Examples 2
    11. Fat Glob
    12. Floating Lungs
    13. Gut Snake
    14. Hopping Stomach
    15. Laughing Uvula (Complete for GM use) and Muscle Mass (Complete)
    16. Plague Tonsils (WORK IN PROGRESS)
    17. Rolling Eyeball
    18. Sinister Spinal Cord and Link to Skeleton
    19. Skulking Bladders (CURRENTLY BARELY BEGUN CONSTRUCTION)
    20. Slithering Liver
    21. Spinning-Horizon Inner Ear
    22. Zooming Brain
    23. Zooming Brain Specific Examples 1
    24. Corpse Ripper, Slaughter Ripper, and Corpse Peeler spells. Tables of additions to Summon Undead I to IX*, Dread Necromancer and Warlock Adaptation
      *Yes, I know the published versions of those spells don't go that high.
    25. Reserved for Corpse Ripper and Corpse Peeler Specific Examples 1
    26. Reserved for Corpse Ripper and Corpse Peeler Specific Examples 2
    27. Farm Animal Stats and Links
    28. Room for expansion
    29. Beginnings of 5th Edition versions



    New Creature Subtype
    Organ Undead: For purposes of controlling or creation add the basic racial turn resistance of an undead with this subtype to its hitdice in all cases rather than only for turning/rebuking/commanding/destroying. Note especially that this applies to how many hitdice worth of the Animate Dead control pool it takes up.

    Undead with this subtype often require additional spells to create in the simplest way, in addition to skill (or luck) with cutting up inanimate corpses to remove the organ.
    ((Lanthsor had a suggestion for re-phrasing this.))
    Last edited by DracoDei; 2024-01-31 at 10:40 AM. Reason: Added link at start to COVID-19 morale-raisers.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
    Currently Running: Equestria Begins (A High Tactics campaign)
    Extended Signature
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

  2. - Top - End - #2
    Titan in the Playground
     
    DracoDei's Avatar

    Join Date
    May 2007
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    Near Atlanta,GA USA
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    Default Anatomical Juggernaut Template

    A FEW Anatomical Juggernaut Notes
    Spoiler
    Show

    All of the above organs seperated out, and then reassembled, often in the 'wrong' places. The top of the skull is removed to expose the brain to allow the mental-function-impairing aura to function. The intestines emerge like a snake from the navel. Similarly the spinal cord hangs out of one nostril like a booger. As I you may or may not remember from the last time we met, the stomach is stitched to one shoulder like the ranged weapon used by The Predator. Fat is collected on one limb, and slam/claw attacks with that limb cause the fatigue of the fat-glob of there is at least 40 pounds. The liver is attached to a limb as well, granting the poison effect. Ditto for the disease from the Plague Tonsils. It can use the sonic attack of the Screaming Lungs. I will probably give it the poisonous urine of the Skulking Bladder. The Skin and/or bladder grants it intelligence. It has perfect memory of everything it sees, and can play them back as a 3-D 'hologram' from its eyes. hole the full width of the sterum drilled through said sterum allows the Dark Heart's damaging aura to spread out in a full sphere. All attack forms may be used at once with perfect fluidity, unlike say a person fighting with a dagger and a sword ("Spanish Style") who must split his attention between his hands (meaning the dagger in that style is almost entirely used for parrying). Worst of all may be that the total amount of trauma necessary to destroy it is equal to the SUM of the resiliences of the individual components, and it has the rapid recovery of the liver to repair itself.

    Requires ALL crafting procedures for subparts to be successful on SAME corpse.
    Perfect visual memory and can replay due to eyes.
    (Don't give fast healing, it is redundant with the Dark Heart?? Nah, best to make this worth the trouble by giving BOTH. Specify which happens first though, so it clear if damaging it reduces the number of other targets the heart can effect by 1.)
    Taxidermized skin
    Final DC 25 heal check to assemble failure ruins one randomly selected organ, and prevents assembly. Can still animate everything else as individual undead if you succeed on a DC 20 heal check. Each additional failure ruins one more organ.

    SLOW Flight (a lot of the organs can fly).

    Multi-AttackB, Improved Multi-AttackB, ?Spring AttackB?
    Attack forms every round:
    Shout (remember recharge time on shout)
    Spit Acid each round
    Skin removed from extremities, both hand attacks and gut snake deal strength damage as per Muscle Mass.((Actually, I currently have this only applying to the gut attack))
    Top of scalp peel back and top of skull removed, mental ability score damage aura as per Zooming brain. Remember this is dependant on
    (assuming bipedal)Liver attached to forearm and palm of one arm, slam and touch attack deal poison as per slithering liver.
    (assuming bipedal)Similar deal with other arm covered in fat deposits, deals Fat Glob effect depending on total body-fat weight (might go below fat-glob's minimum DCs/durations in many cases).
    Grappling attack with gut snake poking out through belly.
    Nasal whip to paralyze with spinal cord.
    Hole through sternum grants effect of Dark Heart.(Cone? If so, must include target of a melee attack, but allow thin air to be targeted? Merged for non- taur, non-ursine, non-cobra-like-snake, non-meercat? Basically anything niot known for orienting its sternum vertically with ease...)
    Inner ears worn as ear-rings.
    What to do with the tonsils? Always add to bite even if another organ already linked to bite attack? Put on tongue so juggernaut can't speak (or at least a penalty to Diplomacy, Intimidate and Sense Motive, and a huge one to Perform(Oratory/Song), and paired wtih bite attack, but can also be used for a lick attack that inflicts disease vs Touch AC? Yeah, liking that last option...

    2 slams (Fat, Liver) <-Require attack/full attack

    Make all of these except the brain-aura as a swift action once per turn. The brain aura is continuous:
    2 whips (Gut, Nasal Spine)
    1 sonic cone
    1 shoulder-mounted stomach, al la "Predator"
    2 auras (Brain, Heart)
    2 rays (Inner ears)

    Give Perfect Multi-attack due to hive-mind for everything EXCEPT the claw attacks/existing natural weapons, and/or as feats (is it a feat? If not, take Multi-attack as a feat to make up for it, and write things so replacing the feat removes perfect Multi-attack)
    Give it enough HD that turn-resistance isn't necessary.
    Destruction releases a consistent EL worth of individual organs(relative to its own CR), but roll randomly for which ones.
    DO NOT allow under Animate Dead and even Create Undead, Lesser Might be pushing it.

    NEED TO NOTE DOWN WHAT THE MINIMUM SIZES FOR THE SOURCE CREATURES ARE FOR EACH ORGAN AND THUS AT WHAT SIZE THAT ORGAN STARTS REQUIRING HEAL CHECKS AND CONTRIBUTING HD AND ATTACKS.


    Progress, such as it is, towards actual template ((NOTE TO SELF: READ THROUGH ALL OF THIS CAREFULLY BEFORE "PUBLISHING"))
    Spoiler
    Show
    Anatomical Juggernaut
    Anatomical juggernauts are the animated corpses of the dead, painstakingly disassembled and then reassembled in an alternate configuration. While not very bright compared to the average humanoid, they are far from mindless and serve their masters well, or slaughter the living with some degree of strategy and tactics if uncontrolled.

    An anatomical juggernaut is valuable enough that it is often garbed in specially crafted armor. An anatomical juggernauts obeys without question.

    Creating An Anatomical Juggernaut ((Format this line better?))

    "Anatomical Juggernaut" is an acquired template that can be added to any corporeal creature (other than an undead) that has at least a skeletal system (referred to hereafter as the base creature).
    Size and Type ((Format this line better))

    The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.
    Hit Dice((Format this line))

    Drop any Hit Dice gained from class levels (to a minimum of 1) then double and use either this number or the number on the following chart, whichever is greater. In any case change all Hit Dice to d12s. If the resulting anatomical juggernaut would have more than 20 Hit Dice, it can’t be made into an an anatomical juggernaut by the animate dead spell, and other means, such as Create Undead must be used.
    ((Note to self: See excel spreadsheet "Anatomical Juggernaut HD Notes" for this.))
    Speed
    As per base creature except as follows. If the base creature did not have a flight speed, but did have a land speed it gains a flight speed of equal to half of its land speed with good maneuverability.


    Armor Class
    Natural armor bonus increases by a number based on the anatomical juggernaut’s size:
    Attacks

    An anatomical juggernaut retains all the natural weapons weapon proficiencies of the base creature. However it is only proficient with its natural weapons and simple weapons. The anatomical juggernaut can strike with each of its natural attacks at its full attack bonus. An anatomical juggernaut’s base attack bonus is equal to ½ its Hit Dice.

    ((The following should probably be more based on size))
    {table=head]Hit Dice | Challenge Rating
    ½ | 3?
    1 | 4?
    2-3 | 1
    4-5 | 2
    6-7 | 3
    8-9 | 4
    10-11 | 5
    12-14 | 6
    15-17 | 7
    18-20 | 8
    [/table]
    Damage

    Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton’s size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it’s better.)
    Special Attacks
    An anatomical juggernaut retains none of the base creature’s special attacks, except gaze attacks.
    It does, however gain many other special attacks. Apply the following operations IN ORDER:
    1. If it has less than three natural weapons((Tweak this number down for smaller Anatomical Juggernauts)), it gains a number of claw (for creatures with hands) or slam attacks (for those without hands) sufficient to bring its total up to three, BUT never more than half its number of limbs that do not already have attack forms.
    2. If it still does not have at least 3 natural weapons and does not have a bite attack, then it gains a bite attack.
    3. If the creature STILL does not have at least three natural attacks, and has a tail that is not used for attacks, then it gains a tail-slam.
      {table=head]Anatomical Juggernaut Size | Claw/Slam/Bite/Tail Slam Damage

      Diminutive or Fine
      |
      1

      Tiny
      |
      1d2

      Small
      |
      1d3

      Medium
      |
      1d4

      Large
      |
      1d6

      Huge
      |
      1d8

      Gargantuan
      |
      2d6

      Colossal
      |
      2d8
      [/table]
    4. If the creature was of at least Tiny size then one natural attack of the creators choice inflicts initial and secondary constitution damage (plus drain as well if the source creature was colossal+), according to the following table. This is a poison attack. The save DC is Constitution-based, but since anatomical juggernauts have no constitution score, this is simply 10 + 1/2 HD. The creature may make touch attacks with that limb to inflict only this poison effect.
      {table="head"]Size of Base Creature|Primary and Secondary Damage

      Tiny
      |
      1d4

      Small
      |
      1d6

      Medium
      |
      1d8

      Large
      |
      1d10

      Huge
      |
      2d6

      Gargantuan
      |
      2d8

      Colossal
      |
      2d10

      Colossal+
      |
      3d6 Damage + 1d2 Drain*

      [/table]
      * This drain does not grant the anatomical juggernaut hitpoints.
    5. If the base creature contained between 60 pounds and 999 tons of fat, then a DIFFERENT natural attack of the creators choice gains an additional effect of inducing Fatigue. This effect may be negated with a fortitude save against a DC that is technically Constitution based, but since undead have no constitution scores, the DC is simply (10 + 1/2 anatomical juggernauts hit-dice). The anatomical juggernaut may make touch attacks with that limb to inflict ONLY this fatigue (or exhaustion) effect. In the rare cases where the base creature contained at least 1,000 tons of fat, then these attacks (standard or touch) instead inflict exhaustion on a failed save and fatigue on a successful save.
    6. Due to the semi-independent intelligences controlling some of the constituent organs of an anatomical juggernaut once per round, as either a swift or standard action an anatomical juggernaut may make some or all of the following attacks:((List these out EXCEPT for the tables, then consolidate the tables at the end? Probably best, if I thought that enough people would use these in either case to make it worth while... then again, separate tables may actually be clearer due to the number of columns required.))
      • If the base creature is of at least Tiny size
        Negative Energy Pulse(Sn): The anatomical juggernaut can release negative energy once per round which functions in many ways like Inflict Light Wounds, Mass. It affects the closest (emphasis: always from closest, starting with itself if it is damaged, to furthest away) living and/or not-at-full-hp-undead targets with the radius and up to the maximum number of targets listed on the following table. Its Deathwatch ability allows it to skip over constructs. A Will save is allowed for half damage.
        {table="head"]Size|Radius|Damage| Max. Targets

        Tiny or Small| 25 feet | 1d2 |
        2

        Medium | 30 feet | 1d4 |
        4

        Large | 35 feet | 1d8+1 |
        6

        Huge | 45 feet | 2d8+3 |
        9

        Gargantuan | 55 feet | 3d8+5 |
        12

        Colossal | 70 feet | 4d8+7 |
        20
        [/table]
      • If the base creature is of at least Diminutive size:
        Shout(Su): A pair of Floating Lungs (which is a single creature!) can create something like the effect of a Shout or Shout, Greater spell with the specifics as follows. Note that this specific attack can not be used on consecutive rounds for colossal and colossal+ anatomical juggernauts.
        {table="head"]Size*|Range|Damage|Deafness Duration|Stun Duration|DC|Frequency
        Diminutive or Tiny| 15 feet | 1d6/2d6 |
        1d3
        |
        N/A
        | 12 |Every Round |
        Small | 20 feet | 3d6/5d6 |
        2d3
        |
        N/A
        | 14 |Every Round |
        Medium** | 30 feet | 5d6/8d6 |
        2d6
        |
        N/A
        | 16 |Every Round
        Large | 40 feet | 7d6/11d6 |
        2d8
        |
        N/A
        | 18 |Every Round
        Huge | 60 feet | 10d6/15d6 |
        4d4
        |
        1
        | 20 |Every Round
        Gargantuan | 90 feet | 13d6/20d6 |
        4d6
        |
        1d3
        | 22 |Every Round
        Gargantuan w/ 2 EHD | 105 feet | 15d6/22d6 |
        4d8
        |
        1d4
        | 23 |Every Round |
        Colossal | 125 feet | 17d6/25d6 | Permanent / 1d4 |
        1d6
        | 24 |Every Other Round|
        Colossal w/ 2 EHD | 135 feet | 18d6/26d6 | Permanent / 1d4 |
        1d6
        | 24 |Every Other Round
        Colossal w/ 4 EHD | 150 feet | 19d6/27d6 | Permanent / 1d6 |
        1d6
        | 25 |Every Other Round|
        Colossal w/ 6 EHD | 165 feet | 20d6/28d6 | Permanent / 1d6 |
        1d6
        | 25 |Every Other Round|
        Colossal+ | 180 feet | 21d6/30d6 | Permanent / 2d4 |
        1d8
        | 26 |Every Other Round|
        [/table]
        *Extra Hit Dice are considered for the base creature and the minimum needed to achieve that size class for that species. This is especially important in the case of true dragons.
        **Also use this row for anatomical juggernauts of larger size that did not have Shout, Greater used in their creation.
        Any creature within the area(a cone shaped burst) is deafened for the first number of rounds listed on a failed save, or the second number on a successful save and takes the smaller of the two listed amounts of damage sonic damage. A successful save negates the deafness (except for Colossal and Colossal+, in which case it merely means the second duration is used) and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes the larger of the two listed amounts of sonic damage. An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.

        The shout cannot penetrate a silence spell.
      • If the base creature is of at least Diminutive size, a touch slam attack with the intestines, which lash out though a hole near the belly-button for Tall creatures, or near the small of the back for Long creatures. This attack does not deal hitpoint damage, but instead strength damage and/or drain and, if the the base creature was of Small or larger size, allows initiating a grapple check as a free action. If the base creature is a herbivore or omnivore then the reach of this attack is longer than typical for a creature of its size and is as per the following table:
        {table=head]Anatomical Juggernaut Size | Intestine Reach

        Diminutive or Fine
        |
        0 feet

        Tiny
        |
        5 feet

        Small or Medium
        |
        10 feet

        Large
        |
        20 feet

        Huge
        |
        30 feet

        Gargantuan
        |
        40 feet

        Colossal
        |
        60 feet
        [/table]

        This attack drains strength with a touch, including upon successfully touching a creature during a Bull-Rush or Overrun. A fortitude save is allowed to negate this. The save is constitution based, but since anatomical juggernauts have no constitution score this is simply 10 + 1/2 HD. Resolve this after the touch attack, but before the opposed checks for any associated grapple.
        {table="head"] Size|Strength Damage

        Diminutive
        | 1

        Tiny
        | 1d2

        Small
        | 1d3+1

        Medium
        | 1d4+2

        Large
        | 1d6+4

        Huge
        | 1d8+5

        Gargantuan
        | 1d10+5

        Colossal
        | 2d6+6

        Colossal+
        | 2d8 damage + 7 drain
        [/table]

        If this grapple only involves the intestines this check does not suffer the -20 penalty for only using a single limb to grapple, if the anatomical juggernaut involves the rest of its limbs then this attack instead gains a +6 bonus, and inflicts the effects of successful hits with (list of melee touch attacks it can make) on a successful grapple check.
      • If the base creature is of Tiny or larger size (check rules for hopping stomachs) (1 or more shoulder-mounted stomachs, al la "Predator")
      • (Nasal Spinal Cord Whip)
      • If the base creature was of Tiny or larger size (2 rays (Inner ears))
    7. Add the following special attack:
      Aura of Idiocy (Su):
      This emanation damages the mental faculties of all living creatures who get too close to an anatomical juggernaut. This aura is continuous and the anatomical juggernaut may not suppress this ability, even if commanded to. Any creature within a certain radius determined by the size of creature the anatomical juggernaut was taken for the first time during a given turn* must immediately make a Fortitude or Will save (whichever they have the lower total modifier to) to avoid taking damage to each of their three mental stats. The save DC is based on the hit-dice and charisma of the creature the brain was taken from, NOT the anatomical juggernaut's own statistics. The formula is the standard 10 + 1/2 Base Creature's Racial HD (Minimum 1 after division) + Base Creature's Charisma modifier(not counting any bonuses from magic items or non-permanent spells). This ability score damage can not reduce a creature below 1 in any ability score.
      *If an anatomical juggernaut acts during a surprise round, then people who took damage during the surprise round do not also take damage during the first full round of combat as long as they neither enter the aura during their turn, nor end their turn within it.

      The amount of ability score damage is based on the intelligence of the base creature. Unlike most ability score damage, this only lasts a number of minutes equal to the intelligence score of the creature the brain was taken from(not counting any bonuses from magic items or non-permanent spells).

      The radius of the emanation of the brain is based on the size anatomical juggernaut (including any size changing magics that may be in effect).
    8. ((This needs work))In addition to any attacks of opportunity it may otherwise be entitled to an anatomical Juggernaut may make one attack of opportunity per round with each of its melee attacks that it can make as part of its swift action attack. This functions much like Combat Reflexes, except that in no case may more than one attack with a given natural weapon be made in any round.





    Special Qualities
    An anatomical juggernaut loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities.

    ((Stuff about perfect visual memory and replay, noting that replay is seperate for each eye... allow option to have all eyes used to make image have depth?))

    ((Deathwatch if at least Tiny))

    Overrun Mastery (Ex): Muscle Masses do not provoke attacks of opportunity for entering their target's square when attempting overruns.

    Saves
    Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +½ HD + 2.

    Abilities
    An anatomical juggernaut has no Constitution score, its Wisdom rises to 10 if it was lower, its intelligence changes to 5, its strength increases by 2, and its Charisma increases by 4.


    Skills
    An anatomical juggernaut has 5 ranks or the base creature's number of ranks after class levels are removed

    Feats
    An anatomical juggernaut retains all racial feats of the base creature and gains the following as bonus feats:
    Iron Will, Multi-attack, Improved Multi-attack, Improved Bull-rush, Improved Over-run, Improved Grapple, Point Blank Shot

    Environment
    Any, usually same as base creature.

    Organization
    Any

    Challenge Rating
    Variable. See specific examples below, or table for general rules.

    Treasure
    Usually None, although savvy necromancers may equip them with mundane gear or even magic items. While they require exotic armor, this is still usually the first item they are furnished with.

    Alignment
    Always neutral evil.

    Advancement
    By Class. Most Anatomical Juggernauts never gain class levels.

    Level Adjustment
    (I won't even know if this should be a positive or negative number until I get the rest of them finished)


    Spoiler: Mr. Sanguine Teaches Anatomy
    Show
    Note that Mr. Sanguine is NOT an Anatomical Juggernaut, since not only can he split up, but each part can talk and might even have a separate mind. I am putting this in this particular post because it is where it fits the best thematically.

    Quote Originally Posted by ChumpLump View Post
    I also want to see a Necromancer with an entire corpse gutted teaching children basic anatomy like on Sesame Street.
    Or come up with Deathless versions. Deathless in my philosophy implies they have INT scores, although any from the same person might qualify as vaguely hive-minded in the way of an arcanist and their familiar, with the brain as the leader. Anyway, the point is that the necromancer would simply instruct the deathless gestalt in anatomy (AKA give them 1 or 2 ranks in Heal) and then send them off to "pay it forward" for being returned to the mortal plane (if not the mortal STATE), by going around teaching anatomy for a few decades...
    Spoiler
    Show

    "Good Morning Children! We are Mr Sanguine!"
    *Skin peels off, slithers to the left 5 or 10 feet, then stands up, the back of the scalp visible through the eye and mouth holes"
    "I'm Sloughy Sanguine, the skin! You skin does many useful things, for instance..."
    *5 minutes later, the intestines fall out, then crawl 10 feet to the right*
    "I'm Slithery Sanguine, the intestines! Intestines are what gets all the good stuff out of the food you eat, like water and the energy that keeps you moving! Why without us you would..."
    *3 minutes later, the stomach drops out, rebounding like a rubber ball to land in its own place in the line up.*
    "All true Slithery! But without me he wouldn't have gotten very far! I'm Sloppy Sanguine, the stomach! Your stomach helps you by..."
    *3 minutes later, the liver wriggles out*
    "Good morning boys and girls! I am Stalwart Sanguine..."
    *5 minutes later the heart floats out, moving upward and to the left 5 feet*
    "Step-in-Time Sanguine is my name! Pumping is my game! We hearts keep your blood moving good stuff through you! Did you know that..."
    *4 minutes later the lungs move to a position up and right of the skeleton*
    "Good morning children. I am Screechy Sanguine. Sorry for speaking so softly, but I have to play it safe and be very careful not to speak too loudly, because I could really hurt your ears. But enough of that... lets talk about breathing and... well, talk about talking."
    *6 minutes later the eyes fall out*
    "We are Stare-y and Stan Sanguine!..."
    *5 minutes later a voice is heard through the eye-holes*
    "Hello, sorry I can't come out to talk to you beautiful children better, but I have to stay safe inside my friend Skelly. I am known as Smarty Sanguine, Brain, Esquire. Today I would like to talk to you about..."
    *5 minutes later the skeleton speaks*
    "I am Skelly Sanguine, and I am glad to lend my support to these guys each and every day! So... who likes MILK! Raise your hands!..."
    .
    .
    .
    Kid-1: "Best. School. Lesson. Ever."
    Kid-2: "Are you JOKING!? That was HORRIBLE. Remind me to make sure to do my homework EXTRA good so I NEVER have to see them again!"
    Last edited by DracoDei; 2022-10-29 at 09:27 PM.

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    Default Anatomical Juggernaut Examples A-E

    ((Cat))

    ((Chicken))

    ((Cow))
    Last edited by DracoDei; 2013-07-08 at 12:48 PM.

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    Default Anatomical Juggernaut Examples F-M

    ((Gnoll Warrior))

    ((Gnome Commoner))

    ((Human Commoner))
    Last edited by DracoDei; 2013-03-31 at 11:12 PM.

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    Default Anatomical Juggernaut Examples N-Z

    ((Pig))

    Rat((WIP))
    Spoiler
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    Rat Anatomical Juggernaut
    Diminutive Undead [Organ Undead]
    HD 1d12 (6 hp)
    Speed 15 ft. (3 squares), climb 15 ft., ?swim 15 ft.?
    Init: INITIATIVE
    AC X; touch X; flat-footed X
    (AC DETAILS)
    BAB +0; Grp -11
    Attack Bite +4 melee (1d3-3 plus strength damage)
    Swift or Standard Action: Shout and Nasal Spinal Cord Whip +4 melee touch (Paralysis)
    Full-Attack Bite +4 melee (1d3-3)
    Swift or Standard Action: Shout and Nasal Spinal Cord Whip +4 melee touch (Paralysis)
    Space 2 1/2 ft.; Reach 0 ft.
    Special Attacks Aura of Idiocy, Nasal Spinal Cord Whip, Shout
    Special Qualities Undead Traits
    Saves Fort +X Ref +X Will +X
    Abilities Str 4, Dex 15, Con -, Int 5, Wis 12, Cha 6
    Skills
    Feats
    Environment Any
    Organization Any
    Challenge Rating X
    Treasure None
    Alignment Always Neutral Evil
    Advancement -
    Level Adjustment -
    Shout (Su): This 15 foot cone of sonic energy deafens for 1d3 rounds and inflicts 1d6 damage to non-crystalline creatures, against any exposed brittle or crystalline object or crystalline creature it instead inflicts 2d6 damage. For a creature, a DC 12 fortitude save halves the damage and negates the deafness. A creature holding fragile objects can negate damage to them with a successful DC 12 Reflex save.

    The shout cannot penetrate a silence spell.
    Aura of Idiocy (Su): ((30' radius 1d2-1(minimum 0) damage, DC 7, lasts 2 minutes))


    ((Orc))

    ((Half-Orc))
    Last edited by DracoDei; 2013-08-21 at 09:36 PM.

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    Default Mystery Organ

    This was requested, but it is both humorous (not a deal killer) and requires knowledge of an older TV show that I never watched (more problematic). I may need to get someone else to do this for me.
    Last edited by DracoDei; 2013-03-31 at 11:13 PM.

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    Default Dark Heart

    Dark Heart
    Spoiler
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    Open Spoiler below for main stat block for Fine, Diminutive, and Tiny Dark Hearts.
    Spoiler
    Show
    ~
    Dark Heart, Fine
    Dark Heart, Diminutive
    Dark Heart, Tiny
    Size and Type
    Fine Undead [Organ Undead]
    Diminutive Undead [Organ Undead]
    Tiny Undead [Organ Undead]
    Hit Dice
    2d12 (13 hp)
    4d12 (26 hp)
    8d12 (52 hp)
    Speed
    Fly 10 ft. (Perfect)
    Fly 15 ft. (Perfect)
    Fly 20 ft. (Good)
    Initiative
    +5
    +4
    +3
    AC 23 (+5 Dex, +8 size); touch 23; flat-footed 18 18 (+4 Dex, +4 size); touch 18; flat-footed 14 15 (+3 Dex, +2 size); touch 15; flat-footed 12
    BAB
    +1
    +2
    +4
    Grapple
    -18
    -11
    -5
    Attack
    None
    None
    None
    Space/Reach
    1/2 ft./0 ft.
    1 ft./0 ft.
    2 1/2 ft./0 ft.
    Special Attacks
    Negative Energy Pulse (1d2)
    Negative Energy Pulse (1d4)
    Negative Energy Pulse (1d8+1)
    Special Qualities
    Dark Vision 60 ft., Undead Traits
    Dark Vision 60 ft., Undead Traits
    Dark Vision 60 ft., Undead Traits
    Saves
    Fort +2, Ref +5, Will +3
    Fort +3, Ref +5, Will +4
    Fort +4, Ref +5, Will +6
    Abilities Str 4, Dex 21, Con -, Int -, Wis 10, Cha 1 Str 8, Dex 19, Con -, Int -, Wis 10, Cha 1 Str 10, Dex 17, Con -, Int -, Wis 10, Cha 1
    Skills
    Hide +21*, Move Silently +15
    Hide +16*, Move Silently +14
    Hide +11*, Move Silently +13
    Feats
    Great Fortitude(B), Endurance(B)
    Great Fortitude(B), Endurance(B)
    Great Fortitude(B), Endurance(B)
    Environment
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Challenge Rating
    2
    3
    5
    Treasure
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    3 HD (Fine)
    5-7 HD (Diminutive)
    9-15 HD (Tiny)
    Level Adjustment
    ~
    ~
    ~
    *Hide modifiers included for clarity, despite lack of racial modifiers or ranks.

    Open Spoiler below for main stat block for Small, Medium, and Large Dark Hearts.
    Spoiler
    Show
    ~
    Dark Heart, Small
    Dark Heart, Medium
    Dark Heart, Large
    Size and Type
    Small Undead [Organ Undead]
    Medium Undead [Organ Undead]
    Large Undead [Organ Undead]
    Hit Dice
    16d12 (104 hp)
    32d12 (208 hp)
    64d12 (408 hp)
    Speed
    Fly 30 ft. (Good)
    Fly 40 ft. (Good)
    Fly 50 ft. (Good)
    Initiative
    +2
    +1
    +0
    AC
    14 (+2 Dex, +1 size, +1 natural); touch 13; flat-footed 12
    13 (+1 Dex, +2 natural); touch 11; flat-footed 12
    11 (-1 size, +2 natural); touch 9; flat-footed 11
    BAB
    +8
    +16
    +32
    Grapple
    +5
    +19
    +43
    Attack
    None
    None
    None
    Space/Reach
    5 ft./0 ft.
    5 ft./0 ft.
    10 ft/0 ft.
    Special Attacks
    Negative Energy Pulse (2d8+3)
    Negative Energy Pulse (3d8+5)
    Negative Energy Pulse (4d8+7)
    Special Qualities
    Dark Vision 60 ft., Undead Traits
    Dark Vision 60 ft., Undead Traits
    Dark Vision 60 ft., Undead Traits
    Saves
    Fort +7, Ref +7, Will +10
    Fort +12 Ref +11, Will +18
    Fort +23, Ref +21, Will +34
    Abilities
    Str 12, Dex 15, Con -, Int -, Wis 10, Cha 1
    Str 16, Dex 13, Con -, Int -, Wis 10, Cha 1
    STR 24, Dex 10, Con -, Int -, Wis 10, Cha 1
    Skills
    Hide +6*, Move Silently +12
    Hide +1*, Move Silently +11
    Hide -4*, Move Silently +10
    Feats
    Great Fortitude(B), Endurance(B)
    Great Fortitude(B), Endurance(B)
    Great Fortitude(B), Endurance(B)
    Environment
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Challenge Rating
    7
    12
    20
    Treasure
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    17-31 HD (Small)
    33-63 HD (Medium)
    65+ HD (Large)
    Level Adjustment
    ~
    ~
    ~
    *Hide modifiers included for clarity, despite lack of racial modifiers or ranks.

    A strawberry shaped piece of flesh, the color of clotted blood, hangs in the air.

    Dark Hearts are the hearts 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 Dark Heart must be very simple. They are generally end up simply moving into the center of the melee about 15 feet up (lower for the smaller ones) and blasting away with their Negative Energy Pulse as often as possible. If they are within the threatened area of an opponent they may (depending on how carefully they were instructed) take a 5 foot float (or for the ones that can do so and still release their pulse) making withdraw action directly away from it before launching their attack for that round.

    Negative Energy Pulse(Sn): The Dark Heart can release negative energy once per round which functions in many ways like Inflict Light Wounds, Mass. It affects the closest (emphasis: always from closest, starting with itself if it is damaged, to furthest away) living and/or not-at-full-hp-undead targets within the radius and up to the maximum number of targets listed on the following table. Its Deathwatch ability allows it to skip over constructs. A Will save is allowed for half damage (for targets that would be damaged). Semi-obviously this heals undead (and living creatures with the Tomb-Tainted Soul feat, etc). The DC is Constitution based, and the DCs listed are for dark hearts without extra hit dice.
    Size Radius Damage (DC)
    Action
    Max. Targets Size of Source Creature
    Fine 25 feet 1d2 (11) Full Round Action
    2
    Tiny or Small
    Diminutive 30 feet 1d4 (12) Full Round Action
    4
    Medium
    Tiny 35 feet 1d8+1(14) Standard Action
    6
    Large
    Small 45 feet 2d8+3(18) Swift Action
    9
    Huge
    Medium 55 feet 3d8+5(26) Free Action
    12
    Gargantuan
    Large 70 feet 4d8+7(42) Free Action
    20
    Colossal

    Skills: A dark heart has a +10 racial bonus to move silently checks. This does not reduce the amount of sound it makes when it pulses.

    Organ Undead (Subtype): For purposes of controlling or creation add the base racial turn resistance of an undead with this subtype to its hitdice in all cases rather than only for turning/rebuking/commanding/destroying. This also applies to how many hitdice worth of the Animate Dead control pool it takes up.

    Undead with this subtype often require additional spells to create in the simplest way, in addition to skill (or luck) with cutting up inanimate corpses to remove the organ.

    Special: Dark Hearts are often returned to the chests from which they came (tied in place with a network of string or rope in the case of skeletal undead). In such a case the larger undead becomes somewhat subject to critical hits, sneak attack, and other precision based damage provided that they are dealt in the form of piercing damage. In such a case a confirmed critical hit may be elected by the attacker to deal its NORMAL (NOT critical hit!) damage to the Dark Heart instead of dealing any damage what-so-ever to the larger undead.

    Usage:
    Use them alone or mixed in with other mindless undead. For especially nasty effect cram the chest cavity of a skeletal undead with them, put magical Full-Plate on it (only if your GM is okay with that NOT blocking Line of Effect) so Bracers of Armor, give it a magical Tower Shield, and have it take full Defense (If it is intelligent throwing in the Dodge feat and/or 5 ranks in Tumble is just downright the cruel icing on the cake of cruelty). Put the resulting negative energy source in the middle of a group of beefy undead or just have it move up to targets and let the hearts do the work.

    Creating Dark Hearts
    First the hearts of one or more creatures of at least tiny size must be harvested, each requiring a Heal or Profession(Butcher) check with a DC of 15. The hearts must be reasonably undecayed and mostly whole and the creature must have had a circulatory system that included a heart. Then Inflict Minor Wounds, Mass*(Twice for Fine Dark Hearts or three times for Diminutive), OR Inflict Light Wounds, Mass (once for Dark Hearts up to Tiny Size) OR Inflict Moderate Wounds, Mass (once for Dark Hearts up to Small size), OR Inflict Serious Wounds, Mass (once for Dark Hearts up to Medium Size), OR Inflict Critical Wounds, Mass (once for Dark Hearts up to Large size) must be cast over each one. Next Deathwatch, and either Fly, or Overland Flight must be cast once over each heart to be animated. Alternatively Wind Walk may substitute for Fly and may fulfill that part of the requirements for as many hearts as targets it could normally effect. Finally, either Animate Dead, Create Undead or Create Greater Undead must be cast. The material components for the spell must be be placed inside each heart to be animated via the valves. Each such casting (regardless of which spell is used) may create up to 2 HD worth of Dark Hearts per caster level (The desecrate spell doubles this limit). Animate Dead can not create a Dark Heart of over 20 HD. The size of the Dark Heart is 3 size classes smaller than the size of the creature the hearts were taken from (Minimum Fine Size). Dark Hearts have hit dice equal to the minimum listed for a Dark Heart of that size, plus 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 Dark Heart of the particular size category may be advanced to). Regardless of the spell used the creature is automatically under the control of the creator and counts against the Animate Dead control pool as if it was created with that spell.
    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 in most cases to generate a Dark Heart, an Empty Skin, a contribution towards a Fat Glob, a pair of Floating Lungs (which is a single creature), a Gut Snake, one or more Hopping Stomachs, Muscle Mass, two Rolling Eyeballs, a Sinister Spinal Cord, a Slithering Liver, two Spinning-Horizon Inner Ears, and a Zooming Brain from a single corpse.
    * The reversed version of THIS.
    As is usually the case the CR's are pretty much just guesses.

    Spellcasting:
    Add the following sizes and hitdies of Dark Hearts to the list of things summonable with the Summon Undead line of spells.
    Lvl Dark Heart
    I
    --
    II
    standard Fine
    III
    standard Diminutive
    IV
    Advanced Diminutive (6HD)
    V
    standard Tiny
    VI*
    Advanced Tiny (12 HD)
    VII*
    standard Small
    VIII*
    Advanced Small (24 HD)
    IX*
    standard Medium
    As always, you can use a spell from the Summon Undead series to summon 2 undead from the list for 1 spell level lower, or 4 undead from a list for 2 or more spell levels lower.

    *This spell does not, to my knowledge, exist a-priori of this project. I might brew it up later, although it is going to be a bit narrow-focus unless other people jump on the homebrewing bandwagon.

    Logistical notes regarding out of combat healing:
    Spoiler
    Show
    Assuming the maximum number of targets are available, for large number of undead, this causes Summon Undead to surpass Inflict X Wounds of their spell level at the following caster levels:
    Spell level 2: Caster level 5 (Single Target at level 13).
    Spell Level 3: Any caster level you can actually cast it at for 4 targets, hypothetically as low as CL 2. (Single target at Level 9)
    Spell Level 5: Any caster level.
    Spell Level 7:
    • vs Inflict Serious Wounds, Mass: Any Caster level below about 85 (I might bother to check this side of the curve for the others at some later date)
    • vs Harm: CL 1 even for a single target.

    Spoiler
    Show

    ISWM
    (3d8+lvl)*lvl vs (2d8+3)*lvl*9
    divide by lvl and average out the d8s
    13.5+lvl vs 11*9

    Harm
    10xlvl(max 150) vs 11xtargetsxlvl

    Spell level 9(Harm, Mass): ...going by Heal, Mass, Harm, Mass would only be limited by the number of undead you could cram into a sphere 30' in diameter. With 10xCL(max 250) points healed per creature, it is a serious contender, although you might not be able to get very many creatures in that are with enough hitdice to use 250 hp of healing very easily, and pre-25th level you would need 23 targets on average. After 25th level you need even more targets.
    tl;dr Summon Undead IX beats Harm, Mass for out of combat healing of undead.
    Spoiler
    Show
    10*lvl(max 25)*targets vs (3d8+5)*lvl*targets(max 12)
    10*lvl(max 25)*targets vs (18.5)*lvl*targets(max 12)
    (so until targets get high, the heart-summoning is winning)
    10*lvl(max 25)*targets vs (18.5)*lvl*12
    10*lvl(max 25)*targets vs 222*lvl
    divide by level(which means assuming it is 25 or less)
    10*targets vs 222





    Last edited by DracoDei; 2024-04-07 at 10:59 PM.

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    Default Empty Skin Template

    Related Creatures:
    Forsaken Shell from Liber Mortis, pages 100 to 101
    Epidermarra
    To a lesser extent, Skin Kite from Liber Mortis, pages 118 to 119
    And the "natural predator" of all of these (Vermin not Undead) : Skin Spiders

    A spell that peels off your own skin to go away and do stuff from Pathfinder: Skinsend

    Empty Skin (Template)
    Spoiler
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    The following image is copyright Susan Felice Folmer, and is used with permission. Do not use without permission.
    Spoilered for 1756x1275 size.
    Spoiler
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    These creatures should usually be employed for atmosphere. This should be the cat curled up on the decadently evil noble's bed or lap, or the Unicorn pacing in a dead orchard in the courtyard of a vampire's castle, in a mockery of its purpose in life.


    It appears to be a normal creature until you notice that there is only empty space behind the lids of the eyes and the lips(except for a moist tongue).


    An Empty Skin is necromantic creation designed to be the perfect pet or animate decoration. At the creators option (chosen at the time of creation) it may appear to breath, be as warm as a living creature, and/or have a moist tongue and/or nose. In a sharp departure from the behavior of most undead (especially created undead) their default attitude toward most creatures is one of affection (but not cooperation per se). This can, however, be overridden by orders from someone they recognize as their owner. An Empty Skin can speak if the base creature could speak, and understands all languages it knew in life plus one language known by the creator.

    A Empty Skin can be created by a spellcaster capable of casting Create Undead or Create Greater Undead, or a single one may be created using Animate Dead. In the second case it counts as double its hitdice (but always as at least 2 HD) when calculating how many HD may be controlled under that spell. The corpse must be first be expertly prepared with a Craft[Taxidermy] (Heal may be substituted at a -5 penalty) check. The DC depends on the size and if the creator wishes to include a tongue. It must then be tanned using rare reagents and oils. The DCs (for the skinning only) and costs (for the tanning only) are given in the following table:
    Size
    DC*
    Cost (GP)
    Fine
    30 50
    Diminutive
    25 100
    Tiny
    20 200
    Small
    15 500
    Medium
    20 1,000
    Large
    20** 2,000
    Huge
    20** 5,000
    Gargantuan
    20** 20,000
    Colossal
    20** 80,000
    *Tongue +3 DC

    **Note that while the DC does not continue to increase above medium size the time required does.

    Tanning requires 3 days regardless of size.

    Next Eagle's Splendor must be cast once over each skin, and finally Create Undead or Create Greater Undead, over a group of skins (or just one) or a single one may be created using Animate Dead. In the second case it counts as double its hitdice (but always as at least 2 HD) when calculating how many HD may be controlled under that spell. must be cast. Regardless of the spell used the creature is automatically under the control of the creator and counts against the Animate Dead control pool as if it was created with that spell.

    The remaining corpse can still be animated as a skeleton undead if desired and/or the intestines and/or stomach(s) can be extracted to create a gut snake, dark heart, pair of floating lungs, a contribution to a muscle mass, and/or Hopping Stomach(s).

    Creating an Empty Skin
    An animated skin is an acquired template that can be applied to any animal, or magical beast, or shapeshifter that died in the form of one of these. Rumors of aberrations, dragons, giants, fey, humanoids, and/or monstrous humanoids as animated skins are unconfirmed

    Size and Type
    The creature’s type changes to Undead and it gains the [Organ Undead] subtype. It uses all the base creature’s statistics and special abilities except as noted here. The creature's size does not change, however its weight is reduced to 1/10. Some Empty skins are filled with sand, sawdust, or other such materials (usually kept from leaking out with a piece of cloth sewn just behind the eyes and mouth), these materials are not part of the creature, and having them leak out causes no damage to it. This material also does not count against the encumbrance limits of the creature (GM's discretion(sp) on trying to fill them with gold dust or the like for transport...).

    Hit Dice
    The base creature's racial hit dice (if any) are halved in number and become d12s. It loses any class levels it had. If class levels were the only source of hitdice it becomes a 1/2 HD creature.

    Speed
    No change to existing forms of moment, but gains a special slither mode that has a speed of 5 ft [1 square] and a very limited gliding ability (See Deflate).

    Armor Class
    No change

    Attacks
    The base creature retains all natural weapons that deal bludgeoning damage. Other attacks may or may not be retained (see below). The animated skins base attack bonus is as the original creature. Poison is lost.

    Damage
    Bite attacks now do no damage unless the creature has a beak, in which case their damage is unchanged. Any other attacks that deal slashing and/or piercing now do subdual bludgeoning damage and decrease two die sizes (if this would decrease it past 1 hp damage then the attack deals no damage).

    Special Attacks
    The base creatures special attacks (if present in each case) are modified as follows:
    - Any ability drain or damage is lost, but attack forms that do these in addition to other damage may be retained in the reduced state.
    - Breath Weapon - Lost
    - Constrict - Unchanged
    - Energy Drain - Lost
    - Fear Aura - DC halved
    - Fear cone or ray - Lost
    - Frightful Presence - DC halved
    - Gaze - Lost
    - Improved Grab - Unchanged
    - Poison - Lost
    - Psionics - Lost except for telepathic communication abilities which are unchanged.
    - Rend - Lost
    - Ray - Lost
    - Sonic Attacks - Lost
    - Spells - Lost
    - Swallow whole - holding capacity doubles. Deals no damage and the amount of damage required to cut ones way out is reduced to one quarter (the hollowness special quality does not reduce damage dealt from piercing weapons in this case).
    - Trample - Unless filled with sand or similar substance then due to greatly reduced weight dice reduced by 2 sizes and does subdual damage.
    - Trip - Unchanged


    Special Qualities
    The base creature loses any previous special qualities and gains the following:

    Destruction Resistance (Su)
    An Empty skin has turn resistance equal to its original HD, but ONLY in cases where it would otherwise be destroyed. If it is not destroyed in such a case it is instead turned. This does not affect how hard it is to create or control(As per usual for Organ Undead) instead it counts as double its hitdice (but always as at least 2 HD) when calculating how many HD may be controlled under Animate Dead and as its actual hitdice for the Rebuke/Command Undead class feature of a negative energy channeling cleric, Create Undead, etc. ((Development note: This may still need some more work. I want to keep the idea that it is relatively easy to make them run away or cower, but commanding them should be hard enough to offset their intelligence, and they should be very resistant to destruction.))

    Lifelike (Ex)
    As long as the insides are not visible it requires a spot check of DC 20 + the amount the original Craft[Taxidermy] or Heal check was beaten by to discern that the Empty Skin is not alive. Examples of such situations include but are not limited to: being viewed from behind, curled up with head under tail or rear leg, or eyes and mouth closed, etc. An observer gets a +5 bonus on this check if the creature is not simulating breathing. The continued production of natural oils/sweat that keeps the skin in perfect condition means that DC of a Survival or Wisdom check to distinguish an Empty Skin from a living animal by the Scent Special Quality is a straight DC 20.

    Hollowness (Ex)
    Immune to bludgeoning damage, takes only one point of damage from any successful piercing attack, normal damage from slashing. An Empty Skin also counts as two sizes smaller for purposes of bull-rushes, overruns, and the effect winds have on it. They take only one quarter falling damage, even if they fall on something sharp. Being filled with something that adds the weight back negates all of this except the resistance to piercing and immunity to Bludgeoning.

    Deflate (Ex)
    They may go limp and 'deflate' at will allowing them to be packed away when not needed or for transporting (including smuggling) them. Deflating is a swift action that does not provoke an attack of opportunity, re-inflating is a standard action that provokes an attack of opportunity. When deflated then can fold themselves up, or unfold themselves (both Move actions that provoke attacks of opportunity), when unfolded they lose there normal forms of movement but can slither around (looking a little like a manta ray and functionally similar to a slug's motion works both over the ground and as a swim speed) at a speed of 5 ft [1 square] and fit through a crack of the following size provided that no horns or hooves are large enough to prevent this. If so, add the diameter of the horns or the height of the hooves, whichever is greater, to the minimum thickness of the crack.
    Fine 3/64th inch
    Diminutive 1/16th inch
    Tiny 3/16 inch
    Small 3/8 inch
    Medium 3/4 inch
    Large 1.5 inches
    Huge 3 inches
    Gargantuan 6 inches
    Colossal 12 inches

    While deflated they take no falling damage (which they would normally be immune to anyway due to their immunity to bludgeoning damage), and they may move sideways 5' (1 square) for each 20' they fall.

    Being filled like sand or sawdust negates the deflation ability, but having taken on water or other liquid simply means that the fluid flows out as the Empty Skin deflates. If no barrier is sewn in an empty skin can cough up particulate contents at the GMs discretion.

    Lesser Vulnerability to Fire (Ex)
    Empty Skins take one extra point from every damage die done from a fire source.

    Fast Healing 1 (Su) - The spells that maintain the Empty Skin in perfectly groomed condition despite wear and tear are so strong that they will repair it even in the midst of a battle. Some owners enjoy being able to let off emotional energy abusing their Empty Skins, who will never turn against them no matter how many times they are thrown about or even slashed and stabbed almost to destruction.


    Saves
    An Empty Skins Base saving throws are unchanged from the original creature. Recalculate Fortitude and Will based on statistic changes.

    Abilities
    The base creature modifies its ability scores as follows:
    Strength halved to a minimum of 1.
    Dexterity is unchanged
    Constitution changes to -.
    Intelligence changes to 5.
    Wisdom increases to 10 if lower than that, otherwise unchanged.
    Charisma increases by 4 points.

    Skills
    The base creature does not receive any bonus skills. It loses all Intelligence based skills, and Survival. It retains all racial skill bonuses. It gains a +10 bonus to jump checks for its lightness (provided it is not filled with sand, sawdust, etc).

    Feats and Spells
    The base creature retains all feats except Scent, but loses all spellcasting ability. In addition, it also gains the Negotiator Feat but only with respect to its owner.

    Alignment
    Usually True Neutral

    Advancement
    None

    CR
    -2 if this reduces it to zero or lower use 1/2 the original creatures CR.




    Feb. 2024: I've added Eagle's Splendor to the creation requirements. What do people think?
    Last edited by DracoDei; 2024-02-12 at 07:06 AM. Reason: Creation proceedures "fleshed" (he he) out...

  9. - Top - End - #9
    Titan in the Playground
     
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    Join Date
    May 2007
    Location
    Near Atlanta,GA USA
    Gender
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    Default Empty Skin Examples 1

    Example Empty Skins
    Spoiler: Cat ((Lacking descriptions of abilities, but do I really want to waste the character count on those?))
    Show

    HD 1/4d12 (Average 1 HP)
    Speed 30 ft. (6 squares); Slither 5 ft (1 square)
    Init: +2
    AC 14 (+2 size, +2 Dex), touch 14, flat-footed 12
    BAB +0; Grp -13
    Attack Claw +4 melee (No Damage)
    Full-Attack 2 claws +4 melee (No Damage) and bite -1 melee (1d1-4 subdual)
    Space 2 1/2 ft.; Reach 0 ft.
    Special Attacks None
    Special Qualities Deflate, Destruction Resistance +1/2, Fast Healing 1, Hollowness, Lifelike, Undead Traits, Lesser Vulnerability to Fire
    Saves Fort +2 Ref +4 Will +0
    Abilities Str 1, Dex 15, Con -, Int 5, Wis 10, Cha 11
    Skills Balance +10, Climb +6, Diplomacy +0*, Hide +16*, Jump +20,
    Listen +3, Move Silently +8, Sense Motive +0*, Spot +3
    FeatsStealthy, Weapon Finesse(B), Negotiatior(B) (But only with respect to Owner)
    Environment Domestic
    Organization Domestic
    Challenge Rating 1/8
    Treasure %10 chance of Empty Skin Mouse (either nearby or inside cat)
    Alignment Usually True Neutral
    Advancement -
    Level Adjustment -



    Spoiler: Heavy Warhorse ((To Do, Probably leave out descriptions of abilities))
    Show
    Large Undead
    HD d12 (Average X HP)
    Speed X ft. (X squares); Slither 5 ft (1 square)
    Init: +X
    AC ???
    BAB +X; Grp +X
    Attack ???
    Full-Attack ???
    Space X ft.; Reach X ft.
    Special Attacks ???
    Special Qualities Deflate, Destruction Resistance +?, Fast Healing 1, Hollowness, Lifelike, Undead Traits, Lesser Vulnerability to Fire
    Saves Fort +X Ref +X Will +X
    Abilities Str X, Dex X, Con -, Int 5, Wis X, Cha X
    Skills Diplomacy +X*, Jump +X,
    , Sense Motive +X*
    Feats??? Negotiatior(B) (But only with respect to Owner)
    Environment Domestic
    Organization Domestic
    Challenge Rating X
    Treasure ???
    Alignment Usually True Neutral
    Advancement -
    Level Adjustment -


    Spoiler: Giant Constrictor Snake ((To Do, Probably leave out descriptions of abilities
    Show

    SIZE Undead
    HD d12 (Average X HP)
    Speed X ft. (X squares); Slither 5 ft (1 square)
    Init: +X
    AC ???
    BAB +X; Grp +X
    Attack ???
    Full-Attack ???
    Space X ft.; Reach X ft.
    Special Attacks ???
    Special Qualities Deflate, Destruction Resistance +?, Fast Healing 1, Hollowness, Lifelike, Undead Traits, Vulnerability to Fire ???
    Saves Fort +X Ref +4 Will +0
    Abilities Str X, Dex X, Con -, Int 5, Wis X, Cha X
    Skills Diplomacy +X*, Jump +X,
    , Sense Motive +X*
    Feats??? Negotiatior(B) (But only with respect to Owner)
    Environment Domestic
    Organization Domestic
    Challenge Rating X
    Treasure ???
    Alignment Usually True Neutral
    Advancement -
    Level Adjustment -


    Spoiler: Ogre ((To Do, probably leave out descriptions of abilities))
    Show
    Large Undead
    HD 2d12+3 (Average 16 HP)
    Speed 30 ft. in hide armor (6 squares); base speed 40 ft.; Slither 5 ft (1 square)
    Init: -1
    AC 16 (-1 size, -1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16
    BAB +3; Grp +7
    Attack Greatclub +3 melee (2d8) or javelin +1 ranged (1d8)
    Full-Attack Greatclub +3 melee (2d8) or javelin +1 ranged (1d8)
    Space 10 ft.; Reach 10 ft.
    Special Attacks -
    Special Qualities Deflate, Destruction Resistance +4, Hollowness, Lifelike, Undead Traits, low-light vision, Fast Healing 1, Lesser Vulnerability to Fire
    Saves Fort +4 Ref +0 Will +1
    Abilities Str 10, Dex 8, Con -, Int 5, Wis 10, Cha 11
    Skills Climb +5, Listen +2, Spot +2, Diplomacy +0*, Jump +10, Sense Motive +0*
    Feats Toughness, Weapon Focus (greatclub), Negotiatior(B) (But only with respect to Owner)
    Environment Domestic
    Organization Domestic
    Challenge Rating 1
    Treasure Standard or Equipment only
    Alignment Usually True Neutral
    Advancement -
    Level Adjustment -




    Spoiler: Eagle ((Double Check,leave out descriptions of abilities))
    Show
    Small Undead
    HD 1/2d12 (Average 3 HP)
    Speed 10 ft. (2 squares), fly 80 ft. (average); Slither 5 ft (1 square)
    Init: +2
    AC 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
    BAB +0; Grp -7
    Attack Toes +3 melee (1d2-3 Subdual)
    Full-Attack 2 Toes +3 melee (1d2-3 Subdual) and bite -2 melee (1d4-3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks -
    Special Qualities Deflate, Destruction Resistance +1, Fast Healing 1, Hollowness, Lifelike, Undead Traits, Vulnerability to Fire ???
    Saves Fort +2 Ref +4 Will +2
    Abilities Str 5, Dex 15, Con -, Int 5, Wis 14, Cha 10
    Skills Listen +4, Spot +16, Diplomacy +X*, Jump +X,
    , Sense Motive +X*
    FeatsAlertness, Negotiatior(B) (But only with respect to Owner), Weapon Finesse(B)
    Environment Domestic
    Organization Domestic
    Challenge Rating 1/4
    Treasure ???
    Alignment Usually True Neutral
    Advancement -
    Level Adjustment -

    Skills
    Empty Skin Eagles have a +8 racial bonus on Spot checks.







    Spoiler: ((Blank Template without abilities))
    Show
    Empty Skin
    SIZE Undead
    HD d12 (Average X HP)
    Speed X ft. (X squares); Slither 5 ft (1 square)
    Init: +X
    AC ???
    BAB +X; Grp +X
    Attack ???
    Full-Attack ???
    Space X ft.; Reach X ft.
    Special Attacks ???
    Special Qualities Deflate, Destruction Resistance +?, Fast Healing 1, Hollowness, Lifelike, Undead Traits, Vulnerability to Fire ???
    Saves Fort +X Ref +X Will +X
    Abilities Str X, Dex X, Con -, Int 5, Wis X, Cha X
    Skills Diplomacy +X*, Jump +X,
    , Sense Motive +X*
    Feats??? Negotiatior(B) (But only with respect to Owner)
    Environment Domestic
    Organization Domestic
    Challenge Rating X
    Treasure ???
    Alignment Usually True Neutral
    Advancement -
    Level Adjustment -



    Spoiler: Human (Commoner 1 if it matters) ((No descriptions of Abilities, which is probably the way it should be))
    Show
    Medium Undead
    HD 1/2d12 (Average 3 HP)
    Speed 30 ft. (6 squares); Slither 5 ft (1 square)
    Init: +0
    AC 10 (Flat-Footed 10, Touch 10)
    BAB +0; Grp -3
    Attack Dagger -3 (1d4-3)
    Full-Attack Dagger -3 (1d4-3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks -
    Special Qualities Deflate, Destruction Resistance +1, Fast Healing 1, Hollowness, Lifelike, Undead Traits, Vulnerability to Fire ???
    Saves Fort +0 Ref +0 Will +0
    Abilities Str 5, Dex 10, Con -, Int 5, Wis 10, Cha 15
    Skills Diplomacy +2*, Jump +10, Profession (Farmer) +7, Sense Motive +0*
    FeatsSkill Focus(Profession[Farmer]) Negotiatior(B) (But only with respect to Owner)
    Environment Domestic
    Organization Domestic
    Challenge Rating 1/4
    Treasure Farming implements, Peasants Outfit, 25% chance of Lingerie
    Alignment Usually True Neutral
    Advancement -
    Level Adjustment -


    Spoiler: Nymph ((To Do, Barely startedrom template, that is how it should be probably))
    Show
    Medium Undead
    HD 3d12 (Average 19 HP)
    Speed 30 ft. (6 squares); Swim 20 ft. (40 squar?s); Slither 5 ft (1 square)
    Init: +X
    AC 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14
    BAB +X; Grp +X
    Attack ???
    Full-Attack ???
    Space X ft.; Reach X ft.
    Special Attacks ???
    Special Qualities Deflate, Destruction Resistance +6, Fast Healing 1, Hollowness, Lifelike, Undead Traits, Vulnerability to Fire ???
    Saves Fort +X Ref +X Will +X
    Abilities Str X, Dex X, Con -, Int 5, Wis X, Cha X
    Skills Diplomacy +X*, Jump +X,
    , Sense Motive +X*
    Feats??? Negotiatior(B) (But only with respect to Owner)
    Environment Domestic
    Organization Domestic
    Challenge Rating X
    Treasure 75% chance of Lingerie, 50% of Art objects (Jewelry only)
    Alignment Usually True Neutral
    Advancement -
    Level Adjustment -



    Spoiler: ((Back-Up copy of Blank))
    Show
    Empty Skin
    SIZE Undead
    HD d12 (Average X HP)
    Speed X ft. (X squares); Slither 5 ft (1 square)
    Init: +X
    AC ???
    BAB +X; Grp +X
    Attack ???
    Full-Attack ???
    Space X ft.; Reach X ft.
    Special Attacks ???
    Special Qualities Deflate, Destruction Resistance +?, Fast Healing 1, Hollowness, Lifelike, Undead Traits, Lesser Vulnerability to Fire
    Saves Fort +X Ref +X Will +X
    Abilities Str X, Dex X, Con -, Int 5, Wis X, Cha X
    Skills Diplomacy +X*, Jump +X,
    , Sense Motive +X*
    Feats??? Negotiatior(B) (But only with respect to Owner)
    Environment Domestic
    Organization Domestic
    Challenge Rating X
    Treasure ???
    Alignment Usually True Neutral
    Advancement -
    Level Adjustment -
    Last edited by DracoDei; 2021-10-09 at 11:33 PM.

  10. - Top - End - #10
    Titan in the Playground
     
    DracoDei's Avatar

    Join Date
    May 2007
    Location
    Near Atlanta,GA USA
    Gender
    Male

    Default Empty Skin Examples 2

    ((Parrot))

    ((Pony))

    ((Puppy... Hey, I built Rupert, I might as well put him over here.))

    ((Raven))

    ((Riding Dog))

    Spoiler: Unicorn (((Probably Complete EXCEPT for error-checking, left out description of Empty Skin abilities))
    Show

    Large Undead
    HD 2d12 (Average 13 HP)
    Speed 60 ft. (12 squares); Slither 5 ft (1 square)
    Init: +3
    AC 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
    BAB +4; Grp +7
    Attack Blunt Horn +11 melee (1d4+3)
    Full-Attack Blunt Horn +11 melee (1d4+3) and 2 hooves +3 melee (1d4)
    Space 10 ft.; Reach 5 ft.
    Special Attacks -
    Special Qualities Deflate, Destruction Resistance +4, Fast Healing 1, Hollowness, Lifelike, Low-Light vision, Undead Traits, Vulnerability to Fire
    Saves Fort +4 Ref +7 Will +6
    Abilities Str 10, Dex 17, Con -, Int 5, Wis 21, Cha 28
    Skills Jump +26, Listen +11, Move Silently +9, Spot +11, Survival +8**, Diplomacy +9*, Jump +X,
    , Sense Motive +5*
    Feats Alertness, Skill Focus (Survival), Negotiatior(B) (But only with respect to Owner)
    Environment Domestic
    Organization Domestic
    Challenge Rating 1
    Treasure None
    Alignment Usually True Neutral
    Advancement -
    Level Adjustment -
    The horn is a +3 magic weapon, though its power fades if removed from the unicorn.
    Skills
    **Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.



    Spoiler: ((Blank Template without abilities))
    Show
    Empty Skin
    SIZE Undead
    HD d12 (Average X HP)
    Speed X ft. (X squares); Slither 5 ft (1 square)
    Init: +X
    AC ???
    BAB +X; Grp +X
    Attack ???
    Full-Attack ???
    Space X ft.; Reach X ft.
    Special Attacks ???
    Special Qualities Deflate, Destruction Resistance +?, Fast Healing 1, Hollowness, Lifelike, Undead Traits, Vulnerability to Fire ???
    Saves Fort +X Ref +X Will +X
    Abilities Str X, Dex X, Con -, Int 5, Wis X, Cha X
    Skills Diplomacy +X*, Jump +X,
    , Sense Motive +X*
    Feats??? Negotiatior(B) (But only with respect to Owner)
    Environment Domestic
    Organization Domestic
    Challenge Rating X
    Treasure ???
    Alignment Usually True Neutral
    Advancement -
    Level Adjustment -
    Last edited by DracoDei; 2017-02-03 at 02:33 PM.

  11. - Top - End - #11
    Titan in the Playground
     
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    Join Date
    May 2007
    Location
    Near Atlanta,GA USA
    Gender
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    Default Fat Glob

    Fat Glob
    Spoiler
    Show

    (Open Spoiler for Stat Block for Small through Large Fat Globs)
    Spoiler
    Show

    ~
    Fat Glob, Small
    Fat Glob, Medium
    Fat Glob, Large
    Hit Dice
    4d12 (26 hp)
    8d12 (52 hp)
    16d12 (104 hp)
    Speed
    15 ft. (3 squares), swim 15 ft.
    15 ft. (3 squares), swim 15 ft.
    20 ft. (4 squares), swim 20 ft.
    Initiative
    -5
    -5
    -5
    AC
    6 (-5 Dex, +1 size); touch 6; flat-footed 6
    5 (-5 Dex); touch 5; flat-footed 5
    4 (-5 Dex, -1 size); touch 4; flat-footed 4
    BAB
    +2
    +4
    +8
    Grapple
    -6
    +1
    +9
    Attack
    Slam -1 melee (1d4-4 and Fatiguing Blow)
    Slam +1 melee (1d6-3 and Fatiguing Blow)
    Slam +4 melee (1d8-3 and Fatiguing Blow)
    Full Attack
    Slam -1 melee (1d4-4 and Fatiguing Blow)
    Slam +1 melee (1d6-3 and Fatiguing Blow)
    Slam +4 melee (1d8-3 and Fatiguing Blow)
    Space/Reach
    5 ft./5 ft.
    5 ft./5 ft.
    10 ft./5 ft.
    Special Attacks
    Constrict 1d4-4 and Fatiguing Blow and Suffocation, Engulf, Improved Grab
    Constrict 1d6-3 and Fatiguing Blow and Suffocation, Engulf, Improved Grab
    Constrict 1d8-3 and Fatiguing Blow and Suffocation, Engulf, Improved Grab
    Special Qualities Apathy, Cold and Sonic Immunity, Dark Vision 60 ft., D.R. 5/Slashing, Easily Controlled, Fire Vulnerability, Immunity to Bludgeoning, Single Actions Only, Stability, Undead Traits Apathy, Cold and Sonic Immunity, Dark Vision 60 ft., D.R. 10/Slashing, Easily Controlled, Fire Vulnerability, Immunity to Bludgeoning, Single Actions Only, Stability, Undead Traits Apathy, Cold and Sonic Immunity, Dark Vision 60 ft., D.R. 15/Slashing, Easily Controlled, Fire Vulnerability, Immunity to Bludgeoning, Single Actions Only, Stability, Undead Traits
    Saves
    Fort +1, Ref -4, Will +4
    Fort +2, Ref -3, Will +6
    Fort +5, Ref +0, Will +10
    Abilities
    Str 3, Dex 1, Con -, Int -, Wis 10, Cha 1
    Str 4, Dex 1, Con -, Int -, Wis 10, Cha 1
    Str 5, Dex 1, Con -, Int -, Wis 10, Cha 1
    Skills
    -
    -
    -
    Feats
    -
    -
    -
    Environment
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Challenge Rating
    1?
    2?
    4?
    Treasure
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    5-7 HD (Small)
    9-15 HD (Medium)
    17-31 HD (Large)
    Level Adjustment
    ~
    ~
    ~


    (Open Spoiler Below for stat block for Huge through Colossal Fat Globs)
    Spoiler
    Show

    ~
    Fat Glob, Huge
    Fat Glob, Gargantuan
    Fat Glob, Colossal
    Size and Type
    Huge Undead[Organ Undead]
    Gargantuan Undead[Organ Undead]
    Colossal Undead[Organ Undead]
    Hit Dice
    32d12 (208 hp)
    64d12 (416 hp)
    128d12 (832 hp)
    Speed
    20 ft. (4 squares), swim 20 ft.
    20 ft. (4 squares), swim 20 ft.
    30 ft. (6 squares), swim 30 ft.
    Initiative
    -5
    -5
    -5
    AC
    3 (-5 Dex, -2 size); touch 3; flat-footed 3
    1 (-5 Dex, -4 size); touch 1; flat-footed 1
    -3 (-5 Dex, -8 size); touch -3; flat-footed -3
    BAB
    +16
    +32
    +64
    Grapple
    +22
    +44
    +81
    Attack
    Slam +12 melee (2d6-1 and Fatiguing Blow)
    Slam +28 melee (2d8 and Fatiguing Blow)
    Slam melee +57 (4d6+1 and Fatiguing Blow[Exhaustion])
    Full Attack
    Slam +12 melee (2d6-1 and Fatiguing Blow)
    Slam +28 melee (2d8 and Fatiguing Blow)
    Slam melee +57 (4d6+1 and Fatiguing Blow[Exhaustion])
    Space/Reach
    15 ft./10 ft.
    20 ft./15 ft.
    30 ft./20 ft.
    Special Attacks
    Constrict 2d6-1 and Fatiguing Blow and Suffocation, Engulf, Improved Grab
    Constrict 2d8 and Fatiguing Blow and Suffocation, Engulf, Improved Grab
    Constrict 4d6+1 and Fatiguing Blow[Exhaustion] and Suffocation, Engulf, Improved Grab
    Special Qualities Apathy, Cold and Sonic Immunity, Dark Vision 60 ft., D.R. 15/Slashing, Easily Controlled, Fire Vulnerability, Immunity to Bludgeoning, Single Actions Only, Stability, Undead Traits Apathy, Cold and Sonic Immunity, Dark Vision 60 ft., D.R. 20/Slashing, Easily Controlled, Fire Vulnerability, Immunity to Bludgeoning, Single Actions Only, Stability, Undead Traits Apathy, Cold and Sonic Immunity, Dark Vision 60 ft., D.R. 30/Slashing, Easily Controlled, Fire Vulnerability, Immunity to Bludgeoning, Single Actions Only, Stability, Undead Traits
    Saves
    Fort +10, Ref +5, Will +18
    Fort +21, Ref +16, Will +34
    Fort +42, Ref +37, Will +66
    Abilities
    Str 8, Dex 1, Con -, Int -, Wis 10, Cha 1
    Str 10, Dex 1, Con -, Int -, Wis 10, Cha 1
    Str 12, Dex 1, Con -, Int -, Wis 10, Cha 1
    Skills
    -
    -
    -
    Feats
    -
    -
    -
    Environment
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Challenge Rating
    8?
    14?
    24?
    Treasure
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    33-63 HD (Huge)
    65-127 HD (Gargantuan)
    129+ (Colossal)
    Level Adjustment
    ~
    ~
    ~

    The yellowish white mound smells of rot and tallow. It extrudes a trembling pseudo-pod.

    Constrict (Ex): With a successful grapple check a fat-glob deals automatic slam damage, fatiguing blow effect, and the opponent can not breath that round (and thus may eventually suffocate). The opponent takes a -4 penalty on their fortitude save against the fatiguing blow.

    Easily Controlled (Ex): For purposes of how many total hitdice may be created or controlled via any means, including, but not limited to the Command Undead sub-feature of the class feature of a cleric who Rebukes undead, and Animate Dead a fat glob counts as only 1/3 its actual hitdice. They still count as their full hitdice for purposes of determining the initial results of turning/rebuking attempts. This overides the usual rules for organ undead.

    Engulf (Ex): Although it moves slowly, a fat glob can simply mow down creatures of equal or smaller size class as a standard action. It cannot make a slam attack during a round in which it engulfs. The fat glob merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the glob, 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 Reflex save or be engulfed (see following chart for DCs for standard fat globs); on a success, they are pushed back or aside (opponent’s choice) as the glob moves forward. Engulfed creatures are subject to the glob’s fatigue and suffocation, and are considered to be grappled and trapped within its body (until and unless they fight free as per normal for a grapple). The save DC is Strength-based and includes a +1 racial bonus.
    Size DC HD
    Small 9 4
    Medium 12 8
    Large 16 16
    Huge 26 32
    Gargantuan 43 64
    Colossal 76 128

    Fatiguing Blow (Su): A creature struck by a Fat Glob of less than Colossal size must make a fortitude save or become fatigued, regardless of if the attack deals any damage. If they are already fatigued (regardless of source) they become exhausted as normal. In the case of a Colossal Fat Glob, the creature is Exhausted on a failed save and fatigued on a successful one. These conditions last for a number of minutes equal to the Fat Glob's hit-dice at which point the creature reverts to its previous status if the condition hasn't been cured before then. The DC is technically Constitution based but since undead have no constitution scores, the DC is simply (10 + 1/4* hit-dice). A table for standard fat globs follows.
    *Confirmed: 1/4 NOT 1/2.

    Size DC HD
    Small 11 4
    Medium 12 8
    Large 14 16
    Huge 18 32
    Gargantuan 26 64
    Colossal 42 128


    Fire Vulnerability (Ex): Fat globs take half again as much damage from fire.

    Improved Grab (Ex): To use this ability, a fat glob 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.

    Single Actions Only (Ex): Fat globs have poor reflexes and can perform only a single move action or attack action each round. A fat glob can move up to its speed and attack in the same round, but only if it attempts a charge.

    Stability (Ex): A fat glob gains a +8 bonus on ability checks made to resist being bull rushed when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). As an ooze-like creature, tripping one is impossible (although tripping rules might be allowed to remove one from a surface it is climbing at the GM's discretion).

    Apathy (Ex): A fat glob may not make attacks of opportunity.

    Ooze-like (Ex): A fat-glob can not be flanked, and can squeeze through small spaces and cracks as well as a typical ooze of their size.

    Creating a Fat Glob: A large amount of unprocessed animal fat (so no tallow or what-have-you) must be piled up in one or more piles. Each pile will become a single fat-glob with Hit-Dice as indicated on the following table. Piles of less than 60 pounds weight may not be animated. The fat need not be particularly fresh at all, but must be reasonably clear of meat, bone, skin etc, and any foreign materials or weight biologically transformed to another state do not count towards the weight requirements. The fat need not be a single piece, or even from the same type of creature (let alone individual). The material components must be placed near the center of each pile to be animated.
    Next, for fat globs of 60 hit dice or less, either Touch of Fatigue, Ray of Exhaustion, Waves of Fatigue, or Waves of Exhaustion must be cast over the mass followed by either Animate Dead, Create Undead, OR Create Undead, Greater. Regardless of the spell used the creature is automatically under the control of the creator and counts against the Animate Dead control pool as if it was created with that spell.
    For fat globs of 61 to 127 hit-dice, the requirements are the same, except that Animate Dead may not be used. For Colossal Fat Globs, this restriction still applies, and Ray of Exhaustion OR Waves of Exhaustion must be used.

    Note that for purposes of creating and controlling undead fat-globs count as only 1/3 their actual hit-dice. This includes the cost of the black onyx required to animate them.

    Spoiler: HD/Weight (in pounds) relationship table
    Show

    HD Weight X HD Weight X HD Weight X HD Weight X HD Weight
    4 60 X 36 30 tons X 68 180 tons X 100 620 tons X 132 1,220 tons
    5 170 X 37 33 tons X 69 193 tons X 101 630 tons X 133 1,275 tons
    6 280 X 38 36 tons X 70 207 tons X 102 645 tons X 134 1,330 tons
    7 390 X 39 40 tons X 71 220 tons X 103 660 tons X 135 1,385 tons
    8 500 X 40 43 tons X 72 235 tons X 104 670 tons X 136 1,440 tons
    9 938 X 41 47 tons X 73 250 tons X 105 685 tons X 137 1,490 tons
    10 1,375 X 42 50 tons X 74 260 tons X 106 700 tons X 138 1,550 tons
    11 1,813 X 43 53 tons X 75 275 tons X 107 715 tons X 139 1,600 tons
    12 2,250 X 44 57 tons X 76 290 tons X 108 730 tons X 140 1,655 tons
    13 2,688 X 45 60 tons X 77 300 tons X 109 740 tons X 141 1,710 tons
    14 3,125 X 46 64 tons X 78 315 tons X 110 755 tons X 142 1,765 tons
    15 3,563 X 47 67 tons X 79 330 tons X 111 770 tons X 143 1,820 tons
    16 4,000 X 48 70 tons X 80 345 tons X 112 780 tons X 144 1,875 tons
    17 5,750 X 49 74 tons X 81 360 tons X 113 795 tons X 145 1,930 tons
    18 7,500 X 50 77 tons X 82 370 tons X 114 810 tons X 146 1,985 tons
    19 9,250 X 51 80 tons X 83 385 tons X 115 820 tons X 147 2,040 tons
    20 11,000 X 52 84 tons X 84 400 tons X 116 835 tons X 148 2,095 tons
    21 12,750 X 53 88 tons X 85 410 tons X 117 850 tons X 149 2,150 tons
    22 14,500 X 54 91 tons X 86 425 tons X 118 865 tons X 150 2,200 tons
    23 15,250 X 55 94 tons X 87 440 tons X 119 880 tons X 151 2,260 tons
    24 18,000 X 56 98 tons X 88 455 tons X 120 890 tons X 152 2,310 tons
    25 19,750 X 57 101 tons X 89 470 tons X 121 905 tons X 153 2,370 tons
    26 21,500 X 58 105 tons X 90 480 tons X 122 920 tons X 154 2,420 tons
    27 23,250 X 59 108 tons X 91 495 tons X 123 930 tons X 155 2,475 tons
    28 25,000 X 60 111 tons X 92 510 tons X 124 945 tons X 156 2,530 tons
    29 26,750 X 61 115 tons X 93 520 tons X 125 960 tons X 157 2,600 tons
    30 28,500 X 62 118 tons X 94 535 tons X 126 975 tons X 158 2,650 tons
    31 30,250 X 63 121 tons X 95 550 tons X 127 985 tons X 159 2,700 tons
    32 32,000 X 64 125 tons X 96 565 tons X 128 1,000 tons X 160 2,750 tons
    33 19 tons X 65 139 tons X 97 575 tons X 129 1,055 tons X 161 2,800 tons
    34 23 tons X 66 152 tons X 98 590 tons X 130 1,110 tons X 162 2,850 tons
    35 26 tons X 67 166 tons X 99 600 tons X 131 1,165 tons X 163 2,900 tons




    Spellcasting:
    Add the following sizes and hitdies of Fat Glob to the list of things summonable with the Summon Undead line of spells.
    Lvl Fat Glob Type
    I
    standard Small
    II
    standard Medium
    III
    Advanced Medium (12 HD)
    IV
    standard Large
    V
    Advanced Large (20 HD)
    VI*
    Advanced Large (28 HD)
    VII*
    standard Huge
    VIII*
    Advanced Huge (40 HD)
    IX*
    Advanced Huge (56 HD)
    *This spell does not, to my knowledge, exist a-priori of this project. I might brew it up later, although it is going to be a bit narrow-focus unless other people jump on the homebrewing bandwagon.

    As always, you can use a spell from the Summon Undead series to summon 2 undead from the list for 1 spell level lower, or 4 undead from the list for 2 spell levels lower.
    Last edited by DracoDei; 2024-02-12 at 07:36 AM. Reason: Small Math error with Engulf DC

  12. - Top - End - #12
    Titan in the Playground
     
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    Join Date
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    Default Floating Lungs

    Floating Lungs
    Spoiler
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    Note to GMs: Depending on the flavor of horror you want in you campaign, you may want to re-name these to be "Screaming Lungs". The first is more creepying spookiness, the second more jump-scares and in-your-face attacks in its connotations.

    Open Spoiler below for main stat block for Fine through Small Floating Lungs.
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    ~ Floating Lungs, Fine Floating Lungs, Diminutive Floating Lungs, Tiny Floating Lungs, Small
    Size and Type
    Fine Undead [Organ Undead]
    Diminutive Undead [Organ Undead]
    Tiny Undead [Organ Undead]
    Small Undead [Organ Undead]
    Hit Dice
    1/8d12 (1 hp)
    1/4d12 (1 hp)
    1/3d12 (2 hp)
    1/2d12 (3 hp)
    Speed
    Fly 15 ft. (Good)
    Fly 20 ft. (Good)
    Fly 30 ft. (Good)
    Fly 40 ft. (Good)
    Initiative
    +4
    +3
    +2
    +1
    AC 22 (+4 Dex, +8 size); touch 22; flat-footed 18 17 (+3 Dex, +4 size); touch 17; flat-footed 14 14 (+2 Dex, +2 size); touch 14; flat-footed 12 13 (+1 Dex, +1 size, +1 natural); touch 12; flat-footed 12
    BAB
    +0
    +0
    +0
    +0
    Grapple
    -21
    -16
    -12
    -7
    Attack
    None
    None
    None
    None
    Space/Reach
    1/2 ft./0 ft.
    1 ft./0 ft.
    2 1/2 ft./0 ft.
    5 ft./0 ft.
    Special Attacks
    Shout
    Shout
    Shout
    Shout
    Special Qualities Damage Reduction 3/Slashing, Dark Vision 60 ft., Hollowness, Sonic Resistance 10, Turn Resistance +2, Undead Traits Damage Reduction 5/Slashing, Dark Vision 60 ft., Hollowness, Sonic Resistance 15, Turn Resistance +4, Undead Traits Damage Reduction 10/Slashing, Dark Vision 60 ft., Hollowness, Sonic Resistance 20, Turn Resistance +6, Undead Traits Damage Reduction 10/Slashing, Dark Vision 60 ft., Hollowness, Sonic Resistance 20, Turn Resistance +8, Undead Traits
    Saves
    Fort +0, Ref +4, Will +2
    Fort +0, Ref +3, Will +2
    Fort +0, Ref +2, Will +2
    Fort +0, Ref +1, Will +2
    Abilities Str 1, Dex 18, Con --, Int --, Wis 10, Cha 1 Str 2, Dex 17, Con --, Int --, Wis 10, Cha 1 Str 3, Dex 16, Con --, Int --, Wis 10, Cha 1 Str 4, Dex 13, Con --, Int --, Wis 10, Cha 1
    Skills
    Move Silently +14
    Move Silently +13
    Move Silently +12
    Move Silently +11
    Feats
    Ability Focus(Shout)(B)
    Ability Focus(Shout)(B)
    Ability Focus(Shout)(B)
    Ability Focus(Shout)(B)
    Environment
    Any
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Any
    Challenge Rating
    1/2?
    1?
    2?
    4?
    Treasure
    None
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    None
    None
    None
    None
    Level Adjustment
    ~
    ~
    ~
    ~

    Open Spoiler below for main stat block for Medium through Gargantuan Floating Lungs.
    Spoiler
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    ~ Floating Lungs, Medium Floating Lungs, Large Floating Lungs, Huge Floating Lungs, Gargantuan
    Size and Type
    Medium Undead
    Large Undead
    Huge Undead
    Gargantuan Undead
    Hit Dice
    1d12 (6 hp)
    2d12 (13 hp)
    4d12 (26 hp)
    8d12 (52 hp)
    Speed
    Fly 50 ft (Good)
    Fly 60 ft (Average)
    Fly 60 ft (Average)
    Fly 70 ft (Average)
    Initiative
    +0
    +0
    -1
    -2
    AC 13 (+1 Dex, +2 natural); touch 11; flat-footed 12 11 (-1 Size, +2 natural); touch 9; flat-footed 11 11 (-2 size, -1 Dex, +3 natural); touch 8; flat-footed 11 7 (-4 size, -2 Dex, +3 natural); touch 4; flat-footed 7
    BAB
    +0
    +1
    +2
    +4
    Grapple
    -3
    +3
    +11
    +20
    Attack
    None
    None
    None
    None
    Space/Reach
    5 ft./0 ft.
    10 ft./0 ft.
    15 ft./0 ft.
    20 ft./0 ft.
    Special Attacks
    Shout
    Shout
    Shout
    Shout
    Special Qualities Damage Reduction 15/Slashing, Dark Vision 60 ft., Hollowness, Sonic Resistance 30, Turn Resistance +10, Undead Traits Damage Reduction 15/Slashing, Dark Vision 90 ft., Hollowness, Sonic Resistance 30, Turn Resistance +12, Undead Traits Damage Reduction 20/Slashing, Dark Vision 120 ft., Hollowness, Sonic Immunity, Turn Resistance +14, Undead Traits Damage Reduction 20/Slashing, Dark Vision 180 ft., Hollowness, Sonic Immunity, Turn Resistance +16, Undead Traits
    Saves
    Fort +0, Ref +0, Will +2
    Fort +0, Ref +0, Will +3
    Fort +1, Ref +1, Will +4
    Fort +2, Ref +2, Will +6
    Abilities Str 5, Dex 10, Con --, Int --, Wis 10, Cha 1 STR 7, Dex 10, Con --, Int --, Wis 10, Cha 1 STR 9, Dex 8, Con --, Int --, Wis 10, Cha 1 STR 11, Dex 6, Con --, Int --, Wis 10, Cha 1
    Skills
    Move Silently +10
    Move Silently +10
    Move Silently +9
    Move Silently +8
    Feats
    Ability Focus(Shout)(B)
    Ability Focus(Shout)(B)
    Ability Focus(Shout)(B)
    Ability Focus(Shout)(B)
    Environment
    Any
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Any
    Challenge Rating
    7?
    10?
    13?
    14?
    Treasure
    None
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    None
    3 HD (Large)
    5-7 HD (Huge)
    9+ HD (Gargantuan)
    Level Adjustment
    ~
    ~
    ~
    ~

    A pair of yellowish, lobed bags covered in an intricate network of blood-vessels hanging from a tube shaped like an inverted "Y" float before you.

    Floating Lungs (also known as Shouting Lungs) are the pairs of Lungs 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 pair of Floating Lungs must be very simple. They are generally end up simply putting themselves at the height where there cone becomes the largest circle on the ground and getting into a position where that will include the largest possible number of enemy targets (and, if the creator thought of it, will exclude all friendly targets... or at least the ones the creator cares more about than hitting enemies). If they are within the threatened area of an opponent they may (depending on how carefully they were instructed) take a 5 foot float directly away from it before launching their attack for that round.
    Hollowness(Ex): After damage reduction, apply the following further reductions: Halve bludgeoning damage and reduce piercing damage to 1 point per hit.
    Shout(Su): A pair of Floating Lungs (which is a single creature!) can create something like the effect of a Shout or Shout, Greater spell with the specifics as follows. The DCs were eyeballed and do not follow a set formula. As the table covers every possible size and full hit-die number this should not be an issue. If they get HD from other sources (Homebrew Corpse-Crafter feats, spells, etc.), increase the listed DC by 1 for every 2 such added HD.
    Size Range Damage Deafness Duration Stun Duration DC Frequency Size of Source Creature
    Fine 10 feet 1d3/2d3
    1d2
    N/A
    12 Every Round Tiny
    Diminutive 15 feet 1d6/2d6
    1d3
    N/A
    14 Every Round Small
    Tiny 20 feet 3d6/5d6
    2d3
    N/A
    16 Every Round Medium
    Small 30 feet 5d6/8d6
    2d6
    N/A
    18 Every Round Large
    Medium 40 feet 7d6/11d6
    2d8
    N/A
    20 Every Round Huge
    Large(2HD) 60 feet 10d6/15d6
    4d4
    1
    22 Every Round Gargantuan
    Large(3 HD) 90 feet 13d6/20d6
    4d6
    1d3
    23 Every Round Gargantuan w/ 2 EHD
    Huge(4 HD) 105 feet 16d6/22d6
    4d8
    1d4
    24 Every Other Round Colossal
    Huge(5 HD) 125 feet 17d6/25d6 Permanent / 1d4
    1d6
    24 Every Other Round Colossal w/ 2 EHD
    Huge(6 HD) 135 feet 18d6/26d6 Permanent / 1d4
    1d6
    25 Every Other Round Colossal w/ 4 EHD
    Huge(7 HD) 150 feet 19d6/27d6 Permanent / 1d6
    1d6
    25 Every Other Round Colossal w/ 6 EHD
    Gargantuan(8 HD) 165 feet 20d6/28d6 Permanent / 1d6
    1d6
    26 Every Other Round Colossal+
    Any creature within the area(a cone shaped burst) is deafened for the first number of rounds listed on a failed fortitude save, or the second number on a successful save. A non-crystalline creature takes the smaller of the two listed amounts of damage sonic damage. A crystalline creature takes the larger of the two listed amounts of damage. In either case if the save was successful reduce the damage by half. Any exposed brittle or crystalline object takes the larger of the two listed amounts of sonic damage although a creature holding fragile objects can negate damage to them with a successful Reflex save.

    The shout cannot penetrate a silence spell.

    Floating Lungs of Huge and larger size can not shout if they did so the previous round.

    Special: Floating Lungs are occasionally returned to the rib-cages from which they came (tied in place with a network of string or rope in the case of skeletal undead). In such a case the larger undead becomes somewhat subject to critical hits, sneak attack, and other precision based damage provided that they are dealt in the form of piercing damage. In such a case a confirmed critical hit may be elected by the attacker to deal its NORMAL (NOT critical hit!) damage to the Floating Lungs instead of dealing any damage what-so-ever to the larger undead.
    Skills: Floating Lungs move quietly through the air and only breath when using their shout attack, they receive a +10 racial bonus to Move Silently.
    Usage:
    Use them alone or mixed in with other mindless undead. Generally they will be deployed behind ground troops, giving them some measure of protection until they can float upward (still out of range of even reach weapons) and start blasting away without hitting the other troops on their side.
    Creating a pair of Floating Lungs
    First the lungs of one or more creatures of at least Tiny size must be harvested, each pair requiring a Heal check with a DC of 20. The pair of lungs must be reasonably undecayed and mostly whole and the creature must have had a circulatory system that included a pair of lungs (even if decidedly unequally proportioned such as the lungs of a snake). Then Sound Burst (for Fine or Diminutive Floating Lungs) OR Shout (for Tiny or smaller Floating lungs), OR Shout, Greater (Floating Lungs of any size, for Large and larger ones it must be cast once per HD), and either Fly, or Overland Flight must be cast once over each Pair of Lungs to be animated. Wind Walk may ber substituted for Fly and in such a case it fulfills that requirement for as many pairs of Floating Lungs as the number of targets it could normally affect. Finally, either Animate Dead, Create Undead, or Create Greater Undead must be cast. The material components for the spell must inserted down the throat past the vocal cords to rest inside each pair of lungs to be animated. Each such casting (regardless of which spell is used) may create up to 2 HD worth of Floating Lungs per caster level (The Desecrate spell doubles this limit). Animate Dead can not create a pair of Floating Lungs of over 20 HD. Regardless of the spell used the creature is automatically under the control of the creator and counts against the Animate Dead control pool as if it was created with that spell.

    The size of the Floating Lungs is two size classes smaller than the size of the creature the lungs were taken from (to a minimum Fine Size). Floating Lungs have hit dice equal to the minimum listed for a pair of Floating Lungs of that size, plus 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 Floating Lungs of the particular size category it is at may be advanced to).
    ((Add Resist Energy?))
    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 pair of Floating Lungs (which is a single undead), a Hopping Stomach,an Empty Skin, a Gut Snake, a Dark Heart, and a contribution toward a Fat Glob from a single corpse.




    As is usually the case the CR's are pretty much just guesses. ((And, EVEN AFTER THE INITIAL ADJUSTMENTS WHICH I JUST NOW MADE (Wed. Sept. 22) need another looking at now that I've made it so a Large source creature produces the effects of a minimum caster level Shout rather than a Medium source creature.))

    Spellcasting: ((Redo thisdue to alteration I made to damage...))
    Lvl Floating Lungs
    I
    Standard Diminutive
    II
    Standard Tiny?
    III
    --?
    IV
    Standard Small?
    V
    --???
    VI*
    standard Medium???
    VII*
    --
    VIII*
    Standard Large?????
    IX*
    Advanced Large (3 HD)?????
    As always, you can use a spell from the Summon Undead series to summon 2 undead from the list for 1 spell level lower, or 4 undead from the list for 2 spell levels lower.

    *This spell does not, to my knowledge, exist a-priori of this project. I might brew it up later, although it is going to be a bit narrow-focus unless other people jump on the homebrewing bandwagon.
    Last edited by DracoDei; 2024-02-11 at 06:50 AM. Reason: Create (Greater) Undead coverage

  13. - Top - End - #13
    Titan in the Playground
     
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    Default Gut Snake

    Gut Snake
    Spoiler: Picture
    Show

    Spoiler
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    Melth, Wizard of the 7th House: "So, are you sure you have empowered yourself with the correct divine energies for this undertaking?"

    Tarek, Cleric of Pelor: "I have prayed to Pelor for my the spells I usually prepare when expecting to face the undead...."

    Melth, Wizard of the 7th House: "You disappoint me comrade. How could you fail to gain as much as possible of the ability to summon cleansing water to wash the filth from us?"

    Tarek, Cleric of Pelor: "Err... actually those were the FIRST spells I beseeched him for in my devotions... and then again at the end, just to be sure... In truth I was sorely tempted to forgo some of my slightly more powerful spells in favor of additional usages of Create Water, but I chose against it... I trust we all are carrying sufficient soap for this endeavor?"

    Melth, Wizard of the 7th House: "I checked that myself, all are so equipped... it occurs to me that the research of an improved decanter of endless water that is capable of pouring forth soapy, as well as ordinary water might prove a logical endeavor for the future."

    Tarek, Cleric of Pelor: "There may be wisdom in what you say..."

    ((Double all the HD for these to make them more viable? If so, then change summoning accordingly.))
    Stat Block Table: Tiny to Medium
    Spoiler
    Show

    ~
    Gut Snake, Tiny
    Gut Snake, Small
    Gut Snake, Medium
    Size and Type
    Tiny Undead [Organ Undead]
    Small Undead [Organ Undead]
    Medium Undead [Organ Undead]
    Hit Dice
    1/2d12 (3 hp)
    1d12 (6 hp)
    3d12 (19 hp)
    Speed
    20 ft. (4 squares), climb 20 ft., swim 20 ft.
    20 ft. (4 squares), climb 20 ft., swim 20 ft.
    20 ft. (4 squares), climb 20 ft., swim 20 ft.
    Initiative
    +8
    +7
    +7
    AC
    17 (+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
    BAB
    +0
    +0
    +1
    Grapple
    -4
    +2
    +8
    Attack
    (Grapple attempt +6 melee touch)
    (Grapple attempt +4 melee touch)
    (Grapple attempt +4 melee touch)
    Full Attack
    (Grapple attempt +6 melee touch)
    (Grapple attempt +4 melee touch)
    (Grapple attempt +4 melee touch)
    Space/Reach
    2 1/2 ft./0 ft.
    5 ft./5 ft.
    5 ft./5 ft.
    Special Attacks
    Constrict 1, Explosive Diarrhoetic Discharge, Flatulate
    Constrict 1d2+3, Explosive Diarrhoetic Discharge, Flatulate
    Constrict 1d3+4, Explosive Diarrhoetic Discharge, Flatulate
    Special Qualities
    Dark Vision 60 ft., D.R. 5/Slashing or Piercing, Undead Traits
    Dark Vision 60 ft., D.R. 10/Slashing or Piercing, Undead Traits
    Dark Vision 60 ft., D.R. 10/Slashing or Piercing, Undead Traits
    Saves
    Fort +0, Ref +4, Will +2
    Fort +0, Ref +3, Will +2
    Fort +1, Ref +4, Will +3
    Abilities
    Str 10, Dex 19, Con -, Int -, Wis 10, Cha 1
    Str 14, Dex 17, Con -, Int -, Wis 10, Cha 1
    Str 17, Dex 17, Con -, Int -, Wis 10, Cha 1
    Skills
    -
    -
    -
    Feats
    Improved Grapple(B), Improved Initiative(B), Weapon Finesse(B)
    Improved Grapple(B), Improved Initiative(B), Weapon Finesse(B)
    Improved Grapple(B), Improved Initiative(B)
    Environment
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Challenge Rating
    1/4
    1
    2
    Treasure
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    None
    2 HD (Small)
    4-5 HD (Medium)
    Level Adjustment
    ~
    ~
    ~


    Stat Block Table: Large and Huge
    Spoiler
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    ~
    Gut Snake, Large
    Gut Snake, Huge
    Size and Type
    Large Undead [Organ Undead]
    Huge Undead [Organ Undead]
    Hit Dice
    6d12 (39 hp)
    12d12 (78 hp)
    Speed
    20 ft. (4 squares), climb 20 ft., swim 20 ft.
    20 ft. (4 squares), climb 20 ft., swim 20 ft.
    Initiative
    +7
    +7
    AC 15 (+3 Dex, -1 size, +3 natural); touch 12; flat-footed 12 16 (+3 Dex, -2 size, +5 natural); touch 11; flat-footed 13
    BAB
    +3
    +6
    Grapple
    +15
    +25
    Attack
    (Grapple attempt +6 melee touch)
    (Grapple attempt +11 melee touch)
    Full Attack
    (Grapple attempt +6 melee touch)
    (Grapple attempt +11 melee touch)
    Space/Reach
    10 ft./5 ft.
    15 ft./10 ft
    Special Attacks
    Constrict 1d6+6, Explosive Diarrhoetic Discharge, Flatulate
    Constrict 1d8+10, Explosive Diarrhoetic Discharge, Flatulate
    Special Qualities
    Dark Vision 60 ft., D.R. 10/Slashing or Piercing, Undead Traits
    Dark Vision 60 ft., D.R. 10/Slashing or Piercing, Undead Traits
    Saves
    Fort +2, Ref +5, Will +5
    Fort +4, Ref +7, Will +8
    Abilities
    Str 19, Dex 17, Con -, Int -, Wis 10, Cha 1
    Str 25, Dex 17, Con -, Int -, Wis 10, Cha 1
    Skills
    -
    -
    Feats
    Improved Grapple(B), Improved Initiative(B)
    Improved Grapple(B), Improved Initiative(B)
    Environment
    Any
    Any
    Organization
    Any
    Any
    Challenge Rating
    4
    6
    Treasure
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    7-11 HD (Large)
    13-23 HD (Huge)
    Level Adjustment
    ~
    ~


    Stat Block Table: Gargantuan and Colossal
    Spoiler
    Show

    ~
    Gut Snake, Gargantuan
    Gut Snake, Colossal
    Size and Type
    Gargantuan Undead [Organ Undead]
    Colossal Undead [Organ Undead]
    Hit Dice
    24d12 (156 hp)
    48d12 (312 hp)
    Speed
    30 ft. (6 squares), climb 30 ft., swim 30 ft.
    30 ft. (6 squares), climb 30 ft., swim 30 ft.
    Initiative
    +6
    +5
    AC 17 (+2 Dex, -4 size, +9 natural); touch 8; flat-footed 15 17 (+1 Dex, -8 size, +14 natural); touch 3; flat-footed 16
    BAB
    +12
    +24
    Grapple
    +39
    +59
    Attack
    (Grapple attempt +19 melee touch)
    (Grapple attempt +31 melee touch)
    Full Attack
    (Grapple attempt +19 melee touch)
    (Grapple attempt +31 melee touch)
    Space/Reach
    20 ft./15 ft.
    30 ft./20 ft.
    Special Attacks
    Constrict 2d6+16, Explosive Diarrhoetic Discharge, Flatulate
    Constrict 2d8+22, Explosive Diarrhoetic Discharge, Flatulate
    Special Qualities
    Dark Vision 60 ft., D.R. 10/Slashing or Piercing, Undead Traits
    Dark Vision 60 ft., D.R. 15/Slashing or Piercing, Undead Traits
    Saves
    Fort +8, Ref +10, Will +14
    Fort +12, Ref +13, Will +26
    Abilities
    Str 33, Dex 15, Con -, Int -, Wis 10, Cha 1
    Str 41, Dex 13, Con -, Int -, Wis 10, Cha 1
    Skills
    -
    -
    Feats
    Improved Grapple(B), Improved Initiative(B)
    Improved Grapple(B), Improved Initiative(B)
    Environment
    Any
    Any
    Organization
    Any
    Any
    Challenge Rating
    10
    15
    Treasure
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    25-47 HD (Gargantuan)
    49-96 HD (Colossal)
    Level Adjustment
    ~
    ~


    The creature is worm-like and reeks like an open sewer. Its motions are that of a writhing coiled snake. It possesses no facial features except what might be a toothless, puckered, ring-shaped mouth.

    Gut snakes are the intestines of corpses reanimated through dark and sinister magic.

    Combat
    Because of their utter lack of intelligence, the instructions given to a newly created gut snake must be very simple. They are generally end up simply attempting to grapple whichever foe is nearest to them and crush it to death before seeking a new target.


    Flatulate(Ex): As a full round action once per minute a gut snake may noisily release a cloud of reeking putrid gas centered on itself which can sicken those within it. The radius of the cloud and the Fortitude D.C. (for the unadvanced version in each size class) to avoid being sickened for as long as the victim stays in the cloud plus 1d4+1 rounds afterward are listed on the following table. The DC is constitution based and receives a +2 racial bonus. The cloud is invisible and persists for one round per hit die of the gut snake. A moderate wind (11+ mph) halves the duration of the cloud; a strong wind (21+ mph) disperses the cloud in 1 round.
    Size D.C.* Radius
    Tiny 12 2 1/2 feet**
    Small 12 5 feet
    Medium 13 7.5 feet***
    Large 15 10 feet
    Huge 18 15 feet
    Gargantuan 24 20 feet
    Colossal 36 25 feet
    * In the general case (including for calculating D.C.s for advanced gut snakes) the formula for the D.C. is 12+1/2HD
    ** The square it occupies in other words.
    *** The square it occupies and all adjacent squares (or cubes) in other words.

    Explosive Diarrhoetic Discharge(Ex): When a gut snake deals constriction damage it may immediately attempt an additional grapple check which does no damage, if it succeeds in this check it sprays the face of the grappled creature forcefully with diarrheatic excrement. So forceful is this that it can sometimes penetrate even between closed lips and eyelids, get far enough into the nasal passages to not be easily removed quickly or even, in extreme cases, individual droplets may achieve sufficient velocity to penetrate the skin slightly. The grappled creature must immediately make a fortitude save or be nauseated and blinded for 2d4 rounds or until they get cleaned. The DC is Strength based. Regardless of the result of this first save they must make another fortitude save against the same D.C. to avoid contracting Filth Fever with the usual onset time and ongoing D.C.'s for recovery and to avoid ability damage. HOWEVER if they fail 2 days of fortitude saves against the disease in a row there is a 25% chance they go blind until the disease is passed and have a -4 penalty to all tasks involving visual acuity from that point forward due to the lingering effects of eye infection. A single Remove Blindness spell will undo both these effects and prevent any further chance of blindness for the duration of the disease.
    Size D.C.*
    Tiny 10
    Small 12
    Medium 14
    Large 15
    Huge 23
    Gargantuan 33
    Colossal 49
    * In the general case (including for calculating D.C.s for advanced gut snakes) the formula for the D.C. is 10+1/2HD+Strength Modifier

    Constrict (Ex): On a successful grapple check, a gut snake deals the listed amount of damage.



    Usage:
    Use them alone or mixed in with other mindless undead. They are especially popular for guarding areas against physically weak, or very heavily armored attackers. Some necromancers like to replace gut snakes into the corpses (especially bipedal or winged ones) they came from, which are animated as zombies or other undead. When the larger creature makes a melee attack the gut snake will immediately attempt a grapple against the creature that the larger undead attacked. If the touch attack succeeds the gut snake will leave the belly cavity to attempt to constrict, if it misses the gut snake will return to the belly cavity. The GM may rule that spot and/or heal checks (to notice that the intestine has been severed completely from the other organs and the inter-connective tissue that keeps it coiled up is gone) to avoid being flat footed against this tactic are required. With their good resistance to bludgeoning they also are popular for dropping on foes from above since they are likely to survive the fall... There are even rumors of a few rare individuals (mostly undead) wielding them in the fashion of whips or spiked chains (they deal no damage if wielded in this fashion, but if released upon a successful hit the gut snake may start a grapple as if it had made its touch attack). The size of gut snake that could be wielded in this manner would be one size class smaller than the wielder if wielded as a spiked chain, or two size classes smaller if wielded as a whip.

    Creating a gut snake
    First the intestines of one or more creatures must be harvested (including severing the connective tissues that keep the intestine coiled up, so that it may be laid out straight), each requiring a Heal or Profession(Butcher) check with a DC of 13, a failure ruins the intestine. This process takes 5 minutes per intestine for creatures of up to medium size, 10 minutes for a large creature, 20 minutes for a huge creature, 40 minutes for a Gargantuan creature, and 1 hour 20 minutes for a Colossal creature. The usual rules for taking 10 apply. The intestine(s) must be reasonably undecayed and mostly whole and the creature must have been corporeal and had a digestive tract that included intestines. Undead, and constructs, regardless of anatomy are not valid sources. Then either Animate Dead, Create Undead, or Create Greater Undead must be cast. The material components for the spell must be placed inside the anus of each intestine to be animated. Each such casting may create up to 2 HD worth of gut snakes per caster level (The desecrate spell doubles this limit). For intestines harvested from the corpses of herbivores and omnivores the size of the gut snake is equal to the size of the creature the intestines were taken from. If the creature the intestine was taken from was a carnivore then the resulting gut-snake is one size class smaller. Gut snakes have hit dice equal to the minimum listed for a gut snake of that size, plus extra hit dice equal to 1/2 the number of extra hit dice above the minimum that creature needed to achieve its size class whose intestine they are made from had (up to the maximum listed HD a gut snake of the particular size category it is at may be advanced to). Gut Snakes of greater than 20 HD may not be created using Animate Dead. Regardless of the spell used the creature is automatically under the control of the creator and counts against the Animate Dead control pool as if it was created with that spell.
    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 many organ undead from the same corpse.

    Spellcasting:
    Lvl Gut Snakes
    I
    standard Small
    II
    standard Medium
    III
    Advanced Medium (5 HD)
    IV
    standard Large
    V
    Advanced Large (10 HD)
    VI*
    standard Huge
    VII*
    Advanced Huge (16 HD)
    VIII*
    Advanced Huge (20 HD)
    IX*
    standard Gargantuan
    As always, you can use a spell from the Summon Undead series to summon 2 undead from the list for 1 spell level lower, or 4 undead from the list for 2 spell levels lower.

    *This spell does not, to my knowledge, exist a-priori of this project. I might brew it up later, although it is going to be a bit narrow-focus unless other people jump on the homebrewing bandwagon.

    Design Notes
    Spoiler
    Show
    Summon Nature's Ally V lets you summon Giant Constrictors which are Huge. Huge Gut-Snakes are a bit better than them, because they have a Save-Or-Suck possibility attached to their constriction.

    Medium Constrictors are on the SNA III list, which may imply that Medium Gut-Snakes need to be bumped up to SU III.

    Large Constrictors in the MM are advanced versions of medium constrictors.

    Last edited by DracoDei; 2024-02-11 at 06:48 AM. Reason: Create (Greater) Undead coverage

  14. - Top - End - #14
    Titan in the Playground
     
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    Default Hopping Stomach

    Hopping Stomach
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    Spoiler: Fine to Tiny Hopping Stomach main stat blocks.
    Show

    ~ Hopping Stomach, Fine Hopping Stomach, Diminutive Hopping Stomach, Tiny
    Size and Type Fine Undead[Organ Undead] Diminutive Undead[Organ Undead] Tiny Undead[Organ Undead]
    Hit Dice 1/8d12 (1 hp) 1/4d12 (1 hp) 1/2d12 (3 hp)
    Speed 10 ft. (2 squares) 15 ft. (3 squares) 15 ft. (3 squares)
    Initiative +6 +5 +4
    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
    BAB +0 +0 +0
    Grapple -21 -17 -12
    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')
    Full Attack (As Above) (As Above) (As Above)
    Space/Reach 1/2 ft./0 ft. 1 ft./0 ft. 2 1/2 ft./0 ft.
    Special Attacks Jumping Shot Jumping Shot Jumping Shot
    Special Qualities Dark Vision 60 ft., D.R. 3/Slashing or Peircing, Acid Resistance 2, 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 10, Undead Traits
    Saves Fort +0, Ref +6, Will +2 Fort +0, Ref +5, Will +2 Fort +0, Ref +4, Will +2
    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
    Skills Jump -1* Jump +1* Jump +0*
    Feats Point Blank Shot(B) Point Blank Shot(B) Point Blank Shot(B)
    Environment Any Any Any
    Organization Any Any Any
    Challenge Rating 1/2 1/2 1
    Treasure None None None
    Alignment Always Neutral Evil Always Neutral Evil Always Neutral Evil
    Advancement None 1/3 HD (Diminutive) None
    Level Adjustment ~ ~ ~
    *See "Skills" section in main text of this entry.


    Spoiler: Small and Medium Hopping Stomach main stat blocks.
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    ~ Hopping Stomach, Small Hopping Stomach, Medium
    Size and Type Small Undead[Organ Undead] Medium Undead[Organ Undead]
    Hit Dice 1d12 (6 hp) 2d12 (13 hp)
    Speed 20 ft. (4 squares) 30 ft. (6 squares)
    Initiative +3 +3
    AC 16 (+3 Dex, +1 size, +2 natural); touch 14; flat-footed 13 16 (+3 Dex, +3 natural); touch 13; flat-footed 13
    BAB +0 +1
    Grapple -6 +1
    Attack 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)
    Full Attack (As Above) (As Above)
    Space/Reach 5 ft./0 ft. 5 ft./0 ft.
    Special Attacks Jumping Shot Jumping Shot
    Special Qualities Dark Vision 60 ft., D.R. 5/Slashing or Piercing, Acid Resistance 10, Turn Resistance +1, Undead Traits Dark Vision 60 ft., D.R. 5/Slashing or Piercing, Acid Resistance 15, Turn Resistance +3, Undead Traits
    Saves Fort +0, Ref +3, Will +2 Fort +0, Ref +3, Will +3
    Abilities Str 6, Dex 17, Con -, Int -, Wis 10, Cha 1 Str 10, Dex 17, Con -, Int -, Wis 10, Cha 1
    Skills Jump +2* Jump+8*
    Feats Point Blank Shot(B) Point Blank Shot(B)
    Environment Any Any
    Organization Any Any
    Challenge Rating 2 4
    Treasure None None
    Alignment Always Neutral Evil Always Neutral Evil
    Advancement None 3 HD (Medium)
    Level Adjustment ~ ~
    *See "Skills" section in main text of this entry.


    Spoiler: Large and Huge Hopping Stomach main stat blocks.
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    ~ Hopping Stomach, Large Hopping Stomach, Huge
    Size and Type Large Undead[Organ Undead] Huge Undead[Organ Undead]
    Hit Dice 4d12 (26 hp) 8d12 (52 hp)
    Speed 40 ft. (8 squares) 50 ft. (10 squares)
    Initiative +3 +3
    AC 15 (+3 Dex, -1 size, +3 natural); touch 12; flat-footed 12 16 (+3 Dex, -2 size, +5 natural); touch 11; flat-footed 13
    BAB +2 +4
    Grapple +10 +20
    Attack 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)
    Space/Reach 10 ft./0 ft. 15 ft./0 ft
    Special Attacks Jumping Shot Jumping Shot
    Special Qualities Dark Vision 60 ft., D.R. 10/Slashing or Piercing, Acid Resistance 20, Turn Resistance +4, Undead Traits Dark Vision 60 ft., D.R. 10/Slashing or Piercing, Acid Resistance 25, Turn Resistance +4, Undead Traits
    Saves Fort +1, Ref +4, Will +4 Fort +2, Ref +5, Will +6
    Abilities Str 18, Dex 17, Con -, Int -, Wis 10, Cha 1 Str 26, Dex 17, Con -, Int -, Wis 10, Cha 1
    Skills Jump +13* Jump+21*
    Feats Point Blank Shot(B) Point Blank Shot(B)
    Environment Any Any
    Organization Any Any
    Challenge Rating 6 8
    Treasure None None
    Alignment Always Neutral Evil Always Neutral Evil
    Advancement 5-7 HD (Large) 9-17 HD (Huge)
    Level Adjustment ~ ~
    *See "Skills" section in main text of this entry.

    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.
    Size Range Increment Damage (1) Additional Duration Size of Source Creature without Swallow Whole
    Fine 5 feet 2 (2) None Tiny or smaller single stomach, Small or smaller w/ multiple
    Diminutive 10 feet 1d3 None Small single stomach, or Medium with multiple stomachs
    Tiny 30 feet 1d6 None Medium single stomach, or Large with multiple stomachs
    Small 100 feet 2d4 1 round Large single stomach, or Huge with multiple stomachs
    Medium 150 feet 3d4 2 rounds Huge single stomach, or Gargantuan with multiple stomachs
    Large 200 feet 3d6 3 rounds Gargantuan single stomach, or Colossal with multiple stomachs
    Huge 300 feet 4d6 4 rounds Colossal with single stomach, or Colossal+ with multiple stomachs
    (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:
    They are often deployed 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. Their jumping shot ability also makes fox-holes and trenches a useful option provided the conditions under which they jump and fire are simple enough for their mindless state. "Jump continously, fire if target(s) that meet the following conditions present: ..." is one solution if the necromancer doesn't mind giving up on the silence of a motionless undead.

    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 (non-plant?) creatures of at least tiny size 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 Energy must be cast once over each stomach to be animated and 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). Acid Splash may be substituted for Acid Arrow in the case of Fine and Diminutive stomachs. Finally, either Animate Dead, Create Undead or Create Greater Undead 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. Regardless of the spell used the creature is automatically under the control of the creator and counts against the Animate Dead control pool as if it was created with that spell.

    The size of the Hopping Stomach is 2 size classes smaller than the size of the creature the stomachs were taken from for creatures with a single stomach, but without the swallow whole ability. For creatures with more than one stomach without swallow whole, such as cows and other ruminants each stomach is 3 size classes smaller than the source creature. For creatures with Swallow Whole the GM should figure out the size of the stomach based on how many creatures of various sizes it can contain. This is simply the largest single creature it can contain, but most creatures with swallow whole don't work that way. If there is no such creature it is one size class greater than the largest creature it can contain 2 to 7 of, or(if there is no such size) two size classes greater than the largest creature it can contain at least eight of.

    Hopping Stomachs from creatures without swallow whole have hit dice equal to the minimum listed for a Hopping Stomach of their 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). Hopping Stomachs from creatures with swallow whole, have this amount or the result of the following procedure, whichever is greater:
    1. Take the number of hitpoints of damage necessary to cut a way out of the creature's stomach when it was alive.
    2. Divide by 3.25* and round UP.
    3. Reduce to the maximum number of HD a stomach of that size may have if greater.

    *Or to put it another way, doubled, and divided by the average number of hit-points per hit-die for undead, which is 6.5.

    Examples of creatures and resultant stomach numbers, sizes, and hitdice:
    A horse produces a single Small hopping stomach with the usual 1 HD for stomachs of that size. This is regardless of the horse's hitdice, since Small Hopping stomachs may not be advanced. This neatly avoids the question of why heavy warhorses don't give better stomachs than light riding horses... ((I'll get back to you on the elephants vs war elephants problem later... if I feel like it.))

    A cow produces 4 Tiny hopping stomachs with the usual 1/2 HD each for stomachs of that size.

    A purple worm produces a single Huge hopping stomach (since it can swallow two Large creatures) with 8 HD (25/3.25=7.6923, rounded up is 8, which also happens to be the normal number of hitdice for a Huge Hopping stomach).

    A hypothetical "Child Snatcher Beast" of Gargantuan size that can not swallow anything larger than Small size, but whose stomach can contain up to 8 small creatures, and requires 50 hitpoints to cut a way out of the stomach would produce a single Large Hopping stomach of 7 HD (50/3.25=15.3846, which is greater than the 7 HD maximum for Large Hopping stomachs).
    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, an Empty Skin, a pair of Rolling Eyeballs, a Gut Snake, and a contribution towards a Fat Glob 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
    Spoiler
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    All rules for Hopping Stomachs apply to Advanced Hopping Stomachs, except as noted.
    A Gargantuan Hopping Stomach must be harvested from a creature that meets at least one of the following criteria:
    1. A creature of Colossal+ size with a single stomach, without Swallow Whole.
    2. A Colossal++ creature with multiple stomachs without Swallow Whole
    3. A creature able to swallow at least 2 Huge creatures whole.

    A Colossal Hopping Stomach must be harvested from a creature of Colossal++ size with a single stomach or a creature able to swallow at least 2 Gargantuan creatures whole.
    In either case the spell "True Strike" must also be cast over each stomach to be animated.
    ~ 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 (5d8 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(B), Precise Shot(B) Point Blank Shot(B), 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)

    Size Range Increment Damage (1) Additional Duration
    Gargantuan 450 feet 4d8 5 rounds
    Colossal 700 feet 5d8 6 rounds
    (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 the following sizes and hitdies of Hopping Stomachs to the list of things summonable with the Summon Undead line of spells.
    Lvl (Undead)
    I
    standard Tiny
    II
    standard Small
    III
    --
    IV
    standard Medium
    V
    Advanced Medium (3 HD)
    VI*
    standard Large
    VII*
    Advanced Large (7 HD)
    VIII*
    standard Huge
    IX*
    Advanced Huge (14 HD)
    As always, you can use a spell from the Summon Undead series to summon 2 undead from the list for 1 spell level lower, or 4 undead from the list for 2 spell levels lower.

    *This spell does not, to my knowledge, exist a-priori of this project. I might brew it up later, although it is going to be a bit narrow-focus unless other people jump on the homebrewing bandwagon.

    MAYBE add a Swarm of Tiny Hopping Stomachs to the list of things that may be summoned with Summon Undead IX*... but probably not even that.

    Hopping Stomach Swarms(Not at all sure on the balance of these. Help requested.)
    Spoiler
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    ~ 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
    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 ~ ~ ~

    Massed Fire(Ex): A Hopping Stomach Swarm can attack 5 closest valid targets (according to 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)
    Spoiler
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    Touch AC
    Range (Feet) <9 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 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
    1-5 152 152 152 152 152 152 152 152 152 144 136 128 120 112 104 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 40 32 24 16 8 8 8 8 8 8 8 8 8 8


    Table 2:Acid Damage for Hopping Stomach Swarm, Diminutive (Design note: assumes 40 shoot per target)
    Spoiler
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    Touch AC
    Range (Feet) <3 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 60 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 3:Acid Damage for Hopping Stomach Swarm, Tiny (Design note: assumes 20 shoot per target)
    Spoiler
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    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 88 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 4 4 4 4
    61-90 67 63 60 56 53 49 46 42 39 35 32 28 25 21 18 14 11 7 4 4 4 4 4 4
    91-120 60 56 53 49 46 42 39 35 32 28 25 21 18 14 11 7 4 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


    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 specifically 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 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
    Hieght of Obstruction Fine Diminutive Tiny
    0.5 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

    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.


    Quote Originally Posted by drack
    Anywho here's one of those fancy forum table-converters. http://makaze-kanra.tumblr.com/ForumTableConverter


    Anywho stomach play-test data observation: the AC/attack mods from the size itself on diminutive/fine, I think should merrit a single step up in CR (1/2 and 1/3 instead of 1/3, and 1/4) Not a big thing, but my level 2 party (with decent op but poor initial stats) would have trouble hitting some of those ACs even if they wouldn't really take any extra attacks to kill them or much noticeable damage from them.

    And yes I know you don't mind the sizes I use so much, but low HP glass cannons would have more variance in the data and as such probably shouldn't be taken as keenly on face value.
    Last edited by DracoDei; 2024-02-11 at 06:47 AM. Reason: Create (Greater) Undead coverage

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    Default Laughing Uvula and Muscle Mass

    Laughing Uvula((Approximately as silly as Jack Nicholson's portrayal of The Joker. Also, I am considering changing the name to GIGGLING Uvula, but that reduces the ROFL reference since that is Rolling On the Floor LAUGHING, not giggling.))
    Spoiler
    Show

    ~
    Laughing Uvula, Fine
    Laughing Uvula, Diminutive
    Laughing Uvula, Tiny
    Laughing Uvula, Small
    Size and Type
    Fine Undead [Organ Undead]
    Diminutive Undead [Organ Undead]
    Tiny Undead [Organ Undead]
    Small Undead [Organ Undead]
    Hit Dice
    1/4d12 (1 hp)
    1/3d12 (2 hp)
    1/2d12 (3 hp)
    1d12 (6 hp)
    Speed
    10 ft.*
    15 ft.*
    20 ft.*
    20 ft.*
    Initiative
    +1
    +0
    -1
    -2
    AC
    19 (+1 Dex, +8 size); touch 19; flat-footed 18
    14 (+4 size); touch 14; flat-footed 14
    11 (-1 Dex, +2 size); touch 11; flat-footed 11
    9 (-2 Dex, +1 size); touch 9; flat-footed 9
    BAB
    +0
    +0
    +0
    +0
    Grapple
    -21
    -16
    -12
    -7
    Attack
    Tickling Touch +9 melee touch (Hideous Laughter DC 10**)
    Tickling Touch +4 melee touch (Hideous Laughter DC 11**)
    Tickling Touch +1 melee touch (Hideous Laughter DC 13**)
    Tickling Touch -1 melee touch (Hideous Laughter DC 19**)
    Space/Reach
    1/2 ft./0 ft.
    1 ft./0 ft.
    2 1/2 ft./0 ft.
    5 ft./5 ft.
    Special Attacks
    Tickling Touch
    Tickling Touch
    Tickling Touch
    Tickling Touch
    Special Qualities
    Dark Vision 60 ft., Undead Traits, Soft, Special Turn Resistance = 2
    Dark Vision 60 ft., Undead Traits, Soft, Special Turn Resistance = 1
    Dark Vision 60 ft., Undead Traits, Soft, Special Turn Resistance = 1
    Dark Vision 60 ft., Undead Traits, Soft, Turn Resistance +1
    Saves
    Fort +0, Ref +1, Will +2
    Fort +0, Ref +0, Will +2
    Fort +0, Ref -1, Will +2
    Fort +0, Ref -2, Will +2
    Abilities
    Str 1, Dex 12, Con -, Int -, Wis 10, Cha 1
    Str 2, Dex 10, Con -, Int -, Wis 10, Cha 1
    Str 3, Dex 8, Con -, Int -, Wis 10, Cha 1
    Str 5, Dex 6, Con -, Int -, Wis 10, Cha 1
    Skills
    Move Silently =-5***
    Move Silently =-5***
    Move Silently =-5***
    Move Silently =-5***
    Feats
    Weapon Finesse(B)
    Weapon Finesse(B)
    Weapon Finesse(B)
    Weapon Finesse(B)
    Environment
    Any
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Any
    Challenge Rating
    1/2
    1/3
    1/3
    1/2
    Treasure
    None
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    ~
    ~
    ~
    ~
    Level Adjustment
    ~
    ~
    ~
    ~
    * If the source creature had a swim speed, replace this with an equal swim speed, then add a land speed of 5 feet.
    ** If the Types of the Target of the attack, the source creature the uvula was taken from, and the caster(s) of both the Animate Dead and Hideous Laughter are all the same, the target takes a -4 penalty on this saving throw.
    *** Due to constantly emitting the sound of maniacal laughter, laughing uvulae do not actually roll move silently checks. Instead they are treated as having a check result of -5 after the die roll, racial modifiers, ability score ranks, etc. but BEFORE any competence modifiers, situational modifiers (such as distance from the listener or intervening obsticles), etc.

    This vaguely conical bit of bloodless flesh rolls around in a spastic manner. The sound of maniacal laughter emanates from it*, despite it lacking any complex structure to serve as vocal apparatus.
    *It is literally "Rolling On (the) Floor Laughing" AKA ROFLing.

    Soft (Ex): Laughing Uvulae can not make unarmed strikes and do not have any natural weapons. (Note that they also have no way of wielding manufactured weapons.)

    Special Turn Resistance(Su?): This works like normal turn resistance, except that it REPLACES the racial HD if it is less than it, rather than adding to it. If the racial HD is equal to or greater than it, it does not have any effect. In either case normal Turn Resistance and other sources of hit-die are applied after this. Because they have the Organ Undead subtype, this ability effects how many hitdice they count as having for purposes of creating them, control pools, etc.

    Tickling Touch (Su): A creature with an intelligence score of 3 or greater touched by a laughing uvula must make a will save or fall prone, laughing maniacally, and may not take any actions for a number of rounds based on the uvula's size (see following table, which also lists DCs). The victim is NOT considered helpless during this time, and after it they may act normally. This is a [Mind-Affecting] Compulsion effect. The save DC is very unusual, and is 7+(12*Racial Hit-Die) for a normal laughing uvulae. Expanded out this is 10 plus a 2 point racial bonus, -5 for being charisma based, and plus 12 times the racial hit-dice (DO NOT include any RHD from templates!). If the Types of the Target of the attack, the source creature the uvula was taken from, and the caster(s) of both the Animate Dead and Hideous Laughter are all the same, the target takes a -4 penalty on this saving throw.

    Size DC(*) Duration Source Creature Size
    Fine
    10(14)
    1 round Small, Medium, or Large
    Diminutive
    11(15)
    2 rounds Huge
    Tiny
    13(17)
    3 rounds Gargantuan
    Small
    19(23)
    4 rounds Colossal
    *You can use this second DC as a mathematically equivalent substitute for the -4 penalty to the the save that occurs when the Types of the target, source creature from which the uvula was taken, and caster(s) of both Animate Dead and Hideous Laughter all match.

    This effect counts as Hideous Laughter for the purposes of Spell Immunity and other such things. Its mechanics are very close, but diverge noticably regarding the rules for how it works on various types of creatures.

    Organ Undead: For purposes of controlling or creation add the base racial turn resistance of an undead with this subtype to its hitdice in all cases rather than only for turning/rebuking/commanding/destroying. Note especially that this applies to how many hitdice worth of the Animate Dead control pool it takes up.

    Undead with this subtype often require additional spells to create in the simplest way, in addition to skill (or luck) with cutting up inanimate corpses to remove the organ.

    Skills: Due to contantly emitting the sound of maniacal laughter, laughing uvulae do not actually roll move silently checks. Instead they are treated as having a check result of -5 after the die roll, racial modifiers, ability score ranks, etc. but BEFORE any competence modifiers, situational modifiers (such as distance from the listener or intervening obsticles), etc.

    Creating A Laughing Uvula:
    First the uvulae of one or more upright-walking and/or centauriform creatures that breath through the same 'pipe' as they eat through must be harvested. The uvulae must be reasonably undecayed and whole. Each such harvesting requires a DC 10 Heal or DC 15 Craft(Butcher) check to avoid ruining the uvula.

    Next Eagle's Splendor and Hideous Laughter must be cast once on each uvula.
    Finally, either Animate Dead, Create Undead, or Create Greater Undead must be cast on the group of uvulae. The uvulae must rest on the material components for the spell. Each such casting (regardless of which spell is used) may create up to 2 HD worth of Laughing Uvulae per caster level (The Desecrate spell doubles this limit.). Regardless of the spell used the creature is automatically under the control of the creator and counts against the Animate Dead control pool as if it was created with that spell.

    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 all of the following, and probably more, a Skeleton, a Muscle Mass, a Sinister Spinal Cord, a Slithering Liver, Hopping Stomach, an Empty Skin, a Gut Snake, and a set of Floating Lungs from a single corpse.

    Spellcasting:
    Add the following sizes of laughing uvula to the list of things summonable with the Summon Undead line of spells.
    Lvl Laughing Uvula Size
    I
    --
    II
    Diminutive
    III
    Tiny or Fine
    IV
    --
    V
    Small
    VI*
    --
    VII*
    --
    VIII*
    --
    IX*
    --
    ((Need to specify types or say none of them count as haaving the matching to get the +/-4. Remove rows above highest level summonable? Remove Footnotes if no footnoted rows exist. The sizes being so out of order is INTENTIONAL since hitpoints matter less for a summons that can be dropped in right next to its target, wasting an attack on is a partial victory for the caster, and which can prevent its target from killing it if it succeeds with both die-rolls of its attack. Also consider breaking them out by type. Currently assuming that any reasonable type can be picked (No Large or bigger Humanoids, and maybe no Medium or smaller giants... although children ARE a thing...) in any case clarify which types can be the source! Maybe even break it out into multiple columns at each spell level based on source.))

    As always, you can use a spell from the Summon Undead series to summon 2 undead from the list for 1 spell level lower, or 4 undead from the list for 2 spell levels lower.

    *This spell does not, to my knowledge, exist a-priori of this project.



    Muscle Mass
    Spoiler
    Show

    Spoiler: Picture of Replica I Made out of Steak
    Show


    Spoiler: Main stat block for Fine, Diminutive, and Tiny Muscle masses.
    Show

    ~
    Muscle Mass, Fine
    Muscle Mass, Diminutive
    Muscle Mass, Tiny
    Size and Type
    Fine Undead [Organ Undead]
    Diminutive Undead [Organ Undead]
    Tiny Undead [Organ Undead]
    Hit Dice
    1/2d12 (3 hp)
    1d12 (6 hp)
    2d12 (13 hp)
    Speed
    15 ft. (3 squares)*
    15 ft. (3 squares)*
    20 ft. (4 squares)*
    Initiative
    +3
    +2
    +1
    AC
    21 (+3 Dex, +8 size); touch 21; flat-footed 18
    16 (+2 Dex, +4 size); touch 16; flat-footed 14
    13 (+1 Dex, +2 size); touch 13; flat-footed 12
    BAB
    +0
    +0
    +1
    Grapple
    -17
    -12
    -5
    Attack
    Enfeeble +7 melee touch (1 str damage DC 10)
    Enfeeble +4 melee touch (1d2 str damage DC 10)
    Enfeeble +5 melee touch (1d3+1 str damage DC 11)
    Space/Reach
    1/2 ft./0 ft.
    1 ft./0 ft.
    2 1/2 ft./0 ft.
    Special Attacks
    Enfeeble, Overrun Mastery, Sit
    Enfeeble, Overrun Mastery, Sit
    Enfeeble, Overrun Mastery, Sit
    Special Qualities
    Dark Vision 60 ft., Undead Traits, Spherical
    Dark Vision 60 ft., Undead Traits, Spherical
    Dark Vision 60 ft., Undead Traits, Spherical
    Saves
    Fort +0, Ref +3, Will +2
    Fort +0, Ref +2, Will +2
    Fort +0, Ref +1, Will +3
    Abilities
    Str 8, Dex 16, Con -, Int -, Wis 10, Cha 1
    Str 11, Dex 14, Con -, Int -, Wis 10, Cha 1
    Str 14, Dex 12, Con -, Int -, Wis 10, Cha 1
    Skills
    Jump -10, Swim -1
    Jump -8, Swim +1
    Jump -2, Swim +4
    Feats
    Improved Bull-Rush(B), Improved Overrun(B)
    Improved Bull-Rush(B), Improved Overrun(B)
    Improved Bull-Rush(B), Improved Overrun(B)
    Environment
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Challenge Rating
    1
    1
    2
    Treasure
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    ~
    ~
    3 HD (Tiny) HD (Tiny)
    Level Adjustment
    ~
    ~
    ~
    *If at least 90% (by weight) of the meat to make a given muscle mass came from creatures with a swim speed then it has a swim speed equal to its land speed.


    Spoiler: Main stat block for Small, Medium, and Large Muscle masses.
    Show

    ~ Muscle Mass, Small Muscle Mass, Medium Muscle Mass, Large
    Size and Type
    Small Undead [Organ Undead]
    Medium Undead [Organ Undead]
    Large Undead [Organ Undead]
    Hit Dice
    4d12 (26 hp)
    8d12 (52 hp)
    16d12 (104 hp)
    Speed
    20 ft. (4 squares)*
    30 ft. (6 squares)*
    40 ft. (8 squares)*
    Initiative
    +0
    +0
    +0
    AC
    12 (+1 size, +1 natural); touch 11; flat-footed 12
    14 (+4 natural); touch 10; flat-footed 14
    16 (-1 size, +7 natural); touch 9; flat-footed 16
    BAB
    +2
    +4
    +8
    Grapple
    +1
    +10
    +22
    Attack
    Enfeeble +6 melee touch (1d4+2 Str damage DC 12)
    Enfeeble +10 melee touch (1d6+4 Str Damage DC 14)
    Enfeeble +17 melee touch (1d8+5 Str Damage DC 18)
    Space/Reach
    5 ft./5 ft.
    5 ft./5 ft.
    10 ft/5 ft.
    Special Attacks
    Enfeeble, Overrun Mastery, Sit
    Enfeeble, Overrun Mastery, Sit
    Enfeeble, Overrun Mastery, Sit
    Special Qualities
    Dark Vision 60 ft., Undead Traits, Spherical
    Dark Vision 60 ft., Turn Resistance +1, Undead Traits, Spherical
    Dark Vision 60 ft., Turn Resistance +2, Undead Traits, Spherical
    Saves
    Fort +1, Ref +1, Will +4
    Fort +2, Ref +2, Will +6
    Fort +5, Ref +5, Will +10
    Abilities
    Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1
    Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1
    STR 31, Dex 10, Con -, Int -, Wis 10, Cha 1
    Skills
    Jump +1, Swim +7
    Jump +14, Swim +14
    Jump +30, Swim +26
    Feats
    Improved Bull-Rush(B), Improved Overrun(B)
    Improved Bull-Rush(B), Improved Overrun(B)
    Improved Bull-Rush(B), Improved Overrun(B)
    Environment
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Challenge Rating
    2
    4
    9
    Treasure
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    5-7 HD (Small)
    9-15 HD (Medium)
    17-31 HD (Large)
    Level Adjustment
    ~
    ~
    ~
    *If at least 90% (by weight) of the meat to make a given muscle mass came from creatures with a swim speed then it has a swim speed equal to its land speed.


    Spoiler: Main stat block for Huge, Gargantuan, and Colossal Muscle Masses.
    Show
    ~ Muscle Mass, Huge Muscle Mass, Gargantuan Muscle Mass, Colossal
    Size and Type
    Huge Undead [Organ Undead]
    Gargantuan Undead [Organ Undead]
    Colossal Undead [Organ Undead]
    Hit Dice
    32d12 (208 hp)
    64d12 (416 hp)
    128d12 (832 hp)
    Speed
    40 ft. (8 squares)*
    50 ft. (10 squares)*
    60 ft. (12 squares)*
    Initiative
    +0
    +0
    +0
    AC
    19 (-2 size, +11 natural); touch 8; flat-footed 19
    26 (-4 Size, +20 natural); touch 6; flat-footed 26
    32 (-8 size, +30 natural); touch 2; flat-footed 32
    BAB
    +16
    +32
    +64
    Grapple
    +38
    +61
    +101
    Attack
    Enfeeble +30 melee touch (1d10+5 Str damage DC 26)
    Enfeeble +49 melee touch (2d6+6 Str Damage DC 42)
    Enfeeble +77 melee touch (2d8 Str Damage +7 Drain DC 74)
    Space/Reach
    15 ft./5 ft.
    20 ft./5 ft.
    30 ft/5 ft.
    Special Attacks
    Enfeeble, Overrun Mastery, Sit
    Enfeeble, Overrun Mastery, Sit
    Enfeeble, Overrun Mastery, Sit
    Special Qualities
    Dark Vision 60 ft., Turn Resistance +4, Undead Traits, Spherical
    Dark Vision 60 ft., Turn Resistance +8, Undead Traits, Spherical
    Dark Vision 60 ft., Turn Resistance +16, Undead Traits, Spherical
    Saves
    Fort +10, Ref +10, Will +18
    Fort +21, Ref +21, Will +34
    Fort +42, Ref +42, Will +66
    Abilities
    Str 39, Dex 10, Con -, Int -, Wis 10, Cha 1
    Str 45, Dex 10, Con -, Int -, Wis 10, Cha 1
    STR 53, Dex 10, Con -, Int -, Wis 10, Cha 1
    Skills
    Jump +50, Swim +46
    Jump +89, Swim +81
    Jump + 161, Swim +149
    Feats
    Improved Bull-Rush(B), Improved Overrun(B)
    Improved Bull-Rush(B), Improved Overrun(B)
    Improved Bull-Rush(B), Improved Overrun(B)
    Environment
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Challenge Rating
    11
    14
    19
    Treasure
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    33-63 HD (Huge)
    65-127 HD (Gargantuan)
    129+ HD (Colossal)
    Level Adjustment
    ~
    ~
    ~
    *If at least 90% (by weight) of the meat to make a given muscle mass came from creatures with a swim speed then it has a swim speed equal to its land speed.



    This appears to be a sphere of expertly stitched together muscle and sinew, without feature save for the criss-crossing strands that make up the structure of the ball. While bizarre, the threat it presents, if any, is not apparent to the casual observer.

    Muscle masses are muscles (AKA meat) stitched into a multi-layered sphere and reanimated through dark and sinister magic. (See "Creation" below)

    Combat (Some of this stuff is mechanically critical!)
    Because of their utter lack of intelligence, the instructions given to a newly created Muscle Mass must be very simple. They are actually incapable of understanding any other offensive actions than bull-rushes, over-runs, sitting on top of a prone opponent, and touch attacks (including with AoOs)*. Note that all of these have a chance of inflicting strength damage(and that this happens BEFORE any bull-rush or over-run is resolved), and that the bull-rushes and over-runs are the same thing to a muscle mass, and are merely resolved differently. Against any target two or more size classes smaller than the muscle mass it is resolved as an over-run, and against all other targets it is considered a bull-rush. Much as many a necromancer might wish otherwise, they have no limbs to impose a grapple with and are fundamentally incapable of understanding the concept of slamming into a target (animate or not) to cause hitpoint damage or break it. The closest they can come is bull-rush attacks, or rolling atop a helpless(usually due to strength loss), prone opponent and sitting on them. This tends to result in a death by slow crushing and asphyxiation, similar in some ways to a dragon's crush attack. Fortunately for the necromancers concerned "helpless and prone" describes many victims of one or more attacks from a muscle mass. Reports of the effectiveness of spiked armor in adding a damaging effect to the bull-rush, over-run and/or increasing the damage for sitting on a person are widely varied.
    *Even if this limitation is overcome their complete lack of manipulative appendages would prevent many things. Awaken Undead (Spell Compendium p.21) and Magic Jar (to possess them) are two such ways this could be done.

    Overrun Mastery (Ex): Muscle Masses do not provoke attacks of opportunity for entering their target's square when attempting overruns.

    Enfeeble(Sn): The Muscle Mass applies strength damage with a touch, including upon successfully touching a creature during a Bull-Rush or Overrun, or by sitting on top of a helpless opponent. A fortitude save is allowed to negate this. The save is constitution based, but since muscle masses have no constitution score this is simply 10 + 1/2 HD. Resolve this after any touch attack, but before the opposed checks for any associated overrun or bull-rush. The damage is doubled on a critical hit.
    For the damage, and, for muscle masses with standard hit-dice, strength damage are as follows:
    ((I should probably put in the Bull-Rush/Over-run modifiers here some time. For now, just be aware that they are the grapple modifiers +4 and might gain a bonus on a charge (realized this would be good late at night, typing this note before I go back to sleep.). Also, Overruns might normally have no touch attack, but allow the defender to simply let the attacker pass? I might be wrong on one or both of these points, but even if the defender evades the Muscle Mass should be allowed a touch attack to make it happen anyway.))
    Size Strength Damage (DC)
    Fine
    1 (10)
    Diminutive
    1d2 (10)
    Tiny
    1d3+1(11)
    Small
    1d4+2(12)
    Medium
    1d6+4(14)
    Large
    1d8+5(18)
    Huge
    1d10+5 (26)
    Gargantuan
    2d6+6 (42)
    Colossal
    2d8 damage + 7 drain (74)

    Sit (Ex): This is what passes for a finishing blow from a muscle mass, and functions only against living opponents that breath, and are both prone and have a strength of 0 (NOT a non-ability). It simply rolls to where-ever its weight will do the most good at preventing the weakened muscles of a creature from inhaling (not sticking itself down the throat), a vague instinct for things related to muscular action guiding it to the optimal position. This deals damage as follows through a combination of crushing under the soft weight of the mass and damage to muscular tissues, and also (provided the muscle mass is no more than one size class smaller than the victim) prevents breathing for that round. This requires a full round spent atop the victim, performing no other actions. Note that this causes strength damage (or drain for the Colossal ones) automatically each round as well, although generally this will not prove relevant. Do NOT add any bonus for strength to this damage.
    Size Damage
    Fine 1d2
    Diminutive 1d3
    Tiny 1d4
    Small 1d6
    Medium 1d8
    Large 2d6
    Huge 2d8
    Gargantuan 4d6
    Colossal 4d8

    Spherical (Ex): Muscle masses have no top or bottom, front or back. Thus they can not be flanked, and or knocked prone (tripping can still happen, but it only matters for such things as Setting Sun maneuvers). Semi-obviously they also lack manipulative appendages of any kind. They also do not gain a reach greater than 5 feet for being of a given size because they can not reach out, only roll or leap at their opponents.

    Organ Undead: For purposes of controlling or creation add the base racial turn resistance of an undead with this subtype to its hitdice in all cases rather than only for turning/rebuking/commanding/destroying. Note especially that this applies to how many hitdice worth of the Animate Dead control pool it takes up.

    Undead with this subtype often require additional spells to create in the simplest way, in addition to skill (or luck) with cutting up inanimate corpses to remove the organ.

    Skills: Muscle masses gain a bonus on jump and swim checks equal to their hitdice. The jumping ability is somewhat useful in dealing with flying opponents.


    Carrying and Lifting Capacity: Muscle Masses count as quadrupedal for purposes of carrying and lifting capacity (and cases where stability is an issue).
    Size Light Load Medium Load Heavy Load "Over Head" "Off Ground" Normal Push/Drag
    Fine 6.5 lb. or less 6.6-13.2 lb. 13.3-20 lb. 20 lb. 40 lb 100 lb.
    Diminutive 19 lb. or less 19.1-38 lb. 38.1-57.5 lb. 57.5 lb. 115 lb 288 lb.
    Tiny 43.5 lb. or less 44-87 lb. 88-131 lb. 131 lb. 262 lb 655 lb.
    Small 86 lb. or less 87-173 lb. 174-260 lb. 260 lb. 520 lb. 1,300 lb.
    Medium 300 lb. or less 301-600 lb. 601-900 lb. 900 lb. 1,800 lb. 4,500 lb.
    Large 1,836 lb. or less 1,837-3,672 lb. 3,673-5,520 lb. 5,520 lb. 11,040 lb. 13.8 tons
    Huge 5.55 tons or less 5.56-11.2 tons 11.3-16.8 tons 16.8 tons 33.6 tons 84 tons
    Gargantuan 25.5 tons or less 25.6-51.2 tons 51.3-76.8 tons 76.8 tons 153.6 tons 384 tons
    Colossal 154 tons or less 155-307 tons 308-461 tons 461 tons 922 tons 2,305 tons
    Do note that due to their tendency to roll directly in whatever direction they are going and make sharp turns, that designing and constructing saddlebags for a muscle mass that don't result in the cargo getting squashed is a non-trivial task. Draft harnesses are also difficult since the major area(s) of contact must sustain rubbing contact as the muscle mass rolls along. Simply greasing the area tends to coat the ball in grease, either rubbing it off entirely, or leading to a loss of traction. Primative roller-bearings are often employed.


    Special Uses: Muscle Masses are sometimes used as thrown weapons. They count as (orcish) shot-puts for proficiency purposes, but most wielders are non-proficient.

    Usage:
    Use them alone or mixed in with other mindless undead.

    If you feel like recreating the swimming scene in "Attack of the Killer Tomatoes" these can work since they can reduce the swimmer's strength until they drown. And maybe leaping out of the water to bull-rush straight down.

    Creating Muscle Masses


    First the skeletal muscles (so no heart, stomach, intestinal, etc muscle) must be harvested and sewn into a spherical shape. The cost of the corpses may vary wildly, and many canny necromancers prefer to simply butcher cattle they have purchased. The muscles and tendons to be used must be reasonably undecayed and mostly whole. As far as crafting times go this requires Heal checks as if they were craft checks against a DC of 17 to create an item worth 10 gp per hitdie of the completed Muscle Mass. The thread required is of negligible cost compared to the cost of the meat and black onyx. The cost of the meat can be found in the PHB (6 sp a pound, assume that the cost for having it NOT cut up any more than necessary to remove it from the bones, and to include the tendons is the same as the cost to have it butchered the normal way). Purify Food and Drink and/or Gentle Repose may be used to keep the materials fresh long enough for the process to be completed. For these purposes Gentle Repose may target up to 25 pounds worth of materials OR any amount of materials taken from a single creature.

    Next Bull's Strength and Ray of Enfeeblement must be cast once for each 8 hitdice, or fraction there-of, over each mass to be animated. A single casting of Chill Touch or Bestow Curse may be substituted for Ray of Enfeeblement for a Fine Muscle Mass, or a total of three castings of Chill Touch and/or Bestow Curse for a Diminutive Muscle Mass.

    If a given ball would result in a Muscle Mass with a jump check modifier of +10 or more than Jump must be cast over it.

    If a given ball would result in a Muscle Mass with a speed of 40' or more than Expeditious Retreat must be cast over it. If the speed of the muscle mass would be exactly 40' then Longstrider may be substituted.

    Finally, either Animate Dead, Create Undead or Create Greater Undead must be cast. The balls must rest on the material components for the spell. Each such casting (regardless of which spell is used) may create up to 2 HD worth of Muscle masses per caster level (The desecrate spell doubles this limit). Animate Dead can not create a Muscle Mass of over 20 HD. For Muscle Masses of at least 21 HD multiple Create (Greater) Undead's may be stacked together to reach the HD requirement to animate a single muscle mass. The size and hitdice of the Muscle Mass relative to the amount of materials used as described on the following chart. Regardless of the spell used the creature is automatically under the control of the creator and counts against the Animate Dead control pool as if it was created with that spell.
    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 Sinister Spinal Cord, a Slithering Liver, Hopping Stomach, an Empty Skin, a Gut Snake, and a set of Floating Lungs from a single corpse.

    Size Base Weight Required Additional Weight Needed Per EHD
    Fine 1/8 lb ~
    Diminutive 1/4 lb ~
    Tiny 6 lb. 3 lb.
    Small 50 lb. 100 lb.
    Medium 400 lb. 200 lb.
    Large 1 ton 500 lb
    Huge 8 tons 1 ton
    Gargantuan 64 tons 8 tons
    Colossal 500 tons 24 tons

    Spellcasting:
    Add the following sizes and hitdies of Muscle Mass to the list of things summonable with the Summon Undead line of spells.
    Lvl Muscle Mass Type
    I
    standard Diminutive
    II
    standard Tiny
    III
    standard Small
    IV
    Advanced Small (6HD)
    V
    standard Medium
    VI*
    Advanced Medium (12 HD)
    VII*
    standard Large
    VIII*
    Advanced Large (24 HD)
    IX*
    standard Huge
    As always, you can use a spell from the Summon Undead series to summon 2 undead from the list for 1 spell level lower, or 4 undead from the list for 2 spell levels lower.

    *This spell does not, to my knowledge, exist a-priori of this project. I might brew it up later, although it is going to be a bit narrow-focus unless other people jump on the homebrewing bandwagon.

    Development notes
    Spoiler
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    According to the second tab of THIS the strength scores are reasonable for the CRs. Not that they don't exceed the maximums for specific CRs but that they don't do that AND for every CR LESS than that except at Colossal, and then only by 1 point (see CR 16 to the Colossal muscle mass's 19). Note however that that table is for Pathfinder.
    is usually the case the CR's are pretty much just guesses.

    Note that according to http://wiki.answers.com/Q/How_much_m...an_average_cow a 1000 lb cow (which may or may not be average) has about 250 to 376.2 lbs of meat you can get out of it, NOT counting the viscera (Don't know of this includes the liver or what...). This gives us a small muscle mass with 7 HD.

    Last edited by DracoDei; 2024-02-11 at 06:45 AM. Reason: Create (Greater) Undead coverage

  16. - Top - End - #16
    Titan in the Playground
     
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    Default Plague Tonsils

    Plague Tonsils((Mostly done, but still a work in progress))
    Spoiler
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    CHECK ALL CALCULATED VALUES!
    Open Spoiler below for main stat block for Fine through Tiny plague tonsils.
    Spoiler
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    ~ Plague Tonsils, Fine Plague Tonsils, Diminutive Plague Tonsils, Tiny
    ((Get rid of this line before "publishing")) Small or Medium Large Huge
    Size and Type
    Fine Undead[Organ Undead]
    Diminutive Undead[Organ Undead]
    Tiny Undead[Organ Undead]
    Hit Dice
    1/4d12 (1 hp)
    1/3d12 (2 hp)
    1/2d12 (3 hp)
    Speed
    10 ft. (2 squares)*
    15 ft. (3 squares)*
    15 ft. (3 squares)*
    Initiative
    +2
    +1
    +0
    AC
    20 (+2 Dex, +8 size); touch 21; flat-footed 18
    15 (+1 Dex, +4 size); touch 16; flat-footed 14
    12 (+0 Dex, +2 size); touch 13; flat-footed 12
    BAB
    +0
    +0
    +0
    Grapple
    -21
    -16
    -11
    Attack
    (Infectious Touch +10 Melee Touch)
    (Infectious Touch +5 Melee Touch)
    (Infectious Touch +4 Melee Touch)
    Full Attack
    (Infectious Touch +10 Melee Touch)
    (Infectious Touch +5 Melee Touch)
    (Infectious Touch +4 Melee Touch)
    Space/Reach
    1/2 ft./0 ft.
    1 ft./0 ft.
    2 1/2 ft./0 ft.
    Special Attacks
    Infectious Touch
    Infectious Touch
    Infectious Touch
    Special Qualities Spherical, Dark Vision 60 ft., Turn Resistance +3/8, Undead Traits Spherical, Dark Vision 60 ft., Turn Resistance +2/3, Undead Traits Spherical, Dark Vision 60 ft., Turn Resistance +1 1/2, Undead Traits
    Saves
    Fort +0, Ref +2, Will +2
    Fort +0, Ref +1, Will +2
    Fort +0, Ref +0, Will +2
    Abilities
    Str 1, Dex 14, Con --, Int --, Wis 10, Cha 1
    Str 2, Dex 12, Con --, Int --, Wis 10, Cha 1
    S
    tr 4, Dex 10, Con --, Int --, Wis 10, Cha 1
    Skills
    -
    -
    -
    Feats**
    Ability Focus[Infectious Touch](B), Weapon Finesse(B)
    Ability Focus[Infectious Touch](B), Weapon Finesse(B)
    Ability Focus[Infectious Touch](B), Weapon Finesse(B)
    Environment
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Challenge Rating
    2
    1
    1
    Treasure
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    None
    None
    None
    Level Adjustment
    ~
    ~
    ~
    *If made from a creature with a swim speed, a plague tonsils (sic) has a swim speed equal to the undead's base speed.
    **Technically Plague Tonsils also have Disease Resistance as a bonus feat, but as they are undead this is unlikely to come up unless perhaps playing them in Tears of Blood or if Awaken Undead is used and then they acquire not only class levels, but wish to take a feat or PrC with that feat as a prerequisite. Thus this is mentioned mostly for flavor reasons.



    Open Spoiler below for main stat block for Small through Large plague tonsils.
    Spoiler
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    ~ Plague Tonsils, Small Plague Tonsils, Medium Plague Tonsils, Large
    ((Remove this line before "publishing"))
    Gargantuan
    Colossal
    Colossal+
    Size and Type
    Small Undead[Organ Undead]
    Medium Undead[Organ Undead]
    Large Undead[Organ Undead]
    Hit Dice
    1d12 (6 hp)
    2d12 (13 hp)
    4d12 (26 hp)
    Speed
    20 ft. (4 squares)*
    20 ft. (4 squares)*
    30 ft. (6 squares)*
    Initiative
    +0
    +0
    -1
    AC
    11 (+1 size); touch 11; flat-footed 11
    10; touch 10; flat-footed 10
    10(-1 Dex, -1 size, +2 Natural); touch 8; flat-footed 10
    BAB
    +0
    +1
    +2
    Grapple
    -6
    +0
    +5
    Attack
    (Infectious Touch +0 Melee Touch)
    (Infectious Touch +1 Melee Touch)
    (Infectious Touch +2 Melee Touch)
    Full Attack
    (Infectious Touch +0 Melee Touch)
    (Infectious Touch +1 Melee Touch)
    (Infectious Touch +2 Melee Touch)
    Space/Reach
    5 ft./5 ft.
    5 ft./5 ft.
    10 ft./5 ft.
    Special Attacks
    Infectious Touch
    Infectious Touch
    Infectious Touch
    Special Qualities
    Spherical, Dark Vision 60 ft., Turn Resistance +3, Undead Traits
    Spherical, Dark Vision 60 ft., Turn Resistance +6, Undead Traits
    Spherical, Dark Vision 60 ft., Turn Resistance +12, Undead Traits
    Saves
    Fort +0, Ref +0, Will +2
    Fort +0, Ref +0, Will +3
    Fort +1, Ref +0, Will +4
    Abilities
    Str 6, Dex 10, Con --, Int --, Wis 10, Cha 1
    Str 8, Dex 10, Con --, Int --, Wis 10, Cha 1
    Str 10, Dex 8, Con --, Int --, Wis 10, Cha 1
    Skills
    -
    -
    -
    Feats**
    Ability Focus[Infectious Touch](B), Weapon Finesse(B)
    Ability Focus[Infectious Touch](B), Weapon Finesse(B)
    Ability Focus[Infectious Touch](B), Weapon Focus[Infectious Touch](B)
    Environment
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Challenge Rating
    1/2
    1
    2
    Treasure
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    None
    3 HD (Medium)
    5+ HD (Large)
    Level Adjustment
    ~
    ~
    ~
    *If made from a creature with a swim speed, a pair of plague tonsils has a swim speed equal to the undead's base speed.
    **Technically Plague Tonsils also have Disease Resistance as a bonus feat, but as they are undead this is unlikely to come up unless perhaps playing them in Tears of Blood or if Awaken Undead is used and then they acquire not only class levels, but wish to take a feat or PrC with that feat as a prerequisite. Thus this is mentioned mostly for flavor reasons.


    Combat (Some of this stuff is mechanically critical!)
    Because of their utter lack of intelligence, the instructions given to a newly created Plague Tonsils* must be very simple. They are actually incapable of understanding any other offensive actions than touch attacks (including with AoOs). Even if this limitation is overcome** their complete lack of manipulative appendages would prevent many things.
    *sic, each one is a pair of tonsils sewn together.
    **Awaken Undead (Spell Compendium p.21) and Magic Jar (to possess them) are two such ways this could be done.

    Infectious Touch (Su): A Plague Tonsils can a single inflict disease with a melee touch attack, much like the Contagion. The initial save is 12+1/2 hit-dice after accounting for their Ability Focus feat and technically constitution based. The disease is selected for the individual plague tonsils when it is created (mixing and matching between ones created with a given spell is permissible) and onset times are as per normal for the disease in question rather than instantaneous. Acceptable diseases are the same as for Contagion and are listed below for convenience.
    Disease Incubation Ongoing DC Damage
    Blinding sickness 1d3 days 16 1d4 Str*
    Cackle fever 1 day 16 1d6 Wis
    Filth fever 1d3 days 12 1d3 Dex and 1d3 Con
    Mindfire 1 day 12 1d4 Int
    Red ache 1d3 days 15 1d6 Str
    Shakes 1 day 13 1d8 Dex
    Slimy doom 1 day 14 1d4 Con
    *Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease’s save DC) or be permanently blinded.

    Spherical (Ex): Plague Tonsils have no top or bottom, front or back. Thus they can not be flanked, and or knocked prone (tripping can still happen, but it only matters for such things as Setting Sun maneuvers). Semi-obviously they also lack manipulative appendages of any kind.

    Creating Plague Tonsils.
    The tonsils of a one or more once-living creatures must be removed. This requires only a DC 12 Heal check since the target is dead, however if the check result is not at least 17 the vocal cords are ruined, preventing the creation of a Floating Lungs or Coughing Lungs.
    The tonsils from each creature must be sewn together. Each such pair (or trio or quartet for some abberations...) will become a SINGLE undead.
    Next, Contagion must be cast once over each set of tonsils.
    Finally Animate Dead, Create Undead, or [i]Create Greater Undead[i] must be used. Regardless of the spell used the creature is automatically under the control of the creator and counts against the Animate Dead control pool as if it was created with that spell.

    .
    Spoiler: Advanced Ideas to work into a version 2.0
    Show

    Nerf DC (at least/especially of more nasty diseases) based on how few other Plague Tonsils (or even allied undead in general) they have been within 30' of withing the last 5 minutes, thus providing a mechanical reason to only encounter them at ELs that are sufficiently high enough?

    Higher CR versions that can do Devil Chills, Mummy Rot, and stuff from that list of diseases that

    Initial DC set by source creature's Racial HD? At creation can decide to sacrifice initial damage for normal onset time, then use this DC for all saves against that instance of the illness in that individual, and, in that individual only, it gains SR 10+Caster Level to resist magic that would cure it (other effects of such spells still benefit the target as normal)?

    Disallow Blinding sickness on anything not at least CR 5 (Remove Blindness/Deafness is spell level 3 not 2)? Boost them all to be CR 3 so that at least Lesser Restoration is in play, in addition to probably higher heal checks (assume that clerics put points into heal!)? In this case, probably want to go 1 HD, 2 HD, 4 HD, 8 HD, 16 HD, even though this does put them as fairly beefy...


    Give them turn resistance sufficient to raise their effective HD to that of the source creature, instead of static turn resistance? OR cap DC at casters DC OR 10+Source Creatures Fortitude save (minus items and temporary spells)?

    Times per day equal to sqrt(source HD), rounded down, minimum 1. A miss does not consume a per-day use, but a successful (or unsuccessful) saving throw does???
    RHD Per Day Initial DC | RHD Per Day Initial DC
    9 3 14 | 30-31 5 25
    10-11 3 15 | 32-33 5 26
    12-13 3 16 | 34-35 5 27
    14-15 3 17 | 36-37 6 28
    16-17 4 18 | 38-39 6 29
    18-19 4 19 | 40-41 6 30
    20-21 4 20 | 42-43 6 31
    Allow nastier diseases at higher levels? Mummy Rot/Devil Chills? Spell resistance? Repeats every 12 hours, and maybe requires +1 successful saves in a row to recover from?
    Last edited by DracoDei; 2024-03-24 at 10:06 PM. Reason: Create (Greater) Undead coverage, centered more of table data

  17. - Top - End - #17
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    Default Rolling Eyeball

    xRolling
    Eyeball<

    Spoiler
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    Wikipedia-like Cross-Indexing: A similar concept taken in a very different direction: I, ball.
    And from Pathfinder SRD page, here is a "Deluxe" version (although perhaps not with creation rules?) Istoq

    Three Quarters straight creature, and One Quarter Template, rolling eyeballs are the mindless scouts, spies, and watch-things of necromancers who take the time to do things right.

    Fine Undead [Organ Undead]
    HD 1/16d12 (1 hp)
    Speed 20 ft. (4 squares); Swim 15 ft
    Init: +5
    AC 23; touch 23; flat-footed 18
    (+8 size, +5 Dex)
    BAB +0; Grp -21
    Attack None
    Full-Attack None
    Space 1/2 ft.; Reach 0 ft
    Special Attacks Residual Gaze Attack(s)/Eye Ray(s)
    Special Qualities Evasion, Report Mode, Limited Undead Traits, Residual sensory qualities, One sense, Square-Cube Law, Hardy Turning
    Saves Fort +0 Ref +5 Will +4
    Abilities Str 1, Dex 20, Con -, Int -, Wis 10, Cha 1
    Skills Hide +31, Jump +9, Listen (Deaf), Move Silently +15, Spot +15, Swim +13
    Feats Dodge(B), Iron Will (B)
    Environment Any
    Organization Any, but usually solitary (otherwise however many the master thinks are necessary to make sure one escapes to report)
    Challenge Rating 1/5 + 1/5 CR of source creature if the source creature had a gaze attack or eye-rays (Development Note: this needs work, the gaze attack of a medusa should count more than that of a beholder since the beholder gets many more, but in either case the rolling eye only gets one)
    Treasure None
    Alignment Always Neutral Evil
    Advancement 1/8 to 1/2 HD Diminutive (Giant Squid, Central Beholder, and such Eyes only)

    Limited Undead Traits: Many Rolling Eyeballs lack the Darkvision of most undead, they only have this quality if the creature they came from had it, but they also retain low-light vision, "See in Darkness", and any permanent Divination spells from a racial or template source effecting vision that the creature had in effect on it such as Detect Magic, True Seeing, and Detect Evil. They are not proficient with any weapons, but are proficient with their eye-rays (if any). The traits that are not already contained in the statistic block above are as follows:
    Spoiler
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    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
    • Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
    • Cannot heal damage on its own, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures.
    • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
    • Uses its Charisma modifier for Concentration checks.
    • Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
    • Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
    • Proficient with its eye rays, if any.
    • Not proficient with armor or shields.
    • Undead do not breathe, eat, or sleep.


    Hardy Turning (Ex): For determining how many undead may be turned, rebuked, controlled(including control pools), or created count a rolling eyeball without any offensive effects (such as gaze attacks or the antimagic field of a beholder's central eye) as its actual HD (note that this includes for purposes of turning DAMAGE), HOWEVER, for determining if it is turned, rebuked, destroyed, commanded, or created in the first place (including the difference between rebuked and commanded, and the difference between turning and destroying) a rolling eyeball counts as either 1 HD or the same HD as the creature from which it was taken, whichever is greater. (See example below)

    Rolling eyeballs with attacks or effects count as 1/2 the caster level of their gaze attack of the creature they were taken from(minimum 1) for all purposes related to turning, rebuking, controlling (including control pools).

    Example: John, a 2nd level cleric who channels positive energy comes across 15 skeletons, each of 1 HD, and a 1/16 HD rolling eyeball that was taken from a 4 HD cow. He rolls his turning check and gets enough to affect undead of up to 3 HD. He effects some of the skeletons, but the rolling eyeball counts as having 4 HD for that purpose, and thus remains steadfastly observing the battle as it was commanded. He rolls a total of 10 for his turning damage and 10 of the skeletons flee before him. The next round he tries again, and rolls high enough on his turning check that he effects 4 HD creatures. He rolls a total of 6 for the turning damage, and destroys the remaining 5 skeletons and turns the rolling eyeball. The rolling eyeball is not destroyed because it counts as having 4 HD for determining if it is turned vs destroyed.

    Evasion (Ex): A rolling eyeball can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the rolling eyeball is wearing light armor or no armor. A helpless rolling eyeball does not gain the benefit of evasion.

    Residual Gaze Attack(s)/Eye Ray(s) (Su): A rolling eyeball retains a weakened version of any gaze attack or eye-ray the creature it was taken from could use that eye to perform as a Supernatural ability unless that attack is SPECIFICALLY described as requiring more than one eye to perform. Reduce all save DCs and caster levels by 3 from the original creature's. Do NOT correct for the rolling eyeball's hit-dice, ability scores, (lack of) feats, or any such things. SPECIAL: The central anti-magic eye of a beholder still projects an anti-magic cone, but its range is reduced to a third. This cone can not be negated without destroying the eye. This means that it is not possible for it to produce the illusion that allows it to report although it can still technically be put in report mode.

    One Sense (Ex): Rolling Eyeballs are totally deaf and can't smell or taste. They can read one language their creator speaks, and can be telepathically commanded by whoever controls them at a range of 5' or less. Despite the name of this ability rolling eyeballs have a normal sense of touch, as well as balance and kinesthetic sense.

    Residual Sensory Qualities (Ex): Rolling Eyeballs retain, Darkvision, low-light vision, "See in Darkness", and any permanent Divination spells from a racial or template source effecting vision that the creature had in effect on it such as Detect Magic, True Seeing, and Detect Evil. Rolling Eyeballs never have All-Around Vision.

    Square-Cube Law (Ex): Fine Rolling Eyeballs are immune to falling damage, diminutive ones take only 1 point of damage per die of falling damage.

    Report Mode(Su): While in Report Mode, a Rolling eyeball is considered flat-footed with a a dexterity of 1 and loses all movement speeds and its Evasion special quality. It reports back via a 2-D dimensional Silent Image (DC 1) which looks the same no matter what angle it is viewed from projected above it. This image shows exactly what it saw since the last time it was in this mode. Note that when rolling along it has to see where it is going, so it can't point its pupil to the side. This means that a lot of the time the image will show the ground, the floor, or the ceiling rather than anything in front of the eyeball.
    The size of the image can be varied between as small as 1 inch across, to as large as 10 feet across, however it is always limited by the visual acuity of the eye. The brightness can be controlled (although it sheds no light on other objects), allowing, for instance, a human necromancer to gain the full benefits of an eye from a creature with low-light vision. Similarly, other types of visual cues are transcribed in a way that is visible to even a human (provided the veiwer makes any necessary spot checks). It can be ordered to jump forward or backward a stated amount of time, but can not otherwise vary the speed (No "pause" or "slo-mo" functions). Note that repeated viewings allow taking 10 (with a few run-thoroughs) and 20 (with the normal time multipliers) on spot checks by viewers. When the images reach the end, the image temporarily vanishes, but the mode is not exited, and the eye may be commanded to start again from the beginning. Once report mode is ended the information in obtained prior to that point can never be accessed via it in that way short of a Limited Wish, Bend Reality or greater magic/psionics.
    The controller may designate up to his caster level in individuals who can command a given rolling eyeball while it is in report mode. To add or remove an individual for a given rolling eyeball, all three of them (the eyeball the controller and the designated reviewer) must be within 5' of eachother.

    Skills: A rolling eyeball uses its Dexterity modifier in place of strength for Jump and Swim Checks. They also get +10 racial bonuses to Hide, Jump, and Move Silently, and a +15 racial bonus to Spot. A rolling eyeball has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Organ Undead: For purposes of controlling or creation add the base racial turn resistance of an undead with this subtype to its hitdice in all cases rather than only for turning/rebuking/commanding/destroying. Note especially that this applies to how many hitdice worth of the Animate Dead control pool it takes up.

    Undead with this subtype often require additional spells to create in the simplest way, in addition to skill (or luck) with cutting up inanimate corpses to remove the organ.
    Spoiler: Pathfinder Versions of Stat-block and abilities (WIP)
    Show
    Fine Undead [Organ Undead]
    HD 1/16d12 (1 hp)
    Speed 20 ft. (4 squares); Swim 15 ft
    Init: +5
    AC 23; touch 23; flat-footed 18
    (+8 size, +5 Dex)
    BAB +0; CMB ??? CMD ??? ((Might need a special rule here to make them appropriately tricky to grab... ever try to catch a cockroach with your bare hands? Just dropping the Strength Modifier from the equation would probably do the trick.))
    Attack None
    Full-Attack None
    Space 1/2 ft.; Reach 0 ft
    Special Attacks Residual Gaze Attack(s)/Eye Ray(s)
    Special Qualities Evasion, Report Mode, Limited Undead Traits, Residual sensory qualities, One sense, Square-Cube Law, Hardy Turning
    Saves Fort +0 Ref +5 Will +4(but see Hardy Turning)
    Abilities Str 1, Dex 20, Con -, Int -, Wis 10, Cha 10
    Skills Hide +31, Athletics[Jump] ?+9?, Perception[Listen, Smell] (Autofail, although they might be able to feel vibrations in objects they are in contact with), Move Silently +15, Spot +15, Swim +13
    Feats Dodge(B), Iron Will (B)
    Environment Any
    Organization Any, but usually solitary (otherwise however many the master thinks are necessary to make sure one escapes to report)
    Challenge Rating 1/5 + 1/5 CR of source creature if the source creature had a gaze attack or eye-rays (Development Note: this needs work, the gaze attack of a medusa should count more than that of a beholder since the beholder gets many more, but in either case the rolling eye only gets one)
    Treasure None
    Alignment Always Neutral Evil
    Advancement 1/8 to 1/2 HD Diminutive (Giant Squid, Central Beholder, and such Eyes only)

    Limited Undead Traits: Many Rolling Eyeballs lack the Darkvision of most undead, they only have this quality if the creature they came from had it, but they also retain low-light vision, "See in Darkness", and any permanent Divination spells from a racial or template source effecting vision that the creature had in effect on it such as Detect Magic, True Seeing, and Detect Evil. They are not proficient with any weapons, but are proficient with their eye-rays (if any).

    Hardy Turning (Ex): A Rolling Eyeball without any gaze attacks or eye-rays* subjected to Channel Energy uses the HD of the creature it was taken from (but always at a Good saving throw progression) to calculate its will saving throw. It suffers no hitpoint damage or automatic destruction on a successful save.

    *Do not count any such attacks from additional templates it might have apart from those on the creature it was taken from.

    Rolling eyeballs with such attacks or effects count as 1/2 the caster level of their gaze attack of the creature they were taken from(minimum 1) for all purposes related to turning, rebuking, controlling (including control pools).

    Evasion (Ex): A rolling eyeball can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the rolling eyeball is wearing light armor or no armor. A helpless rolling eyeball does not gain the benefit of evasion.

    Residual Gaze Attack(s)/Eye Ray(s) (Su): A rolling eyeball retains a weakened version of any gaze attack or eye-ray the creature it was taken from could use that eye to perform as a Supernatural ability unless that attack is SPECIFICALLY described as requiring more than one eye to perform. Reduce all save DCs and caster levels by 3. SPECIAL: The central anti-magic eye of a beholder still projects an anti-magic cone, but its range is reduced to a third. This cone can not be negated without destroying the eye. This means that it is not possible for it to produce the illusion that allows it to report although it can still technically be put in report mode.

    One Sense (Ex): Rolling Eyeballs are totally deaf and can't smell or taste. They can read one language their creator speaks, and can be telepathically commanded by whoever controls them at a range of 5' or less. Despite the name of this ability rolling eyeballs have a normal sense of touch, as well as balance and kinesthetic sense.

    Residual Sensory Qualities (Ex): Rolling Eyeballs retain, Darkvision, low-light vision, "See in Darkness", and any permanent Divination spells from a racial or template source effecting vision that the creature had in effect on it such as Detect Magic, True Seeing, and Detect Evil. Rolling Eyeballs never have All-Around Vision.

    Square-Cube Law (Ex): Rolling Eyeballs are immune to falling damage.

    Report Mode(Su): While in Report Mode, a Rolling eyeball is considered flat-footed with a a dexterity of 1 and loses all movement speeds and its Evasion special quality. It reports back via a 2-D dimensional Silent Image (DC 1) which looks the same no matter what angle it is viewed from projected above it. This image shows exactly what it saw since the last time it was in this mode. Note that when rolling along it has to see where it is going, so it can't point its pupil to the side. This means that a lot of the time the image will show the ground, the floor, or the ceiling rather than anything in front of the eyeball.
    The size of the image can be varied between as small as 1 inch across, to as large as 10 feet across, however it is always limited by the visual acuity of the eye. The brightness can be controlled (although it sheds no light on other objects), allowing, for instance, a human necromancer to gain the full benefits of an eye from a creature with low-light vision. Similarly, other types of visual cues are transcribed in a way that is visible to even a human (provided the veiwer makes any necessary spot checks). It can be ordered to jump forward or backward a stated amount of time, but can not otherwise vary the speed (No "pause" or "slo-mo" functions). Note that repeated viewings allow taking 10 (with a few run-thoroughs) and 20 (with the normal time multipliers) on spot checks by viewers. When the images reach the end, the image temporarily vanishes, but the mode is not exited, and the eye may be commanded to start again from the beginning. Once report mode is ended the information in obtained prior to that point can never be accessed via it in that way short of a Limited Wish, Bend Reality or greater magic/psionics.
    The controller may designate up to his caster level in individuals who can command a given rolling eyeball while it is in report mode. To add or remove an individual for a given rolling eyeball, all three of them (the eyeball the controller and the designated reviewer) must be within 5' of eachother.

    Skills: A rolling eyeball uses its Dexterity modifier in place of strength for Athletics[Jump] and Swim Checks. They also get +10 racial bonuses to Hide, Jump, and Move Silently, and a +15 racial bonus to Spot. A rolling eyeball has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Organ Undead: For purposes of controlling or creation add the base racial turn resistance of an undead with this subtype to its hitdice in all cases rather than only for turning/rebuking/commanding/destroying. Note especially that this applies to how many hitdice worth of the Animate Dead control pool it takes up.

    Undead with this subtype often require additional spells to create in the simplest way, in addition to skill (or luck) with cutting up inanimate corpses to remove the organ.


    Creating a Rolling Eyeball
    First the eyes of one or more creatures must be harvested, each requiring a Heal check with a DC of 18. The eyes must be reasonably undecayed and mostly whole and the creature must (obviously) had spherical (rather than compound eyes or simply photo-sensitive skin-patches). Then Silent Image (or a more powerful spell that can duplicate the effects of that spell) must be cast once over each eye. Finally, either Animate Dead, Create Undead, or Create Greater Undead must be cast. The material components for the spell must be ground to a powder and sprinkled over the eyes. Each such casting (regardless of which spell is used) may create up to 2 HD worth of rolling eyeballs per caster level (The desecrate spell doubles this limit). Regardless of the spell used the creature is automatically under the control of the creator and counts against the Animate Dead control pool as if it was created with that spell.
    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 in most cases to generate a Dark Heart, an Empty Skin, a contribution towards a Fat Glob, a pair of Floating Lungs (which is a single creature), a Gut Snake, one or more Hopping Stomachs, Muscle Mass, two Rolling Eyeballs, a Sinister Spinal Cord, a Slithering Liver, two Spinning-Horizon Inner Ears, and a Zooming Brain from a single corpse.

    Spellcasting:
    Add the following types of Rolling Eyeballs to the list of things summonable with the Summon Undead line of spells.
    Lvl Rolling Eyeball Type
    I
    1st level Human (2 rounds/CL*)
    II
    1st level Elf OR Orc**(2 rounds/CL*)
    III
    Mouse(2 rounds/CL*)
    IV
    Fiendish/Celestial Mouse(2 rounds/CL*)
    V
    Beholder Eyestalk Eye**(+)
    VI***
    --
    VII***
    --
    VIII***
    --
    IX***
    Beholder Central Anti-Magic Eye
    As always, you can use a spell from the Summon Undead series to summon 2 undead from the list for 1 spell level lower, or 4 undead from the list for 2 spell levels lower.

    *Note that this stacks with the extend spell metamagic feat to produce 4 rounds per caster level, not 3.
    **Pick one at time of casting, may not be mixed within a single summoning.
    ***This spell does not, to my knowledge, exist a-priori of this project. I might brew it up later, although it is going to be limited to Organ Undead unless other people jump on the homebrewing bandwagon.

    + ((I should perhaps differentiate these based on the actual spell-level/utility))

    Archived older format of the above table.
    Spoiler
    Show
    Spellcasting:
    Add a human Rolling Eyeball to the Summon Undead I list, however the base duration of the spell is 2 rounds per caster level* if only standard rolling eyeballs are summoned with a given casting, (and multiple rolling eyeballs for later levels, including duration increase).
    Add a elf and orc (pick one at time of casting, may not be mixed) Rolling Eyeball to the Summon Undead II list, however the base duration of the spell is 2 rounds per caster level* if only standard rolling eyeballs are summoned with a given casting (and multiple rolling eyeballs for later levels, including duration increase).
    Add a mouse Rolling Eyeball to the Summon Undead III list, however the base duration of the spell is 2 rounds per caster level* if only standard rolling eyeballs are summoned with a given casting (and multiple rolling eyeballs for later levels, including duration increase).
    Add a Beholder Eyestalk Rolling Eyeball to the Summon Undead V list (and multiple for later levels).
    Add a Beholder Central Eye Rolling Eyeball to the Summon Undead IX** list (and multiple for later levels if you have such a thing in your game).
    *Note that an Extended Summon Monster <Whatever> lasts 4 rounds per caster level, not 3.
    **This spell does not, to my knowledge, exist a-priori of this project. I might brew it up later, although it is going to be all organ undead unless other people pitch in with good choices for zombies and skeletons.

    Last edited by DracoDei; 2024-02-11 at 06:29 AM. Reason: Create (Greater) Undead coverage

  18. - Top - End - #18
    Titan in the Playground
     
    DracoDei's Avatar

    Join Date
    May 2007
    Location
    Near Atlanta,GA USA
    Gender
    Male

    Default Sinister Spinal Cord AND Skeleton

    Sinister Spinal Cord
    Spoiler
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    Open Spoiler below for main stat block for Fine through Tiny sinister spinal cords.
    Spoiler
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    ~
    Sinister Spinal Cord, Fine
    Sinister Spinal Cord, Diminutive
    Sinister Spinal Cord, Tiny
    Size and Type
    Fine Undead[Organ Undead]
    Diminutive Undead[Organ Undead]
    Tiny Undead[Organ Undead]
    Hit Dice
    1/16d12 (1 hp)
    1/8d12 (1 hp)
    1/4d12 (1 hp)
    Speed
    15 ft. (3 squares), climb 15 ft., swim 15 ft.
    15 ft. (3 squares), climb 15 ft., swim 15 ft.
    15 ft. (3 squares), climb 15 ft., swim 15 ft.
    Initiative
    +10
    +9
    +8
    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); touch 16; flat-footed 12
    BAB
    +0
    +0
    +0
    Grapple
    -21
    -16
    -11
    Attack
    (Paralysis Attempt +14 Melee Touch)
    (Paralysis Attempt +9 Melee Touch)
    (Paralysis Attempt +6 Melee Touch)
    Full Attack
    (Paralysis Attempt +14 Melee Touch)
    (Paralysis Attempt +9 Melee Touch)
    (Paralysis Attempt +6 Melee Touch)
    Space/Reach
    1/2 ft./0 ft.
    1 ft./0 ft.
    2 1/2 ft./0 ft.
    Special Attacks
    Paralysis, Strangle
    Paralysis, Strangle
    Paralysis, Strangle
    Special Qualities
    Soft, Dark Vision 60 ft., Halt Immunity, Undead Traits
    Soft, Dark Vision 60 ft., Halt Immunity, Undead Traits
    Soft, Dark Vision 60 ft., Halt Immunity, Undead Traits
    Saves
    Fort +0, Ref +6, Will +2
    Fort +0, Ref +5, Will +2
    Fort +0, Ref +4, Will +2
    Abilities
    Str 1, Dex 23, Con --, Int --, Wis 10, Cha 1
    Str 2, Dex 21, Con --, Int --, Wis 10, Cha 1
    Str 4, Dex 19, Con --, Int --, Wis 10, Cha 1
    Skills
    -
    -
    -
    Feats
    Improved Initiative(B), Weapon Finesse(B)
    Improved Initiative(B), Weapon Finesse(B)
    Improved Initiative(B), Weapon Finesse(B)
    Environment
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Challenge Rating
    2
    1
    1
    Treasure
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    None
    None
    1/3 HD (Tiny)
    Level Adjustment
    ~
    ~
    ~


    Open Spoiler below for main stat block for Small through Large sinister spinal cords.
    Spoiler
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    ~
    Sinister Spinal Cord, Small
    Sinister Spinal Cord, Medium
    Sinister Spinal Cord, Large
    Size and Type
    Small Undead[Organ Undead]
    Medium Undead[Organ Undead]
    Large Undead[Organ Undead]
    Hit Dice
    1d12 (6 hp)
    2d12 (13 hp)
    3d12 (19 hp)
    Speed
    20 ft. (4 squares), climb 20 ft., swim 20 ft.
    20 ft. (4 squares), climb 20 ft., swim 20 ft.
    20 ft. (4 squares), climb 20 ft., swim 20 ft.
    Initiative
    +7
    +7
    +7
    AC
    14 (+3 Dex, +1 size); touch 14; flat-footed 11
    13 (+3 Dex); touch 13; flat-footed 10
    12(+3 Dex, -1 size); touch 12; flat-footed 9
    BAB
    +0
    +1
    +1
    Grapple
    -6
    +0
    +5
    Attack
    (Paralysis Attempt +4 Melee Touch)
    (Paralysis Attempt +4 Melee Touch)
    (Paralysis Attempt +3 Melee Touch)
    Full Attack
    (Paralysis Attempt +4 Melee Touch)
    (Paralysis Attempt +4 Melee Touch)
    (Paralysis Attempt +3 Melee Touch)
    Space/Reach
    5 ft./5 ft.
    5 ft./5 ft.
    10 ft./5 ft.
    Special Attacks
    Paralysis, Strangle
    Paralysis, Strangle
    Paralysis, Strangle
    Special Qualities Soft, Dark Vision 60 ft., Halt Immunity, Undead Traits Soft, Dark Vision 60 ft., Halt Immunity, Undead Traits Soft, Dark Vision 60 ft., Halt Immunity, Undead Traits
    Saves
    Fort +0, Ref +3, Will +2
    Fort +0, Ref +3, Will +3
    Fort +1, Ref +4, Will +3
    Abilities
    Str 6, Dex 17, Con --, Int --, Wis 10, Cha 1
    Str 8, Dex 17, Con --, Int --, Wis 10, Cha 1
    Str 10, Dex 17, Con --, Int --, Wis 10, Cha 1
    Skills
    -
    -
    -
    Feats
    Improved Initiative(B), Weapon Finesse(B)
    Improved Initiative(B), Weapon Finesse(B)
    Improved Initiative(B), Weapon Finesse(B)
    Environment
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Challenge Rating
    1/2
    1
    2
    Treasure
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    None
    None
    4-5 HD (Large)
    Level Adjustment
    ~
    ~
    ~


    Open Spoiler below for main stat block for Huge through Colossal sinister spinal cords.
    Spoiler
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    ~
    Sinister Spinal Cord, Huge
    Sinister Spinal Cord, Gargantuan
    Sinister Spinal Cord, Colossal
    Size and Type
    Huge Undead[Organ Undead]
    Gargantuan Undead[Organ Undead]
    Colossal Undead[Organ Undead]
    Hit Dice
    6d12 (39 hp)
    12d12 (78 hp)
    24d12 (156 hp)
    Speed
    20 ft. (4 squares), climb 20 ft., swim 20 ft.
    20 ft. (4 squares), climb 20 ft., swim 20 ft.
    30 ft. (6 squares), climb 30 ft., swim 30 ft.
    Initiative
    +7
    +6
    +6
    AC
    11 (+3 Dex, -2 size); touch 11; flat-footed 8
    8 (+2 Dex, -4 size); touch 8; flat-footed 8
    4 (+2 Dex, -8 size); touch 4; flat-footed 4
    BAB
    +3
    +6
    +12
    Grapple
    +14
    +24
    +37
    Attack
    (Paralysis Attempt +4 Melee Touch)
    (Paralysis Attempt +8 Melee Touch)
    (Paralysis Attempt +13 Melee Touch)
    Full Attack
    (Paralysis Attempt +4 Melee Touch)
    (Paralysis Attempt +8 Melee Touch)
    (Paralysis Attempt +13 Melee Touch)
    Space/Reach
    15 ft./10 ft.
    20 ft./15 ft.
    30 ft./20 ft.
    Special Attacks
    Paralysis, Strangle
    Paralysis, Strangle
    Paralysis, Strangle
    Special Qualities
    Soft, Dark Vision 60 ft., Halt Immunity, Turn Resistance +1, Undead Traits
    Soft, Dark Vision 60 ft., Halt Immunity, Turn Resistance +2, Undead Traits
    Soft, Dark Vision 60 ft., Halt Immunity, Turn Resistance +3, Undead Traits
    Saves
    Fort +2, Ref +5, Will +5
    Fort +4, Ref +6, Will +8
    Fort +8, Ref +10, Will +14
    Abilities
    Str 16, Dex 17, Con --, Int --, Wis 10, Cha 1
    Str 22, Dex 15, Con --, Int --, Wis 10, Cha 1
    Str 28, Dex 15, Con --, Int --, Wis 10, Cha 1
    Skills
    -
    -
    -
    Feats
    Improved Initiative(B)
    Improved Initiative(B)
    Improved Initiative(B)
    Environment
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Challenge Rating
    5
    7
    10
    Treasure
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    7-11 HD (Huge)
    13-23 HD (Gargantuan)
    25+ HD (Colossal)
    Level Adjustment
    You are...
    ...kidding...
    ...right?

    A grayish rope-like... THING is before you, tapering towards the back.

    Sinister spinal cords are the spinal cords of corpses reanimated through a variant of the same necromancy that can create a skeleton or zombie. (See "Creation" below)

    Combat
    Because of their utter lack of intelligence, the instructions given to a newly created sinsiter spinal cord must be very simple. They generally end up simply charging enemies and then starting in with strangling once all opponents are downed (and continuing even if some of them recover).

    Soft(Ex): An unarmed slithering spinal cord is utterly incapable of causing hitpoint damage per se (dropping hit-points due to lack of air are another matter entirely). It could be ordered to trigger a trap, or pick up a weapon in one end (but even then it would be non-proficient with it), but its only native attack that involves an attack roll is its paralysis touch. Armed or not, a slithering spinal cord is too clumsy with weapons to perform a coup-de-grace.

    Paralysis(Sn): See table below for Durations and Will save DCs (Which are Consitution based and receive a +5 racial bonus), unlike most paralysis effects, the victim goes limp instead of stiffening up. This usually results in falling prone.

    Strangle(Ex): If a sinister spinal cord grapples a helpless victim (which means they automatically succeed on the grapple check) no more than one size category larger than them the victim must save against its Paralysis, and must attempt a fortitude save to be able to breath that round. They receive a bonus (or penalty) to their save equal to there strength modifier, but a natural 20 is not an automatic success. Use the standard rules for holding the breath/drowning (in other words it will be many rounds before the victim is in any danger in most cases). The DC is unusual and is the sinister spinal cords strength SCORE + 1/2 HD + 5 Racial Bonus. A success reduces the effective count of rounds without breath by 1 (instead of increasing it by 1), while a success by 10 points or more allows a full breath or two, resetting the count to zero.

    Note that while regaining the ability to move ends this effect, it does NOT end the grapple, which continues, although the victim does not count as grappled on any round they do not attempt to perform a grappling action against the sinister spinal cord still wrapped around their neck. The sinister spinal cord automatically succeeds with all touch attacks without the need for a roll against a creature it it wrapped around the neck of (saving throws against the paralysis are, of course, allowed).

    Sinister spinal cords wrapped around necks count as flat footed to attacks if the following conditions are met:
    1. Said attack are made with daggers, scalpels, scissors (which do not count as improvised weapons in this case), and similar bladed weapons and tools.
    2. The attacker must be able to see the sinister spinal cord, which does NOT generally include the person whose neck they are wrapped around unless a mirror is used in which case a flat -1 to hit against the flat-footed sinister spinal cord is imposed.


    Halt Immunity(Sn): Sinister spinal cords are immune to Halt Undead and similar spells and effects. Note that this specifically does NOT include rebuking (nor turning) nor purely physical/mechanical effects such as Web, or Tangle-foot bags.

    Organ Undead: For purposes of controlling or creation add the base racial turn resistance of an undead with this subtype to its hitdice in all cases rather than only for turning/rebuking/commanding/destroying. Note especially that this applies to how many hitdice worth of the Animate Dead control pool it takes up.

    Undead with this subtype often require additional spells to create in the simplest way, in addition to skill (or luck) with cutting up inanimate corpses to remove the organ.

    Auxiliary Table:
    Size
    Paralysis DC
    Paralysis Duration
    Strangle DC
    Size of Source Creature
    Fine
    15
    1 Round
    6
    Tiny biped*, Diminutive Other
    Diminutive
    15
    1d3 Rounds
    7
    Small biped*, Tiny Other
    Tiny
    15
    1d4 Rounds
    9
    Medium Biped*, Small Other
    Small
    15
    1d6 Rounds
    11
    Large Biped*, Medium Other
    Medium
    16
    1d8 Rounds
    14
    Huge Biped*, Large Other
    Large(3 HD)
    16
    1d10 Rounds
    16
    Gargantuan Biped*, Huge Other
    Large(4 HD)
    17
    1d10 Rounds
    17
    Gargantuan w/ 2 EHD Biped*, Huge w/ 2 EHD Other
    Large(5 HD)
    17
    1d10 Rounds
    17
    Gargantuan w/ 4 EHD Biped*, Huge w/ 4 EHD Other
    Huge(6 HD)
    18
    2d6 Rounds
    24
    Colossal Biped*, Gargantuan Other
    Huge(7 HD)
    18
    2d6 Rounds
    24
    Colossal w/ 2 EHD Biped*, Gargantuan w/ 2 EHD Other
    Huge(8 HD)
    19
    2d6 Rounds
    25
    Colossal w/ 4 EHD Biped*, Gargantuan w/ 4 EHD Other
    Huge(9 HD)
    19
    2d6 Rounds
    25
    Colossal w/ 6 EHD Biped*, Gargantuan w/ 6 EHD Other
    Huge(10 HD)
    20
    2d6 Rounds
    26
    Colossal w/ 8 EHD Biped*, Gargantuan w/ 8 EHD Other
    Huge(11 HD)
    20
    2d6 Rounds
    26
    Colossal w/ 10 EHD Biped*, Gargantuan w/ 10 EHD Other
    Gargantuan(12 HD)
    21
    3d6 Rounds
    33
    Colossal+ Biped*, Colossal Other
    Gargantuan(13 HD)
    21
    3d6 Rounds
    33
    Colossal+ w/ 2 EHD Biped*, Colossal w/ 2 EHD Other
    Gargantuan(14 HD)
    22
    3d6 Rounds
    34
    Colossal+ w/ 4 EHD Biped*, Colossal w/ 4 EHD Other
    Gargantuan(15 HD)
    22
    3d6 Rounds
    34
    Colossal+ w/ 6 EHD Biped*, Colossal w/ 6 EHD Other
    Gargantuan(16 HD)
    23
    3d6 Rounds
    35
    Colossal+ w/ 8 EHD Biped*, Colossal w/ 8 EHD Other
    Gargantuan(17 HD)
    23
    3d6 Rounds
    35
    Colossal+ w/ 10 EHD Biped*, Colossal w/ 10 EHD Other
    Gargantuan(18 HD)
    24
    3d6 Rounds
    36
    Colossal+ w/ 12 EHD Biped*, Colossal w/ 12 EHD Other
    Gargantuan(19 HD)
    24
    3d6 Rounds
    36
    Colossal+ w/ 14 EHD Biped*, Colossal w/ 14 EHD Other
    Gargantuan(20 HD)
    25
    3d6 Rounds
    37
    Colossal+ w/ 16 EHD Biped*, Colossal w/ 16 EHD Other
    Gargantuan(21 HD)
    25
    3d6 Rounds
    37
    Colossal+ w/ 18 EHD Biped*, Colossal w/ 18 EHD Other
    Gargantuan(22 HD)
    26
    3d6 Rounds
    38
    Colossal+ w/ 20 EHD Biped*, Colossal w/ 20 EHD Other
    Gargantuan(23 HD)
    26
    3d6 Rounds
    38
    Colossal+ w/ 22 EHD Biped*, Colossal w/ 22 EHD Other
    Colossal(24 HD)
    27
    5d6 rounds
    45
    Colossal+ Non-Biped or Large-Tailed Biped
    *Not counting bipeds with significant tails such as Lizard-folk, Mepholk, etc.

    Special: Sinsiter spinal cords are occasionally placed in the nasal passages of the creatures from which they came. In such a case the larger undead becomes somewhat subject to critical hits, sneak attack, and other precision based damage provided that they are dealt in the form of piercing damage. In such a case a confirmed critical hit may be elected by the attacker to deal its NORMAL (NOT critical hit/Sneak Attack!) damage to the sinister spinal cords instead of dealing any damage what-so-ever to the larger undead.

    Usage: Best when mixed with almost anything that can coup de grace. Generally they will be deployed in front of or riding on the shoulders of ground troops.
    Creating a Sinister Spinal Cord
    First the spinal cords of of one or more creatures must be harvested, each one requiring a Heal check with a DC of 25. The spinal cords must be reasonably undecayed and whole and the creature must have had a spinal cord. Then Hold Person (for Large or smaller sinister spinal cords) OR Hold Monster (for Huge or smaller sinister spinal cords) must be cast once over each spinal cord of Huge or smaller size to be animated. For gargantuan and colossal sinister spinal cords Hold Monster must instead be cast once per 2 HD. Finally, either Animate Dead, Create Undead or Create Greater Undead must be cast. The spinal cords must each be wrapped around their individual material components for the spell. Each such casting (regardless of which spell is used) may create up to 2 HD worth of sinister spinal cords per caster level (The Desecrate spell doubles this limit). Animate Dead can not create a sinister spinal cord of over 20 HD. Regardless of the spell used the creature is automatically under the control of the creator and counts against the Animate Dead control pool as if it was created with that spell.
    The size of the sinister spinal cord is two size classes smaller than the size of the creature for bipeds lacking tails that reach at least to their knees (or ankles in the case of digitigrade or unguiligrade species) the spinal cord was were taken from (to a minimum Fine Size), for almost all other species the sinister spinal cord is one size class smaller (again, to a minimum of fine). Sinister spinal cords have hit dice equal to the minimum listed for a pair of sinister spinal cords of that size, plus 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 sinister spinal cord of the particular size catagory 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 <WARNING: THESE LINKS HAVE NOT BEEN UPDATED AND THUS GO TO OLDER VERISIONS IN OTHER THREADS!> Skeleton, Slithering Liver, Zooming Brain, a contribution to a Fat Glob, 2 Rolling Eyeballs, a pair of Floating Lungs (which is a single creature), a Hopping Stomach, a Gut Snake, an Empty Skin, and a Dark Heart from a single corpse.




    There are even rumors of a few rare individuals (mostly undead) wielding them in the fashion of whips or spiked chains (they deal no damage if wielded in this fashion, but if released upon a successful hit the gut snake may start a grapple as if it had made its touch attack). The size of sinister spinal cord that could be wielded in this manner would be the same size class than the wielder if wielded as a spiked chain, or one size class smaller if wielded as a whip. Even in this case the attack causes no hit-point damage.

    Spellcasting:
    Add the following sizes and hitdies of Sinister Spinal Cords to the list of things summonable with the Summon Undead line of spells.
    Lvl (Undead)
    I
    --
    II
    --
    III
    standard Small
    IV
    standard Medium or standard Large*
    V
    standard Huge
    VI**
    Advanced Huge (9 HD)
    VII**
    standard Gargantuan
    VIII**
    Advanced Gargantuan (16 HD)
    IX**
    Advanced Gargantuan (20 HD)
    As always, you can use a spell from the Summon Undead series to summon 2 undead from the list for 1 spell level lower, or 4 undead from the list for 2 spell levels lower.

    *Caster's choice at time of casting. May not be mixed between the two.

    **This spell does not, to my knowledge, exist a-priori of this project. I might brew it up later, although it is going to be a bit narrow-focus unless other people jump on the homebrewing bandwagon.

    Archived older format of the above table.
    Spoiler
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    Spellcasting:
    Add 1 Small Sinister Spinal-Cord to the list of things that may be summoned with Summon Undead III (and multiples for later spells).
    Add 1 Sinister Spinal-Cord of either Medium or Large (caster's choice at time of casting) to the list of things that may be summoned with Summon Undead IV (and multiples for later spells).
    Add 1 Huge Sinister Spinal-Cord to the list of things that may be summoned with Summon Undead V (and multiples for later spells).
    Add 1 Gargantuan Sinister Spinal-Cord to the list of things that may be summoned with Summon Undead VII* (and multiples for later spells).
    *This spell does not, to my knowledge, exist a priori of this project. I might brew it up later, although it is going to be a bit narrow-focus unless other people jump on the homebrewing bandwagon.


    Design notes:
    Spoiler
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    As is usually the case the CR's are pretty much just guesses.
    Combination of low attack bonus touch attack, will save, and fortitude saves means that very few characters will be weak against all the steps needed for one of these to kill on its own. This makes TPKs much less likely if they are encountered without any other sort of allied creatures. And given their nature, kills of an individual PC, with the rest of the party surviving, are even less likely.
    From the beginning, the ability scores, movement rates, and hit-dice were based on Vipers, perhaps with a few minor changes, and, of course, extrapolated for the largest and smallest size classes.

    The DC on the Colossal ones is 27, which seems too high to me for even a 9th level summon.



    Skeleton
    New Rule: Skeletons have the [Organ Undead] subtype. Normally this will make absolutely no mechanical difference.

    Link to www.d20srd.org listing for the Skeleton Template.

    Eh, and since it IS OGL, I guess I might eventually get the formatting and tables applied to the template, so...
    Spoiler
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    Skeleton
    Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.

    A skeleton is seldom garbed in anything more than the rotting remnants of any clothing or armor it was wearing when slain. A skeleton does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this limitation, its instructions must always be simple. A skeleton attacks until destroyed.
    Creating A Skeleton

    "Skeleton" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
    Size and Type
    The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

    Hit Dice
    Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can’t be made into a skeleton by the animate dead spell.

    Speed
    Winged skeletons can’t use their wings to fly. If the base creature flew magically, so can the skeleton.

    Armor Class
    Natural armor bonus changes to a number based on the skeleton’s size:
    Skeleton Size Natural Armor Bonus
    Tiny or smaller
    +0
    Small
    +1
    Medium or Large
    +2
    Huge
    +3
    Gargantuan
    +6
    Colossal
    +10



    Attacks
    A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton’s base attack bonus is equal to ½ its Hit Dice.
    Skeleton Size Claw Damage
    Diminutive or Fine
    1
    Tiny
    1d2
    Small
    1d3
    Medium
    1d4
    Large
    1d6
    Huge
    1d8
    Gargantuan
    2d6
    Colossal
    2d8


    Challenge Rating
    HD Challenge Rating
    ½
    1/6
    1
    1/3
    2-3
    1
    4-5
    2
    6-7
    3
    8-9
    4
    10-11
    5
    12-14
    6
    15-17
    7
    18-20
    8

    Damage
    Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton’s size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it’s better.)

    Special Attacks
    A skeleton retains none of the base creature’s special attacks.

    Special Qualities
    A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities.

    Immunity to Cold (Ex)
    Skeletons are not affected by cold.

    Damage Reduction (Ex)
    A skeleton has damage deduction 5/bludgeoning. Skeletons lack flesh or internal organs.

    Saves
    Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +½ HD + 2.
    Abilities

    A skeleton’s Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.
    Skills

    A skeleton has no skills.
    Feats

    A skeleton loses all feats of the base creature and gains Improved Initiative.

    Environment
    Any, usually same as base creature.

    Organization
    Any.

    Challenge Rating
    Depends on Hit Dice. See table.

    Treasure
    None.

    Alignment
    Always neutral evil.

    Advancement
    As base creature (or — if the base creature advances by character class).

    Level Adjustment
    Not applicable.
    Last edited by DracoDei; 2024-02-11 at 06:27 AM. Reason: Create (Greater) Undead coverage

  19. - Top - End - #19
    Titan in the Playground
     
    DracoDei's Avatar

    Join Date
    May 2007
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    Near Atlanta,GA USA
    Gender
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    Default Skulking Bladder (Never finished, will probably be a long while... if ever)

    Skulking Bladder
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    Open Spoiler below for main stat block for Fine through Tiny Skulking Bladder.
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    {table="head"]~|Skulking Bladder, Fine|Skulking Bladder, Diminutive|Skulking Bladder, Tiny
    Size and Type | Fine Undead[Organ Undead] | Diminutive Undead[Organ Undead] | Tiny Undead[Organ Undead] |
    Hit Dice | 1/4d12 (1 hp) | 1/2d12 (3 hp) | 1d12 (6 hp) |
    Speed | 10 ft.,Swim 10 ft. |15 ft., Swim 15 ft.|30 ft., Swim 30 ft.|
    Initiative | +4 | +3 | +2 | +1 |
    AC |25 (+7 Dex, +8 size); touch 25; flat-footed 18|17 (+3 Dex, +4 size); touch 17; flat-footed 14|14 (+2 Dex, +2 size); touch 14; flat-footed 12|13 (+1 Dex, +1 size, +1 natural); touch 12; flat-footed 12
    BAB | +0 | +0 | +0 | +0 |
    Grapple | -21 | -16 | -12 | -7 |
    Attack | None | None | None | None |
    Space/Reach | 1/2 ft./0 ft. | 1 ft./0 ft. | 2 1/2 ft./0 ft. | 5 ft./0 ft. |
    Special Attacks| None | None | None | None |
    Special Qualities|Dark Vision 120 ft., Trap Finding, Turn Resistance +12, Undead Traits|Dark Vision 120 ft., Trap Finding, Turn Resistance +10, Undead Traits|Dark Vision 120 ft., Trap Finding, Turn Resistance +8, Undead Traits
    Saves | Fort +2, Ref +7, Will +4 | Fort +0, Ref +3, Will +2 | Fort +0, Ref +2, Will +2 | Fort +0, Ref +1, Will +2 | Fort +0, Ref +0, Will +2
    Abilities|Str 2, Dex 24, Con --, Int 10, Wis 14, Cha 10|Str 4, Dex 22, Con --, Int 10, Wis 10, Cha 10|Str 6, Dex 20, Con --, Int 10, Wis 14, Cha 10|Str 4, Dex 13, Con --, Int 10, Wis 14, Cha 10
    Skills | See Below | See Below | See Below | See Below |
    Feats | Great Fortitude(B), Stealthy | Great Fortitude(B), Stealthy | Great Fortitude(B), Stealthy |
    Environment | Any | Any | Any | Any
    Organization | Any | Any | Any | Any
    Challenge Rating| ? | ? | ? | ?
    Treasure |Masterwork Thieves Tools| Masterwork Thieves Tools| Masterwork Thieves Tools|
    Alignment |Always Neutral Evil|Always Neutral Evil|Always Neutral Evil|Always Neutral Evil|Always Neutral Evil||Always Neutral Evil
    Advancement | None | None | 1/3 HD (Tiny) | None
    Level Adjustment| ~ | ~ | ~ | ~ [/table]

    Open Spoiler below for main stat block for Small through Huge Skulking Bladders.
    Spoiler
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    {table="head"]~|Skulking Bladder, Small|Skulking Bladder, Medium|Skulking Bladder, Large |Skulking Bladder, Huge
    Size and Type | Small Undead | Medium Undead | Large Undead | Huge Undead |Gargantuan Undead
    Hit Dice | 2d12 (13 hp) | 4d12 (26 hp) | 8d12 (52 hp) | 16d12 (104 hp) | 32d12 (52 hp)
    Speed | 40 ft., Swim 40 ft.|50 ft., Swim 50 ft.|60 ft., Swim 60 ft |70 ft., Swim 70 ft.
    Initiative | +0 | +0 | -1 | -2
    AC|13 (+1 Dex, +2 natural); touch 11; flat-footed 12|11 (-1 Size, +2 natural); touch 9; flat-footed 11|11 (-2 size, -1 Dex, +3 natural); touch 8; flat-footed 11|7 (-4 size, -2 Dex, +3 natural); touch 4; flat-footed 7
    BAB | +0 | +1 | +2 | +4
    Grapple | -3 | +3 | +11 | +20
    Attack | None | None | None | None
    Space/Reach | 5 ft./0 ft. | 10 ft./0 ft. | 15 ft./0 ft | 20 ft./0 ft
    Special Attacks| None | None | None | None
    Special Qualities|Dark Vision 120 ft., Trap Finding, Turn Resistance +6, Undead Traits|Dark Vision 120 ft., Trap Finding, Turn Resistance +4, Undead Traits|Dark Vision 120 ft., Trap Finding, Turn Resistance +2, Undead Traits|Dark Vision 180 ft., Hollowness, Sonic Immunity, Trap Finding, Turn Resistance +16, Undead Traits
    Saves | Fort +0, Ref +0, Will +2 | Fort +0, Ref +0, Will +3 | Fort +1, Ref +1, Will +4 | Fort +2, Ref +2, Will +6
    Abilities|Str 8, Dex 20, Con --, Int 10, Wis 14, Cha 10|Str 10, Dex 20, Con --, Int 10, Wis 14, Cha 10|STR 12, Dex 20, Con --, Int 10, Wis 14, Cha 10|STR 14, Dex 18, Con --, Int 10, Wis 14, Cha 10|STR 11, Dex 18, Con --, Int 10, Wis 14, Cha 10
    Skills | See below | See below | See Below | See Below
    Feats | Great Fortitude(B), Stealthy | Alertness, Great Fortitude(B), Stealthy | Alertness, Great Fortitude(B), Stealthy | Alertness, Great Fortitude(B), Magical Aptitude, Stealthy
    Environment | Any | Any | Any | Any
    Organization | Any | Any | Any | Any
    Challenge Rating| ? | ? | ? | ?
    Treasure |Masterwork Thieves Tools|Masterwork Thieves Tools| Masterwork Theives Tools| Masterwork Thieves Tools|
    Alignment |Always Neutral Evil|Always Neutral Evil|Always Neutral Evil|Always Neutral Evil
    Advancement | None | 3 HD (Large) | 5-7 HD (Huge) |9+ HD (Gargantuan)
    Level Adjustment| ~ | ~ | ~ | ~ [/table]


    Skills: Skulking bladders do not get skill points in the normal way, instead they have skill ranks in the following skills equal to the caster level of the spell that created them: ???
    The following table gives the non-skill-rank bonuses for various sizes of Skulking Bladder
    Spell-like Abilities: Levitate, at-will, self-only, caster-level feet above a solid surface only (allows them to hover so as to pick door-locks)
    Continuous Detect Magic

    Lone Assassin (Ex): Skulking bladders may never use the Aid Another action, and never respond to attempts at communication in any way beyond acknowledging if they hear and understand. They can not speak, but understand (and can read) all languages known by their creator.

    Reversed order of Turn Resistance, since the smaller ones are actually usually MORE useful.

    Poison neutralized within 1 round if not in at least 8 oz of other material (usually food or drink).

    Poison has:
    SR vs: Delay Poison, Detect Poison, Detoxify, Neutralize Poison, and similar spells and effects. Increases DC of alchemy attempts to detect by 1/2 caster level. If the caster of a curative or delaying spells is casting it themselves, rather than from a scroll, wand, potion, or etc (pearls of power don't count), the poison has been identified (from symptoms, alchemical analysis, Detect Poison, etc) then they get a +2 untyped bonus to their caster level check.

    Bypasses Magic Item protection if item doesn't beat SR. Bypasses class immunity to poison on a check of applicable class levels vs same DC as SR.


    Cost to create based on total number of doses it can create in its lifetime? Total number of "refills" (including initial contents)?
    Regardless of the spell used the creature is automatically under the control of the creator and counts against the Animate Dead control pool as if it was created with that spell.

    Substitute Knock for Open Lock and/or require it for creation?

    Consider Geas/Quest if just adding Enhance Poison to the creation list... or copy Enhance Poison over here to simply things! Point is you want to require 11th level, and having to click a link might lose people's interest.

    Idea: Have skulking bladders disintegrate into nothingness along with all tools provided when mission complete or destroyed. Less evidence, and solves a lot of concerns about breaking the economy and scouting use.
    Last edited by DracoDei; 2024-02-11 at 06:23 AM.

  20. - Top - End - #20
    Titan in the Playground
     
    DracoDei's Avatar

    Join Date
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    Near Atlanta,GA USA
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    Default Slithering Liver

    Slithering Liver
    Spoiler
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    Open Spoiler below for main stat block for Fine, Diminutive, and Tiny Slithering Livers.
    Spoiler
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    Slithering Liver, Fine
    Slithering Liver, Diminutive
    Slithering Liver, Tiny
    Size and Type
    Fine Undead [Organ Undead]
    Diminutive Undead [Organ Undead]
    Tiny Undead [Organ Undead]
    Hit Dice
    1/8d12 (1 hp)*
    1/4d12 (1 hp)**
    1/2d12 (3 hp)
    Speed
    10 ft
    10 ft
    15 ft
    Initiative
    +4
    +3
    +2
    AC
    22 (+8 size, +4 Dex); touch 22; flat-footed 18
    17 (+4 size, +3 Dex); touch 17; flat-footed 14
    14 (+2 size, +2 Dex); touch 14; flat-footed 12
    BAB
    +0
    +0
    +0
    Grapple
    -21
    -16
    -10
    Attack
    Toxic Touch +12 Melee Touch
    Toxic Touch +7 Melee Touch
    Toxic Touch +4 Melee Touch
    Space/Reach
    1/2 ft./0 ft.
    1 ft./0 ft.
    2 1/2 ft./0 ft.
    Special Attacks
    Toxic Touch
    Toxic Touch
    Toxic Touch
    Special Qualities Dark Vision 60 ft., Undead Traits, Fast Healing 1/4*, Neutralize the Holy Bane, Recovery Dark Vision 60 ft., Undead Traits, Fast Healing 1/3**, Neutralize the Holy Bane Dark Vision 60 ft., Undead Traits, Fast Healing 1/2, Neutralize the Holy Bane
    Saves
    Fort +2 Ref +4 Will +2
    Fort +2, Ref +3, Will +2
    Fort +2, Ref +2, Will +2
    Abilities
    Str 1, Dex 18, Con -, Int -, Wis 10, Cha 1
    Str 2, Dex 16, Con -, Int -, Wis 10, Cha 1
    Str 6, Dex 14, Con -, Int -, Wis 10, Cha 1
    Skills
    ~
    ~
    ~
    Feats
    Weapon Finesse(B), Great Fortitude(B)***
    Weapon Finesse(B), Great Fortitude(B)***
    Weapon Finesse(B), Great Fortitude(B)***
    Environment
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Challenge Rating
    1/2 if APL <5 else 1/3
    1/2
    1
    Treasure
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    ~
    1/3 HD (Diminutive)
    ~
    Level Adjustment
    ~
    ~
    ~
    * Due to their "Recovery" ability, Fine Slithering Livers reduced to exactly 0 hitpoints by damage other than acid or fire are not destroyed unless further damaged, but may take no actions until they are recovered to 1 hitpoint.
    ** GMs are advised to give approximately seven twelfths (or 2/3rds for simplicity) of all diminutive slithering livers in a group 1 hitpoint, one third of them 2 hitpoints, and the remainder 3 hitpoints, rather than using the average for all of them. This will allow the fast healing to actually be a factor sometimes. Alternatively, consider applying the "Recovery" ability to them.
    *** Technically they also get the Poison Resistance feat as a bonus feat. This is omitted from the table because unless Libris Mortis or another rules set for poisons that work against the undead are in play it will almost never come up.


    Open Spoiler below for main stat block for Small, Medium, and Large Slithering Livers.
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    Slithering Liver, Small Slithering Liver, Medium Slithering Liver, Large
    Size and Type
    Small Undead [Organ Undead]
    Medium Undead [Organ Undead]
    Large Undead [Organ Undead]
    Hit Dice
    1d12 (6 hp)
    2d12 (13 hp)
    4d12 (26 hp)
    Speed
    15 ft
    20 ft
    20 ft
    Initiative
    +1
    +0
    +0
    AC
    12 (+1 Dex, +1 size); touch 12; flat-footed 11
    11(+1 Natural); touch 10; flat-footed 11
    11 (-1 size, +2 Natural); touch 9; flat-footed 11
    BAB
    +0
    +1
    +2
    Grapple
    -4
    +2
    +10
    Attack
    Toxic Touch +2 Melee Touch
    Toxic Touch +2 Melee Touch
    Toxic Touch +5 Melee Touch
    Space/Reach
    5 ft./5 ft.
    5 ft./5 ft.
    10 ft/5 ft.
    Special Attacks
    Toxic Touch
    Toxic Touch
    Toxic Touch
    Special Qualities Dark Vision 60 ft., Undead Traits, Fast Healing 1, Neutralize the Holy Bane Dark Vision 60 ft., Undead Traits, Fast Healing 2, Neutralize the Holy Bane Dark Vision 60 ft., Undead Traits, Fast Healing 4, Neutralize the Holy Bane
    Saves
    Fort +2, Ref +1, Will +2
    Fort +2, Ref +0, Will +3
    Fort +3, Ref +1, Will +4
    Abilities
    Str 10, Dex 12, Con -, Int -, Wis 10, Cha 1
    Str 12, Dex 10, Con -, Int -, Wis 10, Cha 1
    STR 18, Dex 10, Con -, Int -, Wis 10, Cha 1
    Skills
    ~
    ~
    ~
    Feats
    Weapon Finesse(B), Great Fortitude(B)***
    Great Fortitude(B)***
    Great Fortitude(B)***
    Environment
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Challenge Rating
    2
    3
    5
    Treasure
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    ~
    3 HD (Medium)
    5-7 HD (Large)
    Level Adjustment
    ~
    ~
    ~
    *** Technically they also get the Poison Resistance feat as a bonus feat. This is omitted from the table because unless Libris Mortis or another rules set for poisons that work against the undead are in play it will almost never come up.


    Open Spoiler below for main stat block for Huge and Gargantuan Slithering Livers.
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    Slithering Liver, Huge
    Slithering Liver, Gargantuan
    Size and Type
    Huge Undead [Organ Undead]
    Gargantuan Undead [Organ Undead]
    Hit Dice
    8d12 (52 hp)
    16d12 (104 hp)
    Speed
    30 ft
    30 ft
    Initiative
    +0
    +0
    AC
    12 (-2 size, +4 Natural); touch 8; flat-footed 12
    14(-4 size, +8 Natural); touch 6; flat-footed 14
    BAB
    +4
    +8
    Grapple
    +19
    +30
    Attack
    Toxic Touch +9 Melee Touch
    Toxic Touch +14 Melee Touch
    Space/Reach
    15 ft./10 ft.
    20 ft./15 ft.
    Special Attacks
    Toxic Touch
    Toxic Touch
    Special Qualities Dark Vision 60 ft., Undead Traits, Fast Healing 8, Neutralize the Holy Bane Dark Vision 60 ft., Undead Traits, Fast Healing 16, Neutralize the Holy Bane
    Saves
    Fort +4, Ref +2, Will +6
    Fort +7, Ref +5, Will +10
    Abilities
    Str 24, Dex 10, Con -, Int -, Wis 10, Cha 1
    Str 30, Dex 10, Con -, Int -, Wis 10, Cha 1
    Skills
    ~
    ~
    Feats
    Great Fortitude(B)***
    Great Fortitude(B)***
    Environment
    Any
    Any
    Organization
    Any
    Any
    Challenge Rating
    10
    12
    Treasure
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    9-15 HD (Small)
    17+ HD (Medium)
    Level Adjustment
    ~
    ~
    *** Technically they also get the Poison Resistance feat as a bonus feat. This is omitted from the table because unless Libris Mortis or another rules set for poisons that work against the undead are in play it will almost never come up.


    Toxic Touch (Su):
    Slithering livers have a poisonous touch that deals initial and secondary damage to Constitution. Gargantuan Slithering Livers also deal constitution drain on a failed save(This does not grant them hitpoints). The save DC varies by the slithering liver’s size, as shown on the table below. This damage does NOT increase on a critical hit. The save DCs are Constitution-based. Since slithering livers have no constitution score, this is simply 10 + 1/2 HD.
    Size Primary and Secondary Damage (DC) Size of Source Creature
    Fine
    1d4 (10)
    Tiny
    Diminutive
    1d6 (10)
    Small
    Tiny
    1d8 (10)
    Medium
    Small
    1d10 (10)
    Large
    Medium
    2d6 (11)
    Huge
    Large
    2d8 (12*)
    Gargantuan
    Huge
    2d10 (14*)
    Colossal
    Gargantuan
    3d6 Damage + 1d2 Drain** (18*)
    Colossal+
    * This DC is for a slithering liver of the normal hitdice for the size. Slithering livers with additional hitdice may produce a higher DC.
    ** This drain does not grant the slithering liver hitpoints.

    Neutralize the Holy Bane (Su):
    In living creatures, the liver reacts poisons to neutralize them. What would be instantly fatal in the blood entering the brain is simple for the liver to purify as it passes through it. The corrupted nature of slithering livers turns this ability against holy water, protecting other undead at the cost of itself.
    Exposed holy water within 5' of a slithering liver is strongly drawn to it. Slithering livers are technically resistant to this damage, but because not so much as a drop is wasted, they take as much damage as the holy water that is attracted would have normally inflicted upon striking an undead.
    SIMPLE VERSION:
    Spoiler
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    Holy water vials aimed at a slithering liver of medium or smaller size from within 1 range increment automatically hit. From further out such a slithering liver instead has a touch AC of 5 regardless of size, dexterity, or deflection/insight/profane(or technically sacred) bonuses. Bonuses from cover still apply to this AC. Miss chances for concealment do not apply.

    For each size category above medium the slithering liver is automatically struck if aimed at from 1 range increment further out.

    A holy water vial not aimed at a slithering liver that strikes a square (not a target that can be affected by it, but just a square) within 5 feet of a slithering liver is treated as having struck that slithering liver directly. If there are multiple slithering livers within range, pick one in the square where the vial landed select one randomly. If there is none in that square, select one within 5 feet randomly.

    A holy water vial that strikes a slithering liver directly (or treated as such due to the previous paragraph) deals no damage to any other target, but deals 2d4+9 damage to the slithering liver. Note that for many of them (including average ones of small or smaller size) this is enough that the damage need not be rolled.


    DRACO DEI'S "DIRECTOR'S CUT" VERSION:
    Spoiler
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    This means that any holy water that does not directly strike (not splash damage) a creature that is effected by it leaps through the air, striking the slithering liver directly. Slithering livers are technically resistant to this damage, but because not so much as a drop is wasted, they take full damage. This means that non-slithering liver creatures effected by holy water within 5 feet of a slithering liver never take splash effects from holy water. It also means that if a single square contains only one slithering liver (regardless of any other creatures in the square) the slithering liver has an effective AC of 5 against attacks with holy water if the square contains an surface for the vial to break against.

    If more than one slithering liver might attract any "direct strike" or "splash" amount of holy water, give the damage to the closest slithering liver with any damage amounts that are equally close to two different slithering livers going to the larger one**. Any amounts still not resolved by this method should be divide as equally as possible between all eligible slithering livers, with odd points going to the ones that would otherwise take the least damage. A single vial of holy water may deal a maximum of 9 additional points of damage due to redirected splash, not 27* as a three dimensional analysis of splash damage would indicate.
    *Yes, I mean 27 not 26. Consider the case of two tiny skeletons in the same square. A hit on one delivers splash damage to the other.
    **Even when using this version, GMs may wish to houserule the second clause in this sentence.

    Examples for medium and smaller slithering livers:
    A single slithering liver is in a square in the middle of a large flat floor and no other creatures effected by holy water are within 10 feet of it. It effectively has an AC of 5 versus a thrown vial of holy water, and takes 2d4+9 points of damage from each vial that hits.

    A miss from within 1 range increment deals it 2d4+4 damage if it misses in a diagonal direction, or 2d4+6 if it misses in an orthogonal direction.
    Diagrams of misses with damage potentials per square:
    Spoiler
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    Green numbers are the parts not redirected to the slithering liver.
    Orthogonal within 1 range increment:
    1
    1
    1
    LIVER/1 2d4+1
    1
    1
    1
    XX1XX
    Liver takes 2d4+6 damage.

    Diagonal within 1 range increment:
    1
    XX1XX
    1
    XXX1XX 2d4+1 XX1XX
    LIVER/1
    1
    1
    XX--XX
    --
    --
    Liver takes 2d4+4 damage.


    A miss from two range increments for the same single slithering liver as described above deals it 1 point of damage if it misses in a diagonal direction, or 3 points of damage if it misses in an orthogonal direction.
    Diagrams of misses with damage potentials per square:
    Spoiler
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    Green numbers are the parts not redirected to the slithering liver.
    Orthagonal within 2 range increments:
    XX-XX XX1XX
    1
    XX1XX
    LIVER
    1
    2d4+1
    1
    XX-XX XX1XX
    1
    1
    Liver takes 3 damage.

    Diagonal within 2 range increments:
    XX--XX XX1XX XX1XX
    1
    XX--XX
    1
    2d4+1
    1
    XX--XX
    1
    XX1XX XX1XX
    LIVER
    --
    --
    --
    Liver takes 1 damage.


    Direct hit on square between two slithering livers 10 feet apart orthogonally:
    Spoiler
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    XXX1XX XX1XX XX1XX
    LIVER/1 2d4+1
    LIVER/1
    XXX1XX
    1
    1
    Roll 2d4+9 and divide the damage as equally as possible, with any odd point going to the larger of the two slithering livers. If they are the same size assign any odd point randomly.




    DEBIHUMAN'S ULTRA-SIMPLE VERSION:
    Spoiler
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    Slithering livers are attracted to and attract any amount of holy water within 5 feet, despite the fact they risk taking damage from it. Holy water vials aimed at a slithering liver of Medium or smaller size from within 1 range increment automatically hit, even if they would otherwise miss. A holy water vial not aimed at a slithering liver that strikes a square adjacent to a slithering liver is treated as having struck that slithering liver directly. If there are multiple slithering livers within range, pick one in the square where the vial landed select one randomly. If there is none in that square, select one within 5 feet randomly. Slithering livers only take half damage from holy water.


    OPTIONAL RULE FOR ANY OF THE ABOVE FOR HUMOR CAMPAIGNS:
    Treat strong drink as holy water for purposes of its effect on slithering livers.

    Organ Undead: For purposes of controlling or creation add a slithering liver's base racial (so not from templates) turn resistance to its hitdice in all cases rather than only for turning/rebuking/commanding/destroying.

    Recovery (Ex):
    Fine Slithering Livers reduced to exactly 0 hitpoints by damage other than acid or fire are not destroyed unless further damaged, but may take no actions until they are recovered to 1 hitpoint.



    Usage:
    Use them alone or mixed in with other mindless undead.

    If their orders are cleverly done, or if the wielder is immune to poison it is not unknown for them to be flung like shuriken or chakrams depending on size relative to the thrower. They count as improvised weapons in such a case, but the fact that the wielder only has to make a touch attack to inflict the effect on the target makes up for that. No separate touch attack by the slithering liver is needed. Because slithering livers make touch attacks, gloves are not sufficient protection.

    Alternatively, a careful user of at least medium size may load a slithering liver four size classes smaller than themself into the cup of a slingshot with tongs. This operation carries the same dangers as applying poison to a weapon although the sling itself is never contaminated. They still count as improvised weapons in such a case, and the slithering liver takes damage as if struck by a bullet from that same sling. They inflict no hitpoint damage on the creature they strike.

    In ALL cases resolve any damage to a slithering liver from being throw/slung AFTER the to-hit roll, fortitude save, and/or initial ability damage is resolved. The GM should adjudicate impact damage from being thrown as he sees fit. In any case, due to this tactic negating most of the slithering liver's drawbacks (slow speed, attacks of opportunity to enter opponent's square for the smaller ones, low hitpoints, vulnerability to area attacks, and possibly the vulnerability to holy water) the slithering livers should each be counted as at least double their individual CRs when calculating encounter level.

    Creating a Slithering Liver:
    First the livers of one or more creatures of at least tiny size must be harvested, each requiring a Heal or Profession(Butcher) check with a DC of 10 a failed check means the liver is too damaged for reanimation. The livers must be reasonably undecayed and mostly whole.
    Next Poison must be cast once over each liver for each die of ability score damage it inflicts.
    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 Slithering Liver, a Dark Heart, Hopping Stomach, a contribution towards a Fat Glob, an Empty Skin, a Gut Snake, and a set of Floating Lungs from a single corpse.

    Finally, either Animate Dead, Create Undead, or Create Greater Undead must be cast. The material components for the spell must be be placed on top of each liver to be animated. Each such casting (regardless of which spell is used) may create up to 2 HD worth of Slithering Livers per caster level (The desecrate spell doubles this limit). Animate Dead can not create a Slithering Liver of over 20 HD. The size of the Slithering Liver is 2 size classes smaller than the size of the creature the livers were taken from (Minimum Fine Size). Slithering Livers have hit dice equal to the minimum listed for a Slithering Liver of that size, plus 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 Slithering Liver of the particular size category may be advanced to). Regardless of the spell used the creature is automatically under the control of the creator and counts against the Animate Dead control pool as if it was created with that spell.


    Spellcasting:
    Add the following sizes and hitdies of Slithering Livers to the list of things summonable with the Summon Undead line of spells.
    Lvl (Undead)
    I
    --
    II
    standard Tiny
    III
    --
    IV
    standard Small
    V
    standard Medium
    VI*
    Advanced Medium (3 HD)
    VII*
    standard Large
    VIII*
    Advanced Large (7 HD)
    IX*
    standard Huge
    As always, you can use a spell from the Summon Undead series to summon 2 undead from the list for 1 spell level lower, or 4 undead from the list for 2 spell levels lower.

    *This spell does not, to my knowledge, exist a-priori of this project. I might brew it up later, although it is going to be a bit narrow-focus unless other people jump on the homebrewing bandwagon.

    Archived older format of the above table.
    Spoiler
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    Spellcasting:
    Add 1 Tiny Slithering Liver to the list of things that may be summoned with Summon Undead II (and multiples for later spells).
    Add 1 Small Slithering Liver to the list of things that may be summoned with Summon Undead IV (and multiples for later spells).
    Add 1 Medium Slithering Liver to the list of things that may be summoned with Summon Undead V (and multiples for later spells).
    Add 1 Advanced Medium Slithering Liver (3 HD) to the list of things that may be summoned with Summon Undead VI* (and multiples for later spells).
    Add 1 Large Slithering Liver to the list of things that may be summoned with Summon Undead VII* (and multiples for later spells).
    Add 1 Advanced Large Slithering Liver (7 HD) to the list of things that may be summoned with Summon Undead VII* (and multiples for later spells).
    Add 1 Huge Slithering Liver to the list of things that may be summoned with Summon Undead IX* (and multiples for later spells).
    *This spell does not, to my knowledge, exist a priori of this project. I might brew it up later, although it is going to be a bit narrow-focus unless other people jump on the homebrewing bandwagon.

    Last edited by DracoDei; 2024-02-11 at 06:19 AM. Reason: Create (Greater) Undead coverage, and experimenting with more complex CR for Fine version.

  21. - Top - End - #21
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    Default Spinning-Horizon Inner Ear

    Spinning-Horizon Inner Ear
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    Size/Type: Fine Undead [Organ Undead]
    Hit Dice: 1d12 (6 hp)
    Initiative: +10
    Speed: Fly 30 ft (Good)
    Armor Class: 28 (+8 size, +10 dex), touch 28, flat-footed 18
    Base Attack/Grapple: 0/-21
    Attack: Disorienting Touch +3 melee touch OR Disorienting Ray +18 Ranged Touch
    Full Attack: Disorienting Touch +3 melee touch OR Disorienting Ray +18 Ranged Touch
    Space/Reach: ½ ft./0 ft.
    Special Attacks: Disorientation
    Special Qualities: Darkvision 60', Improved Evasion, Turn Resistance +4, Undead Traits
    Saves: Fort 0, Ref +10, Will +2
    Abilities: Str 1, Dex 30, Con —, Int —, Wis 10, Cha 1
    Skills: Balance +27, Listen +10, Tumble +20
    Feats: -
    Environment: Any
    Organization: Any (but see Combat below)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral Evil
    Advancement: 2 HD
    Level Adjustment:

    Combat
    Because of their utter lack of intelligence, the instructions given to a newly created spinning-horizon inner ear must be very simple. They generally simply attack each standing opponent in turn with their ray starting with the closest. The touch is almost never used except as an attack of opportunity.

    Disorientation (Su): A spinning-horizon inner ear has two types of attacks, a touch and a ray with 60' range. A creature struck by either of these must make a fortitude Save DC 15 to avoid being sickened for 1d4 minutes (2d4 on a critical hit). The save is Charisma based and includes a +10 racial bonus. If the target is already sickened from this or other source they instead become nauseated. Creatures sickened by this condition must make a balance check against the same DC as a free action at the beginning of every round they are standing or fall down. The same check is required to stand up and is included in the move action required to (attempt to) stand up. The same things apply to creatures nauseated in whole or in part by the effects of this undead, except the DC of the balance check is increased by 5 (to 20 in the case of a standard spinning-horizon inner ear).

    The effects of one or more instance of this ability may be dispelled by a single application of Restoration, Lesser, Restoration, Restoration, Greater, or Heal.

    Improved Evasion (Ex): If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Even on a failed reflex save it only takes half damage. This can be used only if the inner-ear is wearing light armor or no armor. A helpless inner ear does not gain the benefit of this ability.

    Organ Undead: For purposes of controlling or creation add the base racial turn resistance of an undead with this subtype to its hitdice in all cases rather than only for turning/rebuking/commanding/destroying. Note especially that this applies to how many hitdice worth of the Animate Dead control pool it takes up.

    Undead with this subtype often require additional spells to create in the simplest way, in addition to skill (or luck) with cutting up inanimate corpses to remove the organ.

    Skills:
    Spinning-horizon inner ears have 5 free ranks each in Balance, Listen, and Tumble. In addition they gain a +10 racial bonus to balance checks, and a +5 racial bonus to Listen and Tumble checks. Semi-obviously, they may use the Tumble skill while flying.

    Creating a Spinning-Horizon Inner Ear:
    First the inner ears of one or more creatures of at least tiny size must be harvested, each inner ear requiring 1 hour and either a Heal check DC 30 or Craft(Butcher) DC 35 (only one may be attempted per inner ear). The inner ears must be reasonably undecayed and mostly whole and the creature must have had distinct inner ears (so, for example, frogs may not be used) which aided its sense of balance. Simple failure ruins the inner ear and failure by more than 15 points means that the skull is cracked badly enough that 5 SP worth of materials and a DC 10 Heal or Craft(Sculpture) check is required before it can be used in a skeleton for animation. Each check such repair check requires half an hour and a failure ruins 2 SP worth of materials.

    Then Cat's Grace and Fly must be cast once over each inner ear to be animated.The Mass versions of these spells may be substituted for a number of inner ears equal to the number of targets said spells could normally be used on. Similarly, Wind Walk may substitute for Fly for a number of inner ears up to the amount of creatures it could effect.

    Next, either Bewildering Visions (Complete Champion p.117), Displacement, Find the Path, or Know Direction must be cast once over each inner ear. Alternatively a single casting of Guards and Wards or Hallucinatory Terrain may substitute for a number of inner ears up to its caster level.

    Finally, Animate Dead, Create Undead, or Create Undead, Greater must be cast, although the inner ears merely need to be in contact with the material components. Since they effectively have 5 or 6 HD each for purposes of creation and control, this comes to 125 or 150 gp worth of black onyx apiece (if Animate Dead was used, twice that otherwise). Regardless of the spell used the creature is automatically under the control of the creator and counts against the Animate Dead control pool as if it was created with that spell.

    Most creatures yield 1 hd spinning-horizon inner ears, but those with exceptionally large inner ears, or individuals that had at least a +7 total bonus to EACH of balance, listen, and tumble (without any adjustments for magic items or non-permanent spells) yield 2 HD spinning-horizon inner ears.

    Usage:
    Controlled spinning-horizon inner ears are almost always encountered with another type of creature to take advantage of downed opponents, although occasionally they are placed where their attacks might cause falls, such as near castle walls. Such creatures usually have orders to hide until intruders are in a dangerous location, although mass deployment of them before the majority of scaling ladder crews had reached a necromancers castle in a particular attack was recorded on at least one occasion.

    Particularly clever necromancers have been known to wear or even sell tiny cages with spinning-horizon inner ears with orders to attack anyone other than the wearer that they SEE. The cages are just large enough, and the holes between the comparatively thick bars just small enough to provide improved cover, while not causing any to-hit, reflex save, or AC penalties for the inner ears themselves(similar to the functionality of arrow slits in a castle wall). The cages are carefully covered in very small draw-string bags before the cages are removed.

    Spell-casting:
    Add a standard Spinning-Horizon Inner Ear to the list for Summon Undead IV, and thus multiples for higher level spells in the series.
    Add an Advanced Spinning-Horizon Inner Ear (2 HD) to the list for Summon Undead V, and thus multiples for higher level spells in the series.
    Last edited by DracoDei; 2024-02-11 at 06:04 AM. Reason: Added coverage for Create Undead, (Greater)

  22. - Top - End - #22
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    Default Zooming Brain

    Zooming Brain
    Spoiler
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    Open Spoiler below for main stat block for Fine, Diminutive, and Tiny Zooming Brains.
    Spoiler
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    ~ Zooming Brain, Fine Zooming Brain, Diminutive Zooming Brain, Tiny
    Size and Type
    Fine Undead[Organ Undead]
    Diminutive Undead[Organ Undead]
    Tiny Undead[Organ Undead]
    Hit Dice
    1/2d12 (3 hp)
    1d12 (6 hp)
    2d12 (13 hp)
    Speed
    Fly (See Below)*, Burrow (See Below)**
    Fly (See Below)*, Burrow (See Below)**
    Fly (See Below)*, Burrow (See Below)**
    Initiative
    +0
    -1
    -2
    AC 18 (+8 size); touch 18; flat-footed 18 13 (-1 Dex, +4 size); touch 13; flat-footed 13 10 (-2 Dex, +2 size); touch 10; flat-footed 10
    BAB
    +0
    +0
    +1
    Grapple
    -19
    -13
    -8
    Attack
    None
    None
    None
    Space/Reach
    1/2 ft./0 ft.
    1 ft./0 ft.
    2 1/2 ft./0 ft.
    Special Attacks
    Aura of Idiocy
    Aura of Idiocy
    Aura of Idiocy
    Special Qualities Dark Vision 60 ft., Undead Traits, Turn Resistance +*** Dark Vision 60 ft., Undead Traits, Turn Resistance +*** Dark Vision 60 ft., Undead Traits, Turn Resistance +***
    Saves
    Fort +0, Ref +0, Will +4
    Fort +0, Ref -1, Will +4
    Fort +0, Ref -2, Will +5
    Abilities
    Str 4, Dex 10, Con -, Int -, Wis 10, Cha 1
    Str 8, Dex 8, Con -, Int -, Wis 10, Cha 1
    Str 10, Dex 6, Con -, Int -, Wis 10, Cha 1
    Skills
    ~
    ~
    ~
    Feats
    Iron Will(B)
    Iron Will(B)
    Iron Will(B)
    Environment
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Challenge Rating
    ***
    ***
    ***
    Treasure
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    -
    -
    3 HD (Tiny)
    Level Adjustment
    ~
    ~
    ~


    Open Spoiler below for main stat block for Small, Medium, and Large Zooming Brains.
    Spoiler
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    ~ Zooming Brain, Small Zooming Brain, Medium Zooming Brain, Large
    Size and Type
    Small Undead[Organ Undead]
    Medium Undead[Organ Undead]
    Large Undead[Organ Undead]
    Hit Dice
    4d12 (26 hp)
    8d12 (52 hp)
    16d12 (104 hp)
    Speed
    Fly (See Below)*, Burrow (See Below)**
    Fly (See Below)*, Burrow (See Below)**
    Fly (See Below)*, Burrow (See Below)**
    Initiative
    -3
    -4
    -5
    AC 8 (-3 Dex, +1 size); touch 8; flat-footed 8 6 (-4 Dex); touch 6; flat-footed 6 4 (-5 Dex, -1 size); touch 4; flat-footed 4
    BAB
    +2
    +4
    +8
    Grapple
    -1
    +7
    +21
    Attack
    None
    None
    None
    Space/Reach
    5 ft./0 ft.
    5 ft./0 ft.
    10 ft/0 ft.
    Special Attacks
    Aura of Idiocy
    Aura of Idiocy
    Aura of Idiocy
    Special Qualities Dark Vision 60 ft., Undead Traits, Turn Resistance +*** Dark Vision 60 ft., Undead Traits, Turn Resistance +*** Dark Vision 60 ft., Undead Traits, Turn Resistance +***
    Saves
    Fort +1, Ref -2, Will +6
    Fort +2, Ref -2, Will +8
    Fort +5, Ref +0, Will +12
    Abilities
    Str 12, Dex 4, Con -, Int -, Wis 10, Cha 1
    Str 16, Dex 2, Con -, Int -, Wis 10, Cha 1
    STR 24, Dex 1, Con -, Int -, Wis 10, Cha 1
    Skills
    ~
    ~
    ~
    Feats
    Iron Will(B)
    Iron Will(B)
    Iron Will(B)
    Environment
    Any
    Any
    Any
    Organization
    Any
    Any
    Any
    Challenge Rating
    ***
    ***
    ***
    Treasure
    None
    None
    None
    Alignment
    Always Neutral Evil
    Always Neutral Evil
    Always Neutral Evil
    Advancement
    5-7 HD (Small)
    9-15 HD (Medium)
    17+ HD (Large)
    Level Adjustment
    ~
    ~
    ~

    *The Maneuverability of a zooming brain is based on the wisdom score of the creature the brain was taken from (not counting any bonuses from magic items or non-permanent spells).
    Spoiler: Table
    Show
    WIS Maneuverability
    1-16 Clumsy
    17-24 Poor
    25-32 Average
    33+ Good

    **A zooming brain taken from a creature with a burrow speed has a burrow speed equal to twice that creature's, otherwise it has no burrow speed. Its flight speed is dependent on the size of the creature it was taken from(not counting any size changing magics).
    Spoiler: Table
    Show
    Size Flight Speed
    Fine 30'
    Diminutive 40'
    Tiny 60'
    Small 80'
    Medium 100'
    Large 150'
    Huge 200'
    Gargantuan 300'
    Colossal 350'


    ***CR varies with several specifics of source creature, a hard and fast formula is difficult to come up with. Eyeballing is recommended. Similarly, Turn Resistance should be added to balance them, especially when created by a PC (remember, for organ undead this increases the cost of creation, and the amount of a control pool it takes up).

    Also known a "Racing Minds" these undead are not only (ironically) mindless, they drain the mental facilities of all they draw near.

    Aura of Idiocy (Su):
    This emanation damages the mental faculties of all living creatures who get too close to a zooming brain. This aura is continuous and the zooming brain may not suppress this ability, even if commanded to. Any creature within a certain radius determined by the size of creature the zooming brain was taken for the first time during a given turn* must immediately make a Fortitude or Will save (whichever they have the lower total modifier to) to avoid taking damage to each of their three mental ability scores. The save DC is based on the hit-dice and charisma of the creature the brain was taken from, NOT the zooming brain's own statistics. The formula is the standard 10 + 1/2 Source Creature's Racial HD (Minimum 1 after division) + Source Creature's Charisma modifier(not counting any bonuses from magic items or non-permanent spells). This ability score damage can not reduce a creature below 1 in any ability score.
    *If a zooming brain acts during a surprise round, then people who took damage during the surprise round do not also take damage during the first full round of combat as long as they neither enter the aura during their turn, nor end their turn within it.

    The amount of ability score damage is based on the intelligence of the creature the brain was taken from. Unlike most ability score damage, this only lasts a number of minutes equal to the intelligence score of the creature the brain was taken from(not counting any bonuses from magic items or non-permanent spells).
    INT Damage X INT Damage
    1-2 1d2-1(Minimum 0) X 18-20 2d4
    3 1 X 21-23 2d6
    4-6 1d2 X 24-26 2d8
    7-9 1d3 X 27-29 2d10
    10-11 1d4 X 30-32 2d12
    12-14 1d6 X 33-35 4d8
    15-17 1d8 X 36+ 4d10

    The radius of the emanation of the brain is based on the size of the creature the brain was taken from(not counting any size changing magics).
    Spoiler
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    Size Radius Flight Speed
    Fine 20' 30'
    Diminutive 30' 40'
    Tiny 40' 60'
    Small 50' 80'
    Medium 60' 100'
    Large 80' 150'
    Huge 100' 200'
    Gargantuan 150' 300'
    Colossal 200' 350'

    Creating a zooming brain:
    A Zooming Brain may be made from any living creature with both an intelligence score and a discernable brain.
    Only in the some of the more bizarre aberrations does the size class of the brain exceed 3 steps smaller than the source creature. Unfortunately other than this there are few hard rules when it comes to brain size. The GM should use a zoological anatomy book, wikipedia, and/or simple common sense.
    In order to extract the brain without ruining it, a DC 20 Heal check is required. If this check is failed by more than 5 points, the the skull is also ruined. Unless the skull is ruined, a DC 10 Craft(Sculpture) and 3 silver worth of materials allows the skull to be reassembled well enough that a skeleton (the monster) may be made from the skeleton (an object).
    Touch of Idiocy or Feeblemind must be cast once over each brain for each die of ability score damage it inflicts. If the DC of the ability is higher than 22 then Feeblemind must be used at least once. Then both Fly and Expeditious Retreat must be cast once over each brain. Finally, Animate Dead, Create Undead, or Create Undead, Greater must be used, with the standard rules for how many creatures may be animated with a single casting and total undead controlled. Regardless of the spell used the creature is automatically under the control of the creator and counts against the Animate Dead control pool as if it was created with that spell.

    Spoiler: Spellcasting:
    Show

    REALLY unsure about this, but you might add the typical non-half-orc PHB race example to the list of things that Summon Undead III can summon (and multiple ones for later levels).
    Higher level spells would probably summon brains from creatures with higher mental ability scores, not larger ones for a while, then allow two options...

    Last edited by DracoDei; 2024-02-11 at 06:01 AM. Reason: Added note about needing Turn Resistance to balance each specific brain based on its individual abilities.

  23. - Top - End - #23
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    Default Zooming Brain Examples

    As an ease of use and character-count conserving method stat blocks have been trimmed down to remove null and "Any" fields. They also do not mention turn resistance, although some of them should probably have that trait at various numerical values.
    Average Tiny Animal INT 1 or 2 WIS 1-16 CHR 2-3
    Spoiler
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    Size/TypeFine Undead [Organ Undead]
    HD 1/2 d12 (3 hp)
    Speed fly 60 ft. (Clumsy);
    Init: +0
    AC 18 (+8 size); touch 18; flat-footed 18
    BAB +0; Grp -19
    Space 1 ft.; Reach 0 ft.
    Special Attacks Aura of Idiocy
    Special Qualities Dark Vision 60 ft., Undead Traits
    Saves Fort +0?, Ref +0, Will +4
    Abilities Str 4, Dex 10, Con -, Int -, Wis 10, Cha 1
    Feats Iron Will(B)
    Challenge Rating ?(less than 1)?
    Alignment Always Neutral Evil

    Aura of Idiocy (Su):
    This emanation damages the mental faculties of all living creatures who get too close to the zooming brain. This aura is continuous and Zooming brain may not suppress this ability, even if commanded to. Any creature within 60' of the zooming brain for the first time during a given turn* must immediately make a Fortitude or Will save (whichever they have the lower total modifier to) with a DC of 6 to avoid taking 1d2-1 (MINIMUM 0) damage to each of their three mental stats (roll damage only once each round, for all ability scores, for all targets). This ability score damage can not reduce a creature below 1 in any ability score.
    The amount of ability score damage is based on the intelligence of the creature the brain was taken from. Unlike most ability score damage, this only lasts a number of minutes equal to the intelligence score of the creature the brain was taken from (1 to 2 in this case).
    *If a zooming brain acts during a surprise round, then people who took damage during the surprise round do not also take damage during the first full round of combat as long as they neither enter the aura during their turn, nor end their turn within it.


    Average Tiny Animal INT 1 or 2 WIS 1-16 CHR 4-5
    Spoiler
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    Size/TypeFine Undead [Organ Undead]
    HD 1/2 d12 (3 hp)
    Speed fly 60 ft. (Clumsy);
    Init: +0
    AC 18 (+8 size); touch 18; flat-footed 18
    BAB +0; Grp -19
    Space 1 ft.; Reach 0 ft.
    Special Attacks Aura of Idiocy
    Special Qualities Dark Vision 60 ft., Undead Traits
    Saves Fort +0?, Ref +0, Will +4
    Abilities Str 4, Dex 10, Con -, Int -, Wis 10, Cha 1
    Feats Iron Will(B)
    Challenge Rating ?(less than 1)?
    Alignment Always Neutral Evil

    Aura of Idiocy (Su):
    This emanation damages the mental faculties of all living creatures who get too close to the zooming brain. This aura is continuous and Zooming brain may not suppress this ability, even if commanded to. Any creature within 60' of the zooming brain for the first time during a given turn* must immediately make a Fortitude or Will save (whichever they have the lower total modifier to) with a DC of 7 to avoid taking 1d2-1 (MINIMUM 0) damage to each of their three mental stats (roll damage only once each round, for all ability scores, for all targets). This ability score damage can not reduce a creature below 1 in any ability score.
    The amount of ability score damage is based on the intelligence of the creature the brain was taken from. Unlike most ability score damage, this only lasts a number of minutes equal to the intelligence score of the creature the brain was taken from (1 to 2 in this case).
    *If a zooming brain acts during a surprise round, then people who took damage during the surprise round do not also take damage during the first full round of combat as long as they neither enter the aura during their turn, nor end their turn within it.


    Average Tiny Animal INT 1 or 2 WIS 1-16 CHR 6-7
    Spoiler
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    Size/TypeFine Undead [Organ Undead]
    HD 1/2 d12 (3 hp)
    Speed fly 60 ft. (Clumsy);
    Init: +0
    AC 18 (+8 size); touch 18; flat-footed 18
    BAB +0; Grp -19
    Space 1 ft.; Reach 0 ft.
    Special Attacks Aura of Idiocy
    Special Qualities Dark Vision 60 ft., Undead Traits
    Saves Fort +0?, Ref +0, Will +4
    Abilities Str 4, Dex 10, Con -, Int -, Wis 10, Cha 1
    Feats Iron Will(B)
    Challenge Rating ?(less than 1)?
    Alignment Always Neutral Evil

    Aura of Idiocy (Su):
    This emanation damages the mental faculties of all living creatures who get too close to the zooming brain. This aura is continuous and Zooming brain may not suppress this ability, even if commanded to. Any creature within 60' of the zooming brain for the first time during a given turn* must immediately make a Fortitude or Will save (whichever they have the lower total modifier to) with a DC of 8 to avoid taking 1d2-1 (MINIMUM 0) damage to each of their three mental stats (roll damage only once each round, for all ability scores, for all targets). This ability score damage can not reduce a creature below 1 in any ability score.
    The amount of ability score damage is based on the intelligence of the creature the brain was taken from. Unlike most ability score damage, this only lasts a number of minutes equal to the intelligence score of the creature the brain was taken from (1 to 2 in this case).
    *If a zooming brain acts during a surprise round, then people who took damage during the surprise round do not also take damage during the first full round of combat as long as they neither enter the aura during their turn, nor end their turn within it.


    Average 1st to 3rd level member of any Medium sized race without mental ability score adjustments(including humans) INT 10-11 WIS 1-16 CHR 10-11
    Spoiler
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    Size/Type Diminutive Undead [Organ Undead]
    HD 1d12 (6 hp)
    Speed fly 100 ft. (Clumsy);
    Init: -1
    AC 13 (-1 Dex, +4 size); touch 13; flat-footed 13
    BAB +0; Grp -13
    Space 1 ft.; Reach 0 ft.
    Special Attacks Aura of Idiocy
    Special Qualities Dark Vision 60 ft., Undead Traits
    Saves Fort +0, Ref -1, Will +4
    Abilities Str 8, Dex 8, Con -, Int -, Wis 10, Cha 1
    Feats Iron Will(B)
    Challenge Rating 2
    Alignment Always Neutral Evil

    Aura of Idiocy (Su):
    This emanation damages the mental faculties of all living creatures who get too close to the zooming brain. This aura is continuous and Zooming brain may not suppress this ability, even if commanded to. Any creature within 60' of the zooming brain for the first time during a given turn* must immediately make a Fortitude or Will save (whichever they have the lower total modifier to) with a DC of 11 to avoid taking 1d4 damage to each of their three mental stats (roll damage only once each round, for all ability scores, for all targets). This ability score damage can not reduce a creature below 1 in any ability score.
    The amount of ability score damage is based on the intelligence of the creature the brain was taken from. Unlike most ability score damage, this only lasts a number of minutes equal to the intelligence score of the creature the brain was taken from (10 or 11 in this case).
    *If a zooming brain acts during a surprise round, then people who took damage during the surprise round do not also take damage during the first full round of combat as long as they neither enter the aura during their turn, nor end their turn within it.


    Average 1st to 3rd level member of any small sized race without mental ability score adjustments
    INT 10-11 WIS 1-16 CHR 10-11

    Spoiler
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    Size/Type Fine Undead [Organ Undead]
    HD 1d12 (6 hp)
    Speed fly 80 ft. (Clumsy);
    Init: -1
    AC 13 (-1 Dex, +4 size); touch 13; flat-footed 13
    BAB +0; Grp -13
    Space 1 ft.; Reach 0 ft.
    Special Attacks Aura of Idiocy
    Special Qualities Dark Vision 60 ft., Undead Traits
    Saves Fort +0, Ref -1, Will +4
    Abilities Str 8, Dex 8, Con -, Int -, Wis 10, Cha 1
    Feats Iron Will(B)
    Challenge Rating 2
    Alignment Always Neutral Evil

    Aura of Idiocy (Su):
    This emanation damages the mental faculties of all living creatures who get too close to the zooming brain. This aura is continuous and Zooming brain may not suppress this ability, even if commanded to. Any creature within 50' of the zooming brain for the first time during a given turn* must immediately make a Fortitude or Will save (whichever they have the lower total modifier to) with a DC of 11 to avoid taking 1d4 damage to each of their three mental stats (roll damage only once each round, for all ability scores, for all targets). This ability score damage can not reduce a creature below 1 in any ability score.
    The amount of ability score damage is based on the intelligence of the creature the brain was taken from. Unlike most ability score damage, this only lasts a number of minutes equal to the intelligence score of the creature the brain was taken from (10 or 11 in this case).
    *If a zooming brain acts during a surprise round, then people who took damage during the surprise round do not also take damage during the first full round of combat as long as they neither enter the aura during their turn, nor end their turn within it.


    Average 1st to 3rd level Half-Orc INT 7-9 WIS 1-16 CHR 8-9
    Spoiler
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    Size/Type Diminutive Undead [Organ Undead]
    HD 1d12 (6 hp)
    Speed fly 100 ft. (Clumsy);
    Init: -1
    AC 13 (-1 Dex, +4 size); touch 13; flat-footed 13
    BAB +0; Grp -13
    Space 1 ft.; Reach 0 ft.
    Special Attacks Aura of Idiocy
    Special Qualities Dark Vision 60 ft., Undead Traits
    Saves Fort +0, Ref -1, Will +4
    Abilities Str 8, Dex 8, Con -, Int -, Wis 10, Cha 1
    Feats Iron Will(B)
    Challenge Rating 1
    Treasure None
    Alignment Always Neutral Evil

    Aura of Idiocy (Su):
    This emanation damages the mental faculties of all living creatures who get too close to the zooming brain. This aura is continuous and Zooming brain may not suppress this ability, even if commanded to. Any creature within 60' of the zooming brain for the first time during a given turn* must immediately make a Fortitude or Will save (whichever they have the lower total modifier to) with a DC of 10 to avoid taking 1d3 damage to each of their three mental stats (roll damage only once each round, for all ability scores, for all targets). This ability score damage can not reduce a creature below 1 in any ability score.
    The amount of ability score damage is based on the intelligence of the creature the brain was taken from. Unlike most ability score damage, this only lasts a number of minutes equal to the intelligence score of the creature the brain was taken from (7 to 9 in this case).
    *If a zooming brain acts during a surprise round, then people who took damage during the surprise round do not also take damage during the first full round of combat as long as they neither enter the aura during their turn, nor end their turn within it.


    ((Average Grig))

    Average Wyrmling Gold Dragon INT 12-14 WIS 1-16 CHR 14-15
    Spoiler
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    Size/Type Diminutive Undead [Organ Undead]
    HD 1d12 (6 hp)
    Speed fly 100 ft. (Clumsy);
    Init: -1
    AC 13 (-1 Dex, +4 size); touch 13; flat-footed 13
    BAB +0; Grp -13
    Space 1 ft.; Reach 0 ft.
    Special Attacks Aura of Idiocy
    Special Qualities Dark Vision 60 ft., Undead Traits
    Saves Fort +0, Ref -1, Will +4
    Abilities Str 8, Dex 8, Con -, Int -, Wis 10, Cha 1
    Feats Iron Will(B)
    Challenge Rating 4
    Alignment Always Neutral Evil

    Aura of Idiocy (Su):
    This emanation damages the mental faculties of all living creatures who get too close to the zooming brain. This aura is continuous and Zooming brain may not suppress this ability, even if commanded to. Any creature within 60' of the zooming brain for the first time during a given turn* must immediately make a Fortitude or Will save (whichever they have the lower total modifier to) with a DC of 16 to avoid taking 1d6 damage to each of their three mental stats (roll damage only once each round, for all ability scores, for all targets). This ability score damage can not reduce a creature below 1 in any ability score.
    The amount of ability score damage is based on the intelligence of the creature the brain was taken from. Unlike most ability score damage, this only lasts a number of minutes equal to the intelligence score of the creature the brain was taken from (14 minutes in this case).
    *If a zooming brain acts during a surprise round, then people who took damage during the surprise round do not also take damage during the first full round of combat as long as they neither enter the aura during their turn, nor end their turn within it.


    Average Very Young Gold Dragon INT 15-17 WIS 17-24 CHR 16-17
    Spoiler
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    Size/Type Tiny Undead [Organ Undead]
    HD 2d12 (13 hp)
    Speed fly 150 ft. (Poor);
    Init: -2
    AC 10 (-2 Dex, +2 size); touch 10; flat-footed 10
    BAB +1; Grp -8
    Space 2 1/2 ft.; Reach 0 ft.
    Special Attacks Aura of Idiocy
    Special Qualities Dark Vision 60 ft., Undead Traits
    Saves Fort +0, Ref -2, Will +5
    Abilities Str 10, Dex 6, Con -, Int -, Wis 10, Cha 1
    Feats Iron Will(B)
    Challenge Rating 6
    Alignment Always Neutral Evil

    Aura of Idiocy (Su):
    This emanation damages the mental faculties of all living creatures who get too close to the zooming brain. This aura is continuous and Zooming brain may not suppress this ability, even if commanded to. Any creature within 80' of the zooming brain for the first time during a given turn* must immediately make a Fortitude or Will save (whichever they have the lower total modifier to) with a DC of 18 to avoid taking 1d8 damage to each of their three mental stats (roll damage only once each round, for all ability scores, for all targets). This ability score damage can not reduce a creature below 1 in any ability score.
    The amount of ability score damage is based on the intelligence of the creature the brain was taken from. Unlike most ability score damage, this only lasts a number of minutes equal to the intelligence score of the creature the brain was taken from (16 in this case).
    *If a zooming brain acts during a surprise round, then people who took damage during the surprise round do not also take damage during the first full round of combat as long as they neither enter the aura during their turn, nor end their turn within it.


    Average Mind Flayer INT 18-20 WIS 17-24 CHR 16-17
    Spoiler
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    Size/Type Tiny Undead [Organ Undead]
    HD 2d12 (13 hp)
    Speed fly 100 ft. (Poor);
    Init: -2
    AC 10 (-2 Dex, +2 size); touch 10; flat-footed 10
    BAB +1; Grp -8
    Space 2 1/2 ft.; Reach 0 ft.
    Special Attacks Aura of Idiocy
    Special Qualities Dark Vision 60 ft., Undead Traits
    Saves Fort +0, Ref -2, Will +5
    Abilities Str 10, Dex 6, Con -, Int -, Wis 10, Cha 1
    Feats Iron Will(B)
    Challenge Rating ??
    Alignment Always Neutral Evil

    Aura of Idiocy (Su):
    This emanation damages the mental faculties of all living creatures who get too close to the zooming brain. This aura is continuous and Zooming brain may not suppress this ability, even if commanded to. Any creature within 60' of the zooming brain for the first time during a given turn must immediately make a Fortitude or Will save (whichever they have the lower total modifier to) with a DC of 17 to avoid taking 2d4 damage to each of their three mental stats (roll damage only once each round, for all ability scores, for all targets). This ability score damage can not reduce a creature below 1 in any ability score.
    The amount of ability score damage is based on the intelligence of the creature the brain was taken from. Unlike most ability score damage, this only lasts a number of minutes equal to the intelligence score of the creature the brain was taken from (19 in this case).
    *If a zooming brain acts during a surprise round, then people who took damage during the surprise round do not also take damage during the first full round of combat as long as they neither enter the aura during their turn, nor end their turn within it.


    Blank Template for me to work from
    Spoiler
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    Average ??? INT ??-?? WIS ??-?? CHR ??-??(Medium)
    Spoiler
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    Size/Type?? Undead [Organ Undead]
    HD 1d12 (6 hp)
    Speed fly ??0 ft. (???);
    Init: -1
    AC 1? (-? Dex, +? size); touch 1?; flat-footed 1?
    BAB +0; Grp -??
    Space 1 ft.; Reach 0 ft.
    Special Attacks Aura of Idiocy
    Special Qualities Dark Vision 60 ft., Undead Traits
    Saves Fort +0?, Ref -?, Will +4?
    Abilities Str ?, Dex ?, Con -, Int -, Wis 10, Cha 1
    Feats Iron Will(B)
    Challenge Rating ??
    Alignment Always Neutral Evil

    Aura of Idiocy (Su):
    This emanation damages the mental faculties of all living creatures who get too close to the zooming brain. This aura is continuous and Zooming brain may not suppress this ability, even if commanded to. Any creature within 60' of the zooming brain for the first time during a given turn* must immediately make a Fortitude or Will save (whichever they have the lower total modifier to) with a DC of ? to avoid taking 1d? damage to each of their three mental stats (roll damage only once each round, for all ability scores, for all targets). This ability score damage can not reduce a creature below 1 in any ability score.
    The amount of ability score damage is based on the intelligence of the creature the brain was taken from. Unlike most ability score damage, this only lasts a number of minutes equal to the intelligence score of the creature the brain was taken from (?? to ?? in this case).
    *If a zooming brain acts during a surprise round, then people who took damage during the surprise round do not also take damage during the first full round of combat as long as they neither enter the aura during their turn, nor end their turn within it.


    Average ??? INT ??-?? WIS ??-?? CHR ??-??(Large with larger than human brain)
    Size/Type Tiny Undead [Organ Undead]
    HD 2d12 (13 hp)
    Speed fly 150 ft. (???);
    Init: -2
    AC 10 (-2 Dex, +2 size); touch 10; flat-footed 10
    BAB +1; Grp -8
    Space 2 1/2 ft.; Reach 0 ft.
    Special Attacks Aura of Idiocy
    Special Qualities Dark Vision 60 ft., Undead Traits
    Saves Fort +0, Ref -2, Will +5
    Abilities Str 10, Dex 6, Con -, Int -, Wis 10, Cha 1
    Feats Iron Will(B)
    Challenge Rating ??
    Alignment Always Neutral Evil

    Aura of Idiocy (Su):
    This emanation damages the mental faculties of all living creatures who get too close to the zooming brain. This aura is continuous and Zooming brain may not suppress this ability, even if commanded to. Any creature within 80' of the zooming brain for the first time during a given turn must immediately make a Fortitude or Will save (whichever they have the lower total modifier to) with a DC of ? to avoid taking 1d? damage to each of their three mental stats (roll damage only once each round, for all ability scores, for all targets). This ability score damage can not reduce a creature below 1 in any ability score.
    The amount of ability score damage is based on the intelligence of the creature the brain was taken from. Unlike most ability score damage, this only lasts a number of minutes equal to the intelligence score of the creature the brain was taken from (?? to ?? in this case).
    *If a zooming brain acts during a surprise round, then people who took damage during the surprise round do not also take damage during the first full round of combat as long as they neither enter the aura during their turn, nor end their turn within it.


    To do list:
    Spoiler
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    More gold dragons.
    Red Dragons
    White Dragons
    Kobolds
    Last edited by DracoDei; 2024-02-11 at 06:06 AM. Reason: Added Animals

  24. - Top - End - #24
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    Default Corpse/Slaughter Ripper & Corpse Peeler spells. Summon Undead Tables. Class Support.

    Corpse Ripper
    Necromancy [Evil]
    Level: Clr 6, Death 6, Sor/Wiz 6, Dread Necromancer 6
    Components: V, S, M, Skill
    Casting Time: 1 round
    Range: Touch
    Targets: One corpse
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This spell causes a corpse to levitate up, hanging with its feet in contact with the ground in a limp standing position (or not, if the creature usually crawls like a snake). It then flays itself, the skin falling to the ground and rotting away within minutes, the brain oozing out of the nose to reform unharmed on the ground.The fat collects itself together in a pile lying near to the feet of the corpse (or beside the corpse for snakes etc), followed by the muscles sloughing off and forming into a ball, the spinal cord slithering out from behind the base of the pelvis. Several of the organs of the torso depart under independent locomotion. Finally the skeleton animates.

    This spell generates all possible of the following undead from the corpse (most numbers are merely general rules, which should be obvious in most cases):
    A Dark Heart
    A single Fat Glob (provided the corpse has at least 60 pounds of fat)
    A pair of Floating Lungs, which is a single creature.
    A Gut Snake
    One Hopping Stomach for each stomach the corpse has (assume one when in doubt).
    A Muscle Mass
    One Pair of Plague Tonsils(A single creature)
    One Rolling Eyeball for each eye the corpse has.
    A Sinister Spinal Cord
    A Skeleton
    A Slithering Liver
    Two Spinning-Horizon Inner Ears (or more in the case of multi-headed creatures).
    A Zooming Brain (or more than one in the case of multi-headed creatures)

    Note that this spell gives no options about the number and type of undead it creates and that it specifically does NOT create an Empty Skin or a Skulking Bladder.

    The skeleton starts in the same space the corpse occupied, the others start within the skeleton's same space if small enough to occupy it without squeezing. The other organs must be placed at the caster's discretion adjacent to the skeleton (remember that some of them can fly). All undead created by this spell may act as soon as the spell is completed (note that this usually does NOT allow time for the caster to make a Rebuke/Command Undead check unless they can do so as an immediate action).

    No skill checks or non-onyx material components (repair materials for the skull, etc) are required for this spell, nor are the additional spells that are otherwise required for the creation of certain of the undead this spell creates.

    This spell uses the same rules for control and the same control pool as Animate Dead, suffers from a 20 HD cap on the maximum size of the undead that may be created (any undead that fall over this limit are not created, but this does not cause the overall spell to fail), unlike Animate Dead this spell may be cast at any time of day.
    Dread Necromancers ignore the 20 HD cap.
    Material Component
    Black onyx gems worth at least 75 gp per Hit Die of the undead that this spell will create (you may NOT choose to create less undead from a given corpse than this spell is capable of creating from said corpse) these components only need be manipulated as normal for spellcasting, rather than needing to be placed into the mouth or eye socket of the corpse. The magic of the spell turns the required amount of these gems into worthless, burned-out shells with any excess remaining whole and undamaged.
    Skill Component
    You must have at least 14 ranks in either Heal or Profession[Butcher] to cast this spell.

    Slaughter Ripper
    Necromancy [Evil]
    Level: Clr 9, Death 9, Sor/Wiz 9, Dread Necromancer 8
    Range: 30 ft.
    Area: 30 ft. spread centered on caster
    Targets: One corpse per 3 caster levels.

    This spell functions as per Corpse Ripper, except as noted above or following.

    It effects corpses of at least Tiny size, starting with those closest to the caster (considered as a spread) and working outward. If corpses still remain after this process is completed, then animates those, plus the closest additional corpses of Diminutive or Fine sizes.

    Skill Component
    You must have at least 20 ranks in either Heal or Profession[Butcher] to cast this spell.

    Additions to Summon Undead series of spells, including for spells that I don't know of existing. In alphabetical order by undead name without regard for size, or description of source creature.
    (If I ever need to nerf this, consider requiring knowledge of all the spells required to create a given undead in order to summon it... of course, that doesn't nerf Dread Necros at all, and only limits Clerics a bit, but that might all be OK).
    Spoiler
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    Summon Undead I Summon Undead II Summon Undead III
    Small Fat Glob Fine Dark Heart Diminutive Dark Heart
    Small Gut Snake Medium Fat Glob Advanced Medium Fat Glob (12 HD)
    Tiny Hopping Stomach Diminutive Floating Lungs Advanced Medium Gut Snake (5 HD)
    Diminutive Muscle Mass Medium Gut Snake Small Muscle Mass
    Human Rolling Eyeball* Small Hopping Stomach Mouse Rolling Eyeball*
    ~ Tiny Muscle Mass Small Sinister Spinal Cord
    ~ Orc or Elf Rolling Eyeball* 10/10/10 Zooming Brain (From Small or Medium creature)
    ~ Tiny Slithering Liver
    *Duration is 2 rounds per caster level, rather than 1. Note that this stacks with the extend spell metamagic feat to produce 4 rounds per caster level, not 3.

    Summon Undead IV Summon Undead V Summon Undead VI*
    Advanced Diminutive Dark Heart(6 HD) Tiny Dark Heart Advanced Tiny Dark Heart (12 HD)
    Large Fat Glob Advanced Large Fat Glob (20 HD) Advanced Large Fat Glob (28 HD)
    Tiny Floating Lungs Advanced Large Gut Snake (10 HD) Small Floating Lungs
    Large Gut Snake Advanced Medium Hopping Stomach (3 HD) Huge Gut Snake
    Medium Hopping Stomach Medium Muscle Mass Large Hopping Stomach
    Advanced Small Muscle Mass (6 HD) Beholder Eyestalk Rolling Eyeball Advanced Medium Muscle Mass (12 HD)
    Medium OR Large Sinister Spinal Cord** Huge Sinister Spinal Cord Advanced Huge Sinister Spinal Cord (9 HD)
    Small Slithering Liver Medium Slithering Liver Advanced Medium Slithering Liver (3 HD)
    Spinning-Horizon Inner Ear Advanced Spinning-Horizon Inner Ear (2 HD)
    Fiendish/Celestial Mouse Rolling Eyeball***
    *This spell does not, to my knowledge, exist a priori of this project. I might brew it up later, although it is going to be a bit narrow-focus unless other people jump on the homebrewing bandwagon.
    **Caster's choice at time of casting. May not be mixed between the two.
    ***Duration is 2 rounds per caster level, rather than 1. Note that this stacks with the extend spell metamagic feat to produce 4 rounds per caster level, not 3.

    Summon Undead VII* Summon Undead VIII* Summon Undead IX*
    Small Dark Heart Medium Floating Lungs Medium Dark Heart
    Gargantuan Sinister Spinal Cord Huge Hopping Stomach Beholder Central Anti-magic Eye Rolling Eyeball
    Large Muscle Mass Advanced Huge Fat Glob (40 HD) Huge Muscle Mass
    Large Slithering Liver Advanced Huge Gut Snake(21 HD) Huge Slithering Liver
    Huge Fat Glob Advanced Large Muscle Mass (24 HD) Advanced Huge Fat Glob (56 HD)
    Advanced Huge Gut Snake (15 HD) Advanced Small Dark Heart (24 HD) Gargantuan Gut Snake
    Advanced Large Hopping Stomach(7 HD) Advanced Gargantuan Sinister Spinal Cord(16 HD) Advanced Huge Hopping Stomach (14 HD)
    Gargantuan Sinister Spinal Cord Advanced Large Slithering Liver (7HD) Advanced Gargantuan Sinister Spinal Cord(20 HD)

    *This spell does not, to my knowledge, exist a priori of this project. I might brew it up later, although it is going to be a bit narrow-focus unless other people jump on the homebrewing bandwagon.
    Still left to design and put into entries and tables:
    Spoiler
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    Higher levels needed for Zooming Brain.
    Completely Lacking (Might be for the best):
    • Empty Skin, although adding this to flesh out the higher levels with the most powerful examples could be good.
    • Skulking Bladder... well, maybe a small, rather weak one at a very high level... have to see what they look like first.



    Original Summon Undead line analysis for CRs:
    Spoiler
    Show
    Summon Undead
    1st Level: Skeleton, Medium; Zombie, Small;
    2nd Level: Skeleton, Large; Zombie, medium;
    3rd Level: Ghoul(CR 1); Skeleton, Huge(~2 to 5); Zombie, Large(~3 to 4);
    4th Level: Allip(CR 3); Ghast(CR 3); Zombie,Huge(No examples that big in SRD);
    5th level: Mummy(CR 5); Shadow(CR 3); Vampire Spawn(CR 4); Wight(CR 3)

    ((Corpse Peeler Coming MUCH Later))

    Variant Turning/Rebuking table for lower levels
    Many organ undead end up with fractional hitdice, and can be effective despite this. For this reason, variant rules are here provided for how many hitdice lower level clerics can turn or rebuke. This is identical to the SRD version, except in cases where that version would produce a result of 0 or less hit-dice, indicating no undead could be turned/rebuked.
    Turning Check Result Most Powerful Undead Affected (Maximum Hit Dice) by Cleric Level
    vvvvvvvvvvv Lvl 1 Lvl 2 Lvl 3 Lvl 4
    Lvl 5+
    0 or lower
    1/8
    1/4
    1/3
    1/2
    Cleric’s level -4
    1—3
    1/4
    1/3
    1/2
    1
    Cleric’s level -3
    4—6
    1/3
    1/2
    1
    2
    Cleric’s level -2
    7—9
    1/2
    1
    2
    3
    Cleric’s level -1
    10—12
    1
    2
    3
    4
    Cleric’s level
    13—15
    2
    3
    4
    5
    Cleric’s level +1
    16—18
    3
    4
    5
    6
    Cleric’s level +2
    19—21
    4
    5
    6
    7
    Cleric’s level +3
    22 or higher
    5
    6
    7
    8
    Cleric’s level +4
    Spoiler: Taking this a step further with Paladins
    Show

    Move Turn Undead from Paladin 4 to Paladin 1 and introduce the idea of effective cleric levels less than 1 as described on the chart below. This might theoretically overpower Paladin 2/Sorcerer X due to Divine Metamagic, but just saying that you can't use the turning to fuel alternative abilities until Paladin 4 should fix that.
    Turning Check Result Most Powerful Undead Affected (Maximum Hit Dice) by Cleric Level
    vvvvvvvvvvv Lvl = -2 Lvl = -1 Lvl = 0
    0 or lower
    1/64
    1/32
    1/16
    1—3
    1/32
    1/16
    1/8
    4—6
    1/16
    1/8
    1/4
    7—9
    1/8
    1/4
    1/3
    10—12
    1/4
    1/3
    1/2
    13—15
    1/3
    1/2
    1
    16—18
    1/2
    1
    2
    19—21
    1
    2
    3
    22 or higher
    2
    3
    4

    Dread Necromancers, Adaptation
    Add all spells mentioned in the "creation" section of an organ undead to the Dread Necromancer's list at the lower of the spell levels that either a cleric or a wizard could cast it. Treat 0th level spells as 1st level spells for this purpose. Regardless of spell level these additional spells can ONLY be cast for the purposes of creating [Organ Undead] or when creating a magic item, which in turn can ONLY be used for creating [Organ Undead]. So, for instance, a Dread Necromancer with the Craft Wand feat can create an Eternal Wand of Expeditious Retreat but that wand could only be used as part of creating [Organ Undead], such as Muscle Masses and Zooming Brains.

    If a given spell is already on the Dread Necromancer's list, then apply this addition only if the addition would be at a lower level than the Dread Necromancer's other access. The higher level version is unrestricted, and the lower one can only be used as defined above.

    For your convenience a listing of the spells as they currently stand has been attempted below.
    Spoiler
    Show
    1st Level:
    Acid Splash
    Deathwatch
    Expeditious Retreat
    Know Direction
    Jump
    Silent Image
    Touch of Fatigue

    2nd Level:
    Acid Arrow
    (Bear's Endurance if I add it to the Dark Hearts)
    Bull's Strength
    Cat's Grace
    (Eagle's Splendor if I add it to the Empty Skins)
    Sound Burst
    Touch of Idiocy

    3rd Level:
    Displacement
    Fly

    4th Level:
    Hallucinatory Terrain
    Shout

    5th Level:
    Feeblemind
    Overland Flight

    6th Level:
    Find The Path
    Guards and Wards
    Wind Walk

    7th Level:
    (N/A)

    8th Level:
    Shout, Greater

    9th Level:
    (N/A)


    Warlock, Adaptation
    For the purposes of creating Organ Undead, the certain invocations may substitute for spells. Some substitutions require a minimum caster level as a warlock, and some may work for certain undead, but not others that require the same spell. If so, this will be explicitly stated in the table.
    Spell(s) Substituted For Invocation Organ Undead Useful for
    Acid Arrow/Acid Splash Vitriolic Blast Hopping Stomach
    Animate Dead Dead Walk (Any C.L.) All
    Bestow Curse Curse of Despair Muscle Mass (Fine or Diminutive only)
    Bull's Strength(For Muscle Masses ONLY) Repelling Blast Muscle Mass
    Bull's Strength(For Gut Snakes ONLY)* Stony Grasp (IF edited to require Bull's Strength, then Gut Snakes)
    Chill Touch Enervating Shadow Muscle Mass
    Create Undead Dead Walk (C.L. 11+) Any over 20 effective hitdice.
    Create Greater Undead Dead Walk (C.L. 15+) Any over 20 effective hitdice.*
    Displacement* Sickening Blast OR Noxious Blast Spinning-Horizon Inner Ear
    Fly Fell Flight Dark Heart, Floating Lungs, Spinning-Horizon Inner Ear
    Find The Path* Sickening Blast OR Noxious Blast Spinning-Horizon Inner Ear
    Inflict Critical Wounds, Mass Utterdark Blast AND any Area of Effect Blast Shape Invocation (including Eldritch Chain) Dark Heart
    Jump Leaps and Bounds Muscle Masses with more than a +10 jump check modifier
    Know Direction Sickening Blast OR Noxious Blast Spinning-Horizon Inner Ear
    Ray of Enfeeblement Enervating Shadow Muscle Mass
    Resist Elements (Resistance to Acid 5 or more from a Warlock class feature) Hopping Stomach
    Overland Flight Fell Flight (C.L. 9+)* Dark Heart, Floating Lungs, Spinning-Horizon Inner Ear
    Silent Image Flee the Scene Rolling Eyeball
    Touch of Fatigue Miasmatic Cloud Fat Globs of up to and including Gargantuan size
    Wind Walk Fell Flight (C.L. 11+)* Dark Heart, Floating Lungs, Spinning-Horizon Inner Ear
    *At the time of this table's creation, this provides no incremental benefit (in terms of which creatures can be created) over the lower caster level version (or in some cases not having the invocation at all), however it is included in case the creatures in question are edited at a later date.

    Partial list of "Orphan" spells:
    Spoiler
    Show

    Dark Hearts: Deathwatch

    Empty Skins: I had been considering requiring Eagle's Splendor here, but never got to deciding if I should.

    Floating Lungs: Sound Burst, Shout, or Shout, Greater. An Endritch Essence that gives you sonic damage could do it... not sure if Baleful Utterance should count.

    Muscle Mass: Expeditious Retreat

    Sinister Spinal Cord: Hold Person (for large or smaller), OR Hold Monster will do for ones of any size.

    Slithering Liver: Poison.

    Spinning-Horizon Inner Ear: Cat's Grace

    Zooming Brain: Touch of Idiocy or Feeblemind.
    Last edited by DracoDei; 2024-01-30 at 06:22 PM.

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    Default Corpse Ripper and Corpse Peeler Specific Examples 1

    I originally came up with these sets to try to determine the EL of the resulting additions to the encounter. I am going to need to go over all of that since I now have muscle masses and spinning-horizon inner ears in the mix. Note that these can also be used as a reference for the skill-check using methods of creating these undead.

    ((Note to self: See Excel spreadsheet "Anatomical Juggernaut HD Notes" for source creature size minima for various undead organs. Don't assume the HD are correct for this though, since that was a much more general thing.))
    Cat
    Spoiler
    Show

    {table=head]#| Size, Type, and Miscellaneous |CR Each|Control HD Each (Total)
    1| Tiny Skeleton | 1/6 |
    1/2 (1/2)

    1| Diminutive Sinister Spinal Cord | ~1 |
    1/8 (1/8)

    1| Fine Hopping Stomach | 1/3 |
    1/8 (1/8)

    N/A| Fat glob | N/A |
    N/A

    2| Rolling Eyeballs | 1/10 |
    1/16 (1/8)

    1|Diminutive pair of Floating Lungs| 2 |
    4 1/8

    N/A| Gut-Snake* | N/A |
    N/A

    1| Fine Dark Heart | 2 |
    2 (2)

    1| Fine Slithering Liver | 1/2 |
    1/8 (1/8)

    2| Spinning-Horizon Inner Ears | 4 |
    5 (10)

    1| Diminutive Muscle Mass | 1 |
    1 (1)

    1|Fine Zooming Brain (Int 2, Wis 12, Cha 7)|

    ~|Fly 60' (Clumsy)| |

    ~|1d2-1 damage(minimum 0) DC 9 (Fort or Will, whichever is LOWER) in 40' radius, effects go away after 2 minutes | ?1/4? |
    1/2 (1/2)

    [/table]
    *I didn't make any that go down to Diminutive, since they aren't enough of a threat as grapplers.

    For CR that gives us:
    2 CR 4s
    2 CR 2s
    2 CR 1s
    1 CR 1/2
    1 CR 1/3
    1 CR 1/4
    1 CR 1/6
    2 CR 1/10s
    ----------------
    Approximately EL 8

    Sum of Total Control HD for each organ:
    10+2+1+2*(1/2)+4*(1/8)+4 1/8= 18 5/8
    ((Which might be enough to overload a necromancer trying to reload mid-fight... but then again we are just talking about a single house cat here.))


    Cow
    Spoiler
    Show

    ((Table format I am upgrading things to.))
    Spoiler
    Show
    {table=head]#| Size, Type, and Miscellaneous |CR Each|Control HD Each (Total)
    1| Tiny Dark Heart | 5 |
    8 (8)

    0/1|Small Fat Glob (if at least 60 lbs fat)| ? |
    ? (?)

    1| Small pair of Floating Lungs | 7 |
    ? (?)

    1| Large Gut-Snake | 4 |
    ?

    4| Tiny Hopping Stomachs | 1 |
    1/2 (2)

    2| Rolling Eyeballs | 1/10 |
    1/16 (1/8)

    1| Large Skeleton | 1 |
    3 (3)

    1| Medium Sinister Spinal Cord | 1 |
    2 (2)

    1| Small Slithering Liver | ? |
    ?

    2| Spinning-Horizon Inner Ears | 4 |
    5 (10)

    1| Small Muscle Mass | 3 |
    7

    1|??? Zooming Brain (Int 2, Wis 12, Cha 6)|

    ~|Fly 150' (Clumsy)| |

    ~|1d2-1 damage(minimum 0) DC 9 (Fort or Will, whichever is LOWER) in 80' radius, effects go away after 2 minutes | 1/4? |
    ? (?)

    [/table]

    1 Large Skeleton (use THESE statistics to base this on)
    1 Medium Sinister Spinal Cord (CR ~1)
    4 Tiny Hopping Stomachs (CR 1 each)
    1 Diminutive Zooming Brain (Int 2, Wis 12, Cha 6) (Call this CR 1/4)
    Fly 150' (Clumsy)
    1d2-1 damage(minimum 0) DC 9 (Fort or Will, whichever is LOWER) in 80' radius, effects go away after 2 minutes
    0/1 Small Fat glob (eh... if it is a FAT cow then 60 lbs of fat sounds ok) (CR 1)
    2 Rolling Eyeballs (CR 1/10 each... taken from bats)
    1 Small pair of Floating Lungs (CR 7... what was I THINKING putting the damage that high? Then again, it is only 2 CRs higher than the heart, which may be close enough)
    1 Large Gut-Snake (CR 4)
    1 Tiny Dark Heart (CR 5)
    1 Small Slithering Liver (CR 1)
    1 Small Muscle Mass 7 HD (CR3)

    If we omit the stuff I haven't created yet that gives us:
    1 CR 7
    1 CR 5
    1 CR 4
    1 CR 3
    7/8 CR 1's
    1 CR 1/4's
    2 CR 1/10's
    -------
    Calling it 8 CR 1's to balance out not counting the brain and eyes
    EL 10? 11?
    ...Which argues this ought to be at least a 7th level spell, although the CR 1s traditionally wouldn't be enough to count. Of course, since they are glass cannons, they might remain relevant even if all they do is draw an AoE, rather than a single-target save-or-die.


    Sum of Total Control HD for each organ:
    A*a+B*b+C*c+D*d = X Y/Z


    ((Pig))


    Riding Dog
    Spoiler
    Show

    1 Medium Skeleton (CR 1)
    1 Small Sinister Spinal Cord (CR ~1)
    1 Tiny Hopping Stomach (CR 1)
    1 Fine Zooming Brain (Based on Int 2, Wis 12, Cha 6) (Call this CR 1/4)
    Fly 150' (Clumsy)
    1d2-1 damage(minimum 0) DC 9 (Fort or Will, whichever is LOWER) in 80' radius, effects go away after 2 minutes
    NO Fat glob (Would have to be a LARDO of epic proportions to be carrying 60 lbs of fat) (CR N/A)
    2 Rolling Eyeballs (CR 1/10 each... taken from bats)
    1 Tiny pair of Floating Lungs (CR 4)
    1 Small Gut-Snake (CR 1)
    1 Diminutive Dark Heart (CR 3)
    1 Tiny Slithering Liver (CR 1/2)
    1 ??? Muscle Mass (CR 3 or less)

    If we omit the stuff I haven't created yet that gives us:
    1 CR 4
    1 CR 3
    4 CR 1's
    1 CR 1/2
    1 CR 1/4
    2 CR 1/10's
    ----------------
    EL 7


    Human Commoner
    Spoiler
    Show

    1 Medium Skeleton (CR 1)
    1 Tiny Sinister Spinal Cord (CR ~1)
    1 Tiny Hopping Stomach (CR 1)
    1 Diminutive Zooming Brain (Based on Int 10, Wis 11, Cha 10) (Call this CR 2)
    Fly 150' (Clumsy)
    1d4 damage DC 11? (Fort or Will, whichever is LOWER) in 80' radius, effects go away after 10 minutes
    NO Fat glob in most cases
    2 Rolling Eyeballs (CR 1/10 each... taken from bats)
    1 Tiny pair of Floating Lungs (CR 4)
    1 Medium Gut-Snake (CR 1)



    ((Blank Template))
    Spoiler
    Show

    {table=head]#| Size, Type, and Miscellaneous |CR Each|Control HD Each (Total)
    1| ????? Dark Heart | ? |
    ? (?)

    0/1| ????? Fat glob | ? |
    ? (?)

    1| ??? pair of Floating Lungs | ? |
    ? (?)

    0/1| ????? Gut-Snake* | ? |
    ?

    1+| ???? Hopping Stomach(s) | ? |
    ? (?)

    1| ???? Muscle Mass | ? |
    ?

    2| Rolling Eyeballs | 1/10 |
    1/16 (1/8)

    1| ??? pair of Floating Lungs | ? |
    ? (?)

    1| ???? Sinister Spinal Cord | ? |
    ? (?)

    1| ????? Skeleton | ? |
    ? (?)

    1| ??? Slithering Liver | ? |
    ?

    2| Spinning-Horizon Inner Ears | 4 |
    5 (10)

    1|??? Zooming Brain (Int ??, Wis ??, Cha ??)|

    ~|Fly ??0' (???)| |

    ~|1d? damage DC ?? (Fort or Will, whichever is LOWER) in ??' radius, effects go away after ? minutes | ? ? ? |
    ? (?)

    [/table]
    *I didn't make any that go down to Diminutive, since they aren't enough of a threat as grapplers.

    For CR that gives us:
    # CR #s
    # CR #s
    2 CR 4s
    # CR #s
    # CR #s
    # CR #s
    2 CR 1/10s
    ----------------
    EL ?

    Sum of Total Control HD for each organ:
    A*a+B*b+C*c+D*d = X Y/Z
    Last edited by DracoDei; 2022-02-15 at 03:46 AM.

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    Default Corpse Ripper and Corpse Peeler Specific Examples 2

    ((This is a placeholder))
    Last edited by DracoDei; 2013-03-31 at 11:18 PM.

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    Default Selected Farm Animals

    ((Chicken))

    By LOTRfan
    Domestic Cow
    Spoiler
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    Large Animal
    Hit Dice:
    3d8+3 (15 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 11 (-1 size, +2 natural), touch 9, flatfooted 11
    Base Attack/Grapple: +2/+10
    Attack: Gore +0 melee (1d8+2)
    Full Attack: Gore +0 melee (1d8+2)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Stampede
    Special Qualities: Lowlight vision, Scent
    Saves: Fort +4, Ref +3, Will +1
    Abilities: Str 18, Dex 11, Con 12, Int 1, Wis 10, Cha 7
    Skills: Listen +5, Spot +5
    Feats: Alertness, Endurance
    Environment: Temperate Plains
    Organization: Herd (6-29)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 4-6 HD (Large)
    Level Adjustment: -----

    These domesticated herd animals are more or less completely harmless, unless they are startled. Cows come in a variety of breeds, but are usually used as a food source or as beasts of burden. Cows can weigh anything between 1200-1800 pounds, and are usually longer than 8 feet in length.

    Combat
    Cows are not bright and very easily started, and are more likely to run than actually fight. Cows are not proficient with their natural weapons, taking both a -5 penalty to attack rolls and only adding 1/2 their strength modifier to their damage rolls.

    Stampede (Ex): A frightened herd of cows flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything or Large size or smaller that gets in their way, dealing 1d10 points of damage for each five cows in the herd (DC 15 Reflex save for half damage). The save DC is Strength base.


    Domestic Pig
    Spoiler
    Show

    Morph Barks idea for pigs from: http://www.giantitp.com/forums/showthread.php?t=170098
    Note, for the basic pig, use boar stats, substituting gore for a 1d6 slam attack, and lowering HD by 1.
    (I also dropped the Constitution and natural armor to that of the cow, dropped the strength 2 points, added 2 points of dexterity and removed ferocity.)
    Medium Animal
    Hit Dice:
    2d8+2 (11 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 13 (+2 natural, +1 Dex), touch 11, flat-footed 12
    Base Attack/Grapple: +1/+2
    Attack: Slam +2 melee (1d6+1)
    Full Attack: Slam +2 melee (1d6+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: None
    Special Qualities: Low-light vision, scent
    Saves: Fort +4, Ref +4, Will +1
    Abilities: Str 13, Dex 12, Con 12, Int 2, Wis 13, Cha 4
    Skills: Listen +6, Spot +4
    Feats: Alertness
    Environment: Temperate forests
    Organization: Domesticated/Any
    Challenge Rating: 1/2
    Advancement: 3 HD (Medium)
    Level Adjustment:
    Last edited by DracoDei; 2013-04-02 at 12:41 AM.

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    Default Room for Expansion 1

    ((Never hurts to have a little extra room when making a megathread.))
    Last edited by DracoDei; 2013-03-31 at 11:11 PM.

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    Default 5th Edition and Random Notes

    DEstruction Retribution (Corpse Crafter sequel) from Libris Mortis p.26 might be a bit more broken with Rolling Eyeballs and other extremely low HD undead than with Rat Skeletons? For one thing you can cram even more of them into a square. Same principle as Explosive Runes abuse. Worth patching?

    To consider: Pulsating Pancreas (Get help from person I know with diabetes?)

    Spoiler: 5e Rough Drafts and notes (5th)
    Show

    May also need to provide revision to Undead Thralls 6th level Necromancy specialist (wizard) ability PHB p.119. Namely if the creature can't deal damage to non-helpless targets, then the damage bonus INSTEAD gets halved(?) and applied to their DCs and/or To-Hits.

    It would be a kludge, but I could say that organs from larger creatures wither to smaller size to suit the caster.

    Spoiler: Blank templates to copy and turn into creatures
    Show
    General Monster Template
    (Name)
    (Size, Type, Subtypes, and Alignment)
    Armor Class [Source if armor &/or shield, NO Size Modifier, so pick Dex carefully instead]
    Hit Points (d+) [DIE SIZE BASED ON SIZE CLASS SEE MM p.7: Fine ?d2?, Dim ?d3?, T d4, S d6, M d8, L d10, H d12, G d20, C ???d30 OR d12x3???]
    Speed
    ---------------------------------------------------------------------------
    STR DEX CON INT WIS CHA
    1(+-) 1(+-) 1(+-) 1(+-) 1(+-) 1(+-)

    ---------------------------------------------------------------------------
    Skills
    [List Proficient ones only]
    Saving Throws
    [List Proficient ones only]
    Damage Vulnerabilities
    Damage Resistances
    Damage Immunities poison
    Condition Immunities exhaustion, poisoned
    Senses passive Perception #
    Languages
    Challenge

    Actions

    Organ Undead Specific Template
    (Name)
    (Size) Undead (Organ Undead), Neutral Evil
    ---------------------------------------------------------------------------
    Armor Class [NO Size Modifier, so pick Dex carefully instead]
    Hit Points (d+)[DIE SIZE BASED ON SIZE CLASS SEE MM p.7: Fine ?d2?, Dim ?d3?, T d4, S d6, M d8, L d10, H d12, G d20, C ???d30 OR d12x3???]
    Speed
    ---------------------------------------------------------------------------
    STR DEX CON INT WIS CHA
    1(+-) 1(+-) [Skeleton 15, Zombie 16, Golems 18 to 20](+-) 3 to 6 (-) [Skeleton 8, Zombie 6, Golems 8 to 11] 5 (-3)

    ---------------------------------------------------------------------------
    Skills
    [List Proficient ones only]
    Saving Throws
    [List Proficient ones only]
    Damage Vulnerabilities
    Damage Resistances
    Damage Immunities
    Condition Immunities exhaustion, poisoned
    Senses Darkvision 60 ft., passive Perception #
    Languages Understands one language its creator knows, but can’t speak
    Challenge ???1/4???
    (Abilities)

    Actions
    :
    .

    Spells to Create



    Animate Dead

    Size of Source Creature and Skill Check to Extract
    Medicine or ??? DC

    I NEED TO ADD THE SIZES OF THE SOURCE CREATURES TO MOST/ALL OF THESE!



    Anatomical Juggernaut (leave until all component undead finished of course)



    Spoiler: COUGHING Lungs
    Show

    Coughing Lungs
    Tiny Undead (Organ Undead), Neutral Evil
    ---------------------------------------------------------------------------
    Armor Class 13
    Hit Points 5 (3d4-3)
    Speed Fly 20 feet
    ---------------------------------------------------------------------------
    STR DEX CON INT WIS CHA
    3 (-4) 16 (+3) 8 (-1) 6 (-2) 4 (-3) 5 (-3)

    ---------------------------------------------------------------------------
    Skills Stealth +3 (Disadvantage on sound based checks, even when not moving)
    Saving Throws Wisdom +0*
    *It is very hard to get a Coughing Lungs to keep its distance. It gains advantage on saves against any turning check that wouldn't destroy them if they fail.
    Damage Vulnerabilities Fire, Radiant, Slashing
    Damage Resistances Bludgeoning from Non-Magical Non-Silver Weapons, Necrotic, Piercing (EVEN from magical weapons and spells!)
    Damage Immunities poison
    Condition Immunities exhaustion, poisoned
    Senses Darkvision 60 ft., passive Perception 7
    Languages Understands the languages the creature it is from spoke in life, PLUS one additional language picked by their creator from among the languages said creator speaks. Can not speak.
    Challenge 1
    (Abilities)

    Actions
    Cough. The coughing lungs cough out infectious droplets in a 10-foot cone. Each creature in that area must make a DC 11* Constitution saving throw. On a failure they contract the disease specific to the particular coughing lungs, but show no symptoms (and thus suffer no penalties) for 2d6 days.
    Any humanoid creature that starts its turn within 10 feet of an infected creature that does not have its mouth covered must succeed on a DC 11* Constitution saving throw or also become infected with the disease. A successful save does NOT grant immunity to the disease!

    At the end of each long rest, an infected creature can make a DC 11* Constitution saving throw. On a successful save, the DC for this save drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws has its constitution permanently reduced by 1d4 points upon each failed save past the second. Any spell that can cure more normal diseases can cure this disease PROVIDED it is cast from at least a 5th level spell slot. Restoration, Greater Restoration, or Heal cast on the victim after the disease is cured restores all lost constitution points.
    As for the penalties for an active case of the diseases that can be contracted they are as follows:
    Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
    Severe coughing spasms (mechanically identical to the seizures the Contagion spell can cause). The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
    *This uses the ABSOLUTE VALUE of the Constitution modifier of the coughing lungs.



    Size of Source Creature and Skill Check to Extract
    {Medium or Small Humanoid for the source creature. ((Since 5e only goes down to Tiny, it technically doesn't make a difference.))} Medicine or ??? DC

    Spells to Create
    Contagion Cast from at least a 4th level slot (1/each) ((Actually Contagion is 5th level to begin with in 5e I think.))
    Fly OR Wind Walk ((Same number of targets as usual, including for using higher slots))
    Animate Dead


    Spoiler: Dark Heart
    Show
    Fine Dark Heart
    Tiny[Fine] Undead (Organ Undead), Neutral Evil
    ---------------------------------------------------------------------------
    Armor Class 19 (Natural)
    Hit Points 15(3d1+12)
    Speed Fly 10 ft.
    ---------------------------------------------------------------------------
    STR DEX CON INT WIS CHA
    4(-3) 21(+5) 18(+4) 3(-4) 6(-2) 6(-2)

    ---------------------------------------------------------------------------
    Skills Stealth +7, but for sound this is instead -5 on any round when it uses its Necrotic Pulse.
    Saving Throws Con +6, Wis +0
    Damage Immunities Necrotic, Poison
    Condition Immunities Exhaustion, Poisoned
    Senses Darkvision 60 ft., passive Perception 8
    Languages understands one language its creator knows, but can’t speak
    Challenge 1/8?
    Actions
    Necrotic Pulse Multitargeting Ranged Spell: The Dark Heart must expend its movement as well as its action to use this ability, meaning it can not move on the same turn it uses it. Within 20' it targets the closest two creatures that meet either of the following criterion:
    1.) Non-Construct, Non-Undead, and of at least normal Tiny size (so not Tiny[Diminutive], or Tiny[Fine]
    2.) Undead and not at full hit-points
    This does not require the heart to be aware of its targets, nor does it give it any knowledge of them. It makes no distinction between friend and foe.
    Non-Undead must save Constitution DC 8 or take 1 point of necrotic damage. Undead must make a DC 10 Constitution save ((DC = 10 - (Heart's Proficiency bonus + Heart's Wis. Mod.) )), if they succeed they regain 1 hitpoint, if they fail there is no effect. The Dark Heart automatically succeeds its save to regain this hitpoint if it targets itself.


    NO PHYSICAL ATTACKS! And thus, can't make Opportunity Attacks.



    Spells to Create
    Fly
    Inflict Wounds (Cast from at least a 2nd level slot for Tiny[Fine] version, higher slots required for bigger ones), Deathwatch (Doesn't exist in 5e SRD, so just call it a 1st level slot)
    Animate Dead

    Size of Source Creature and Skill Check to Extract
    Medicine or Proficient with Butcher's tools to use Intelligence or Dexterity. DC 13 in any case. 20 minutes if no other dissection has occurred, 10 minutes if belly skin/muscles, intestines, liver, lungs, and kidneys freely cut in the process without care, thus ruining them for animation. ((In the final version I will be adding a lot more boiler-plate to this, but with me present to cover it that won't be necessary for our game.))




    Empty Skin (Int Score limitations are covered in fluff for zombies and skeletons, rather than them being <3 Int, and Skeletons are actually 6. Enhance Ability exists.)



    Spoiler: Fat Glob
    Show

    Small Fat Glob
    Small Undead (Organ Undead), Neutral Evil
    ---------------------------------------------------------------------------
    Armor Class 5
    Hit Points 52 (8d6+24) ((12d6-8??? would allow dropping Constitution to a much more thematic 8. ALSO number of hit-dice should perhaps be constant across sizes, or maybe increase more slowly, since in 5e HD vary based on Size, rather than Type))
    Speed 15 ft., IF at least 90% by weight comes from creatures with a swim speed, then also gets Swim 15 ft.
    ---------------------------------------------------------------------------
    STR DEX CON INT WIS CHA
    3(-4) 1(-5) 16(+3) 3(-4) 3(-4) 3(-4)

    ---------------------------------------------------------------------------
    Saving Throws Wis -2
    Damage Vulnerabilities Fire
    Damage Resistances Piercing
    Damage Immunities Bludgeoning
    Condition Immunities exhaustion, poisoned, prone
    Senses Darkvision 60 ft., passive Perception 6
    Languages can't speak, but understands one language its creator knows
    Challenge 3 (Lower in very slow-paced adventures) ((Lowered from 4 when I dropped it to no fatigue levels on a successful save and only one on a failure.))

    Amorphous: The glob can move through a space as narrow as 2 inches wide without squeezing.

    Apathy: Fat Globs may never make Reactions.

    Actions
    Psuedopod Melee Weapon Attack: -2 to-hit 1(1d4-4) damage. Creature struck must make a DC 13 Constitution save. If they fail they gain 1 level of exhaustion, otherwise there is no effect. This can not increase level of exhaustion past 3.

    Engulf The glob moves up to its speed. While doing so, it can enter Small or smaller creatures’ spaces. Whenever the glob enters a creature’s space, the creature must make a DC 8 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the glob. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the glob enters the creature’s space, and the creature takes 1 (1d4-4) bludgeoning damage and is engulfed. The engulfed creature can’t breathe, is restrained, and at the start of each of the glob's turns takes 1 (1d4-4) bludgeoning damage AND must make DC 13 Constitution save. If they fail they gain 1 level of exhaustion, otherwise there is no effect. This can not increase level of exhaustion past 3.

    When the glob moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the glob.

    Amount Required and Spells to Create
    60 lbs of fat from one or more creatures.
    (A first level arcane spell slot, used to generate the exhaustion effect, don't know if an appropriate spell exists in 5e, but in 3.x it would have been the Touch of Fatigue cantrip)
    Animate Dead


    Skill Check to Extract
    Medicine or Proficient with Butcher's Tools (Still Wisdom in either case, just two different ways that adding the proficiency bonus can be allowed), DC 3. Note that the fat does NOT have to all come from the same creature. Also more fat may be piled on top of an existing fat-glob and the animation spells repeated to enlarge it (but currently this is irrelevant since only one exact size of Fat Glob can be animated by Animate Dead). ((In the final version I will be adding a lot more boiler-plate to this, but with me present to cover it that won't be necessary for our game.))


    Exhaustion Effects
    Level Effect
    1 Disadvantage on Ability Checks
    2 Speed halved
    3 Disadvantage on Attack rolls and saving throws
    4 Hit point maximum halved
    5 Speed reduced to 0
    6 Death
    Haven't found any spells that cause such yet, but lots of looking left to do, Zombies don't have partial actions rule, just low speed and Dex.



    Spoiler: FLOATING Lungs
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    Spoiler: Design notes and such
    Show
    ((Idea that might apply to 3.x as well would be to allow these to speak if they are taken from a creature that could speak the language it understands by virtue of the creator picking that language from the one THEY understand. Thunderwave probably with the damage, Area nerfed? (3 adjacent squares next to it?). Knock back nerfed to 5'? ))
    Gave these +2 Con compared to COUGHING Lungs since they aren't made from diseased lungs, and pretty good mental ability scores because they aren't supposed to be a joke about the poor judgement of those who refuse to wear masks in public. More importantly , with an AoE attack, they should have some justification for being able to avoid "friendly fire" incidents.
    Advantage on sound based stealth checks is from the 3.5 version and is supposed to represent how they drift silently through the air.
    Lack of Proficiency bonus to any saving throw matches with the skeleton and helps balance out the fact I hedged the ability scores towards the good side, roughly comparable to that of the skeleton, which also has no proficient saves.

    ABOVE WAS BEFORE I LEARNED ABOUT ThunderCLAP!

    Larger ones would emulate Thunderwave, perhaps with lower damage and/or only 5' knockback, depending on the power levels I am aiming for. Bigger ones would, of course, do more damage as per upcast, and perhaps even more knock-back distance for above a certain side.


    Floating Lungs, Tiny
    Tiny Undead (Organ Undead), Neutral Evil
    ---------------------------------------------------------------------------
    Armor Class 13
    Hit Points 11 (3d4+3)
    Speed Fly 20 feet
    ---------------------------------------------------------------------------
    STR DEX CON INT WIS CHA
    3 (-4) 16 (+3) 12 (+1) 6 (-2) 8 (-1) 5 (-3)

    ---------------------------------------------------------------------------
    Skills Stealth +3 (Advantage on sound based checks, although, obviously, the Shout is going to be pretty hard to miss!)
    Damage Vulnerabilities Slashing
    Damage Resistances Bludgeoning from Non-Magical Non-Silver Weapons, Necrotic, Piercing (EVEN from magical weapons and spells!), Thunder
    Damage Immunities poison
    Condition Immunities exhaustion, poisoned
    Senses Darkvision 60 ft., passive Perception 9
    Languages Understands one language its creator knows. If this language is one it spoke in life then it can also speak it.
    Challenge 1/4?

    Actions
    Shout Each creature in 1 "square" (actually a cube) within 5 feet of you, plus all other squares adjacent to that one EXCEPT the one you yourself occupy* must make a Constitution saving throw DC 11 (Constitution based). On a failed save, a creature takes 1d6 thunder damage. On a successful save there is no effect.
    *Basically a very small, but broad cone in the mathematical sense, rather than the more narrow way that the game defines a cone.

    Size of Source Creature and Skill Check to Extract
    {Medium or Small air-breather source creature. ((Since 5e only goes down to Tiny, it technically doesn't make a difference.))} Medicine DC 16

    Spells to Create
    Thunderwave OR Thunderclap

    Fly OR Wind Walk ((Same number of targets as usual, including for using higher slots))
    Animate Dead



    Spoiler: Gut Snake
    Show

    Spoiler: Picture of smaller one than is statted out here.
    Show

    Large Gut Snake
    Large Undead (Organ Undead), Neutral Evil ((Reduce this to medium and nerf area of Flatuate to that of Thunderwave to make this more consistent with CR 1/4?))
    ---------------------------------------------------------------------------
    Armor Class 12
    Hit Points 16 (3d8+3)
    Speed 30 ft, if from a creature with a swim speed then it also has Swim 30 ft.
    ---------------------------------------------------------------------------
    STR DEX CON INT WIS CHA
    15(+2) 14(+2) 12(+1) 3(-4) 6(-2) 3(-4)

    ---------------------------------------------------------------------------
    Saving Throws Wis +0
    Damage Resistances Bludgeoning
    Damage Immunities poison
    Condition Immunities exhaustion, poisoned
    Senses Darkvision 60 ft., passive Perception 8
    Languages Understands one language its creator knows, but can’t speak
    Challenge 1/4?
    (Abilities)

    Actions
    Constrict Melee Weapon Attack: +4 to hit, reach 5 ft, one creature. Hit: 6(1d8+2) Bludgeoning damage and the target is grappled (DC 12). Until this grapple ends the creature (meaning the gut snake? I copied this from the Constrictor in the MM) is restrained, and the gut snake can't constrict another target. Whenever it deals constriction damage (even if the target is immune to the damage) the target must immediately make another save/check against the grapple. If the target fails the gut snake sprays the face of the grappled creature forcefully with diarrheatic excrement. So forceful is this that it can sometimes penetrate even between closed lips and eyelids, get far enough into the nasal passages to not be easily removed quickly or even, in extreme cases, individual droplets may achieve sufficient velocity to penetrate the skin slightly. The grappled creature must immediately make two Constitution saves DC 12 (strength based DC). If the first of these two constitution saves is failed they are nauseated (Poisoned, although this condition might need to be nerfed to something less) and blinded for 2d4 rounds or until they get cleaned. Regardless of the result of this first save if the second one is failed they contract a disease of the eye. Treat this as Sewer plague with the usual onset time and ongoing D.C.'s for recovery and to avoid exhaustion. HOWEVER if they fail any given day's save against disease AND failed the previous day's save (starting from the onset of the disease, not the gut snake's attack) there is a 25% chance they go blind until the disease is past and have a -2 penalty on all checks involving visual acuity (including most attack rolls when not blinded) from that point forward due to the lingering effects of eye infection. A single Remove Blindness/Deafness spell will undo both these effects on the eyes and prevent any further chance of blindness for the duration of the disease, however exhaustion levels are unaffected by this treatment.

    Flatulate Area Attack: As its action plus movement once per minute a gut snake may noisily release a cloud of reeking putrid gas centered on itself which can sicken (poisoned, although this may need toning down) those within it. For a large gut snake the radius of the cloud is 10' and the Constitution Save D.C. (for the unadvanced version in each size class) to avoid being sickened for as long as the victim stays in the cloud plus 1d4+1 rounds afterward is 11. The DC is constitution based. The cloud is invisible and persists for one round per hit die of the gut snake ((Note to self: this may require some tweaking for different sizes, but for now, for this size, it works fine)).

    -A moderate wind (at least 10 miles per hour) makes each round that passes count as two for the purposes of the duration of the cloud. A strong wind (at least 20 miles per hour) disperses it after 1 round.
    Spoiler: Reword the above to be more consistent with Stinking Cloud
    Show

    Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.


    Spells to Create
    Arcane Hand(NOT Mage Hand), Arms of Hadar, ?Enhance Ability, ?Grasping Vine?, OR Black Tentacles
    Animate Dead
    Stinking Cloud OR Cloudkill

    Size of Source Creature and Skill Check to Extract
    Medicine or Proficiency with Butcher's Tools (Still wisdom based, just a different way of being allowed to add your proficiency bonus) DC 11. ((In the final version I will be adding a lot more boiler-plate to this, but with me present to cover it that won't be necessary for our game.))



    Spoiler: Hopping Stomach
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    Tiny Hopping Stomach
    Tiny Undead (Organ Undead), Neutral Evil
    ---------------------------------------------------------------------------
    Armor Class 14 (Natural[Size])
    Hit Points 5 (2d4+0)
    Speed 15 ft.
    ---------------------------------------------------------------------------
    STR DEX CON INT WIS CHA
    2(-4) 16(+3) 10(0) 4 (-3) 8(-1) 3(-4)

    ---------------------------------------------------------------------------
    Skills Athletics[Jump, Dex. Based as a racial bonus] +5 (can always take 10), IF it has a swim speed: Athletics [Swim] -3 ((check MM on rules for creatures with swim speeds))
    Saving Throws Wis +1
    Damage Resistances Acid, Bludgeoning
    Damage Immunities poison
    Condition Immunities poisoned
    Senses Darkvision 60 ft., passive Perception 9
    Languages Understands one language its creator knows, but can’t speak
    Challenge 1/4?
    Jumping Shot ((roll this into the Spit acid action ?))

    3.5 version of this abilityJumping 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.


    Actions
    Spit Ranged Weapon Attack: +3 to hit(when not jumping) (fudged by ignoring proficiency bonus), one target, range 30/120 Hit: 3 (1d6+0) acid damage. If there is an obstacle in the way (such as an allied skeleton screening the stomach from melee attack) then it can roll an Athletics[Jump] check as a bonus action to reach the height of the obstacle. If it fails the Athletics check then it wastes the both the bonus action and the action that would have been used to make the attack. Note that it can pick its target in the middle of its jump, so hiding them in foxholes and ordering them to attack (or having them triggered by a trap or alarm) is possible. If it succeeds it rolls the attack with a -2 penalty (+1 to hit total).

    Sample DCs ((Turn this into a table, and corrilate it to the chances for the 3.5 version to make a 5' and 3' jump for the two creature rows for each size class of 5e stomach)):
    Shoot over a medium biped* or large quadruped**: 25
    Shoot over a small biped* or medium quadruped**: 17
    Foxhole appropriately sized for full concealment between jumps: Auto-success with taking 10, but technically DC 9.
    * Or other "tall" creature
    ** Or other "long" creature

    NO MELEE ATTACKS! And thus, can't make Opportunity Attacks.

    Spells to Create
    Acid Splash OR Acid Arrow
    Jump
    Animate Dead

    Size of Source Creature and Skill Check to Extract
    Medium single-stomached, or Large creature with multiple stomachs.

    Medicine or Proficiency with Butchers tools (Wisdom) DC 10.

    ((In the final version I will be adding a lot more boiler-plate to this, but with me present to cover it that won't be necessary for our game.))




    Laughing Uvula



    Spoiler: Muscle Mass
    Show

    Organ Undead Specific Template
    Muscle Mass
    Tiny Undead (Organ Undead), Neutral Evil
    ---------------------------------------------------------------------------
    Armor Class 11
    Hit Points 16 (3d4+9)
    Speed 25 feet (Always), Swim 25 feet (if made made mostly from creatures with a Swim speed)
    ---------------------------------------------------------------------------
    STR DEX CON INT WIS CHA
    ?13 (+1) (( 14? )) 12 (+1) ?16 (+3) 3 (-4) 6 (-2) 8 (-1)

    ---------------------------------------------------------------------------
    Skills Athletics +3 ((Design note: This includes jumping, so acrobatics is not needed.))
    Saving Throws Str +3, Cha +1 ((Design note: Exchange Cha back for Con? Remove so only proficient in Strength?))
    Damage Immunities poison
    Condition Immunities poisoned, prone, Disadvantage and other penalties to anything related to Strength EXCEPT attack rolls.
    Senses Darkvision 60 ft., passive Perception 8
    Languages Understands one language its creator knows, but can’t speak
    Challenge 1/4?
    (Abilities)

    Actions
    Enfeebling Ram Melee Weapon AND Magic Attack: +3 to hit, reach 5 ft., one target. Hit: NO damage, but the target must make two saving throws.

    The first is a DC 9* Constitution save. If this is failed then the target deals only half damage with weapon attacks that use Strength for 1 minute. At the end of each of the target’s turns, it can make another Constitution saving throw against the effect. On a success, the effect ends. ((Change this to a damage penalty equal to [Proficiency Bonus perhaps -1] ? ))
    *DC is Charisma Based.

    Secondly, if the target is Small or smaller, said target must make a DC 11* strength save. On a failed save, the muscle mass pushes the target 10 feet away from it (the muscle mass does NOT have an option in the matter).
    *DC is Strength based.

    Spells to Create
    Animate Dead
    Enhance Ability
    Ray of Enfeeblement


    Size of Source Creature and Skill Check to Extract
    Medicine DC 12

    Spoiler: Spells in PHB with Charisma saves and estimation of likelihood of them being used against a Muscle Mass
    Show

    General Note: Anything that can cast probably isn't worried about its OWN weapon damage enough to bother casting these on a Muscle Mass, but they could do so to protect an ally. I guess some Demons might lack offensive spells (or at least ones that they can casually center on themselves if they get surrounded) and be relying on weapon attacks to deal damage.
    Bane 1st level, 3 targets (+1/slot-up)... might actually get used
    Banishment 4th level, 1 target (+1/slot-up)... probably overkill
    Calm Emotions HUMANOIDS ONLY, THUS IRRELEVANT
    Divine Word Any number of creatures within 30'. HP <=20 Killed instantly. 20<HP<40 (Likely for a necromantic specialist) Blind, Deaf, and Stunned for 1 hour.
    ((DID check Guards and Wards sub-effects.))
    Force Cage Applies only to using teleportation or interdimensional travel to leave, thus almost totally irrelevant. Except perhaps if getting summoned counts and I (or someone else) makes Summon Undead.
    Hallow The caster would have CHOOSEN to allow undead into the area when casting it. Even then the only relevant effect that is SPECIFICALLY LISTED would appear to be Energy Vulnerability, but the GM can allow additional effects.
    Magic Circle Charisma save only applies against teleportation and extra-dimensional movement, neither which a Muscle Mass is likely to us, except perhaps if getting summoned counts and I (or someone else) makes Summon Undead.

    (( I have checked up to and including Magic Circle everything after that needs to be checked...))

    Gargantuan version should have Strength 30 (the max 5e goes up to).
    Fitting between the two that gives us these (approximate?) values.
    Tiny 13 (14?)
    Small 16 (17?)
    Med. 19 (20?)
    Large 23
    Huge 27
    Garg. 30





    Plague Tonsils (Ray of Sickness is relevant for lower level? PROBABLY NOT)



    Spoiler: Rolling Eyeball
    Show

    Rolling Eyeball
    Tiny[Fine] Undead (Organ Undead), Neutral Evil
    ---------------------------------------------------------------------------
    Armor Class 19[Natural(Size)]
    Hit Points 1 (1d2-2)
    Speed 20, Swim 15
    ---------------------------------------------------------------------------
    STR DEX CON INT WIS CHA
    1(-5) 20(+5) 6 (-2) 6 (-2) 11(+0) 5 (-3)

    ---------------------------------------------------------------------------
    Skills Athletics +5(Dexterity Based) Stealth +9, Perception +4 (Bonus is to Sight ONLY, and it has no sense of hearing, smell, or taste)
    Saving Throws Wis +2
    Damage Immunities Bludgeoning damage from falling
    Condition Immunities blinded, exhaustion, poisoned
    Senses Low-Light/Darkvision As per source creature, passive Perception (Sight) 14/(Touch and Motion) 10, NO Sense of hearing, smell, or taste.
    Languages Can read controller's mind for commands if within 5 feet.
    Challenge 1/10

    Evasion When it is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

    Hardy Turning Counts as the source creature's CR for purposes of Destroy Undead.

    Numerous Minion Up to 16 Rolling Eyeballs may count as a single creature for creating them, and also for (re-)establishing control over them.

    Actions
    Report Mode:
    Rolls to point pupil up. While in this state:
    • Will not move except to maintain upward-pointing orientation.
    • Dexterity becomes 1 (-5), dropping AC to 9.
    • Loses Evasion.
    • Reports back via a 2-D dimensional visual Minor Illusion (DC 0) which looks the same no matter what angle it is viewed from projected above it. This image shows exactly what it saw since the last time it was in this mode. Note that when rolling along it has to see where it is going, so it can't point its pupil to the side. This means that a lot of the time the image will show the ground/floor, the ceiling, or behind the eyeball rather than anything in front of the eyeball.
      The size of the image can be varied between as small as 1 inch across, to as large as 10 feet across, however it is always limited by the visual acuity of the eye. The brightness can be controlled (although it sheds no light on other objects), allowing, for instance, a human necromancer to gain the full benefits of an eye from a creature with low-light vision. Similarly, other types of visual cues are transcribed in a way that is visible to even a human (provided the veiwer makes any necessary spot checks). It can be ordered to jump forward or backward a stated amount of time, but can not otherwise vary the speed (No "pause" or "slo-mo" functions). Note that repeated viewings may allow advantage or other bonuses on checks (such as Perception, Investigation, and Insight) by viewers. When the images reach the end, the image temporarily vanishes, but the mode is not exited, and the eye may be commanded to start again from the beginning.


    The controller may designate up to his caster level in individuals who can command a given rolling eyeball while it is in report mode. To add or remove an individual for a given rolling eyeball, all three of them (the eyeball the controller and the designated reviewer) must be within 5' of eachother.

    Once report mode is ended the information in obtained prior to that point can never be accessed via it in that way short of a Limited Wish, Bend Reality or greater magic/psionics.

    Spells to Create
    Minor Illusion (1 per eye)
    Animate Dead (1 per 16 eyes or less)

    Size of Source Creature and Skill Check to Extract
    Medicine or Dissection Tools DC 15 (Getting the eyeball out off the orbit is easy enough... getting the muscles and optic nerve shaved off well enough for it to be spherical enough to roll well enough that the animation spell will take is not.)


    Sinister Spinal Cord

    Slithering Liver (Ray of Sickness is relevant, at least for lower level)

    Spinning Horizon Inner-Ear

    Zooming Brain

    EUREKA! Can just use the spell slot levels for spells with no 5e equivalents.


    More spells Kyseth recommends for 3.x
    Kylseth: Heatstroke (SpC)
    Hypothermia (SC)
    Ice Blast (OA)
    Karmic Aura (CM)
    Kelgore's grave mist (PHB II)
    Melf's Slumber arrow (CM)
    Kylseth: Nightmare (PHB)
    Power word fatigue (RotD)
    Ray of Exhaustion (PhB)
    Sap Strength (BoVD)
    Starvation (SC)
    Sunstroke (Sand)
    Kylseth: Touch of fatigue (PHB)
    Unearthly heat (Sand)
    Waves of Exhaustion (PhB)
    Waves of Fatigue (PhB)
    Winter chill (SC)
    Winter's embrace (SC)

    EDIT:
    Spoiler: Some notes on modifying a cleric to be a master of Deathless versions of these.
    Show
    Give up domain slots in exchange for ability to cast all spells necessary to make organ deathless, but ONLY for creating them.
    Human (for skill points)
    Cha>Wis>Con>Int>Str>Dex
    Or maybe swap Wis and Cha.

    Domains:
    Deathless (Ebberon, p.105)
    Granted Power: Once per day, you can perform a greater rebuking against deathless creatures in place of one of your turn undead attempts. The greater rebuking is like a normal rebuking except that the deathless creatures that would be rebuked are commanded instead.

    Either Animal OR Sun... Probably Animal

    Skills:
    Knowledge (Religion) (Maybe just 5 ranks)
    Heal
    Craft(Taxidermy)
    Knowledge (Nature) (If Animal Domain)

    Feats:
    Extra Turning?
    Spell Focus(Necromancy)?
    Skill Focus(Heal)



    Nerf hearts by saying their pulses only heal deathless.

    Stick to animals and volunteers (which are only going to happen by GM fiat basically).

    Consider Eripmav template, especially with wife/cohort if I take leadership. Don't be afraid to deal Con damage, as long as I heal it afterwards.

    ...get help making the actual build.


    Stuff on some Organ Undead from DnD Wiki IRC chat.
    Spoiler
    Show

    <AuraHorse >isn't there a prestige class in 3.5 that uses skins as a source of power? wonder if synergy applications are there
    <Draco_Dei >Acolyte of the Skin maybe?
    <AuraHorse >yeah
    <Draco_Dei >I think that replaces your skin with a demon, but... There might have been something else for wearing the skins of people you killed.
    <DanielDraco >There's a Tome class that does that
    <Draco_Dei >Acolyte of the skin could MAYBE animate his old skin, but there wouldn't be much connection since... well, the template isn't very combative, and acolyte of the skin IS very combative. So... want to start with the Empty Skins?
    <Draco_Dei >Seen a homebrewed monster that was a flying swarm of shredded skin...
    <AuraHorse >undead skin monster thread: http://www.giantitp.com/forums/showthread.php?t=212345
    looks like homebrew
    sure, I'll look at the empty skins
    Skin Kite from Libris Mortis maybe
    is that the monster?

    <Draco_Dei >http://www.giantitp.com/forums/showthread.php?t=44544

    <AuraHorse >ha, same forum

    <DanielDraco >Yeah, I think the image in my head was a combination of that concept and the Raiment image

    <AuraHorse >different thread

    <HockeyCid >Forsaken Shell is definitely the one you are looking for. cast off skin, etc.

    <AuraHorse >DanielDraco: could the skin of a tattooed monk be used and could it retain those class abilities?

    <Draco_Dei >AuraHorse: As it stands, no. But if I knew Tattooed Monk I might write up the rules for it, and I think a good GM could figure them out if he had the rules for both in front of him.
    <AuraHorse >and: if you can't use a tattooed monk's skin, could you apply the Spellstitched Template?
    <HockeyCid >I found a photo of the Forsaken Shell. It's not pretty
    <Draco_Dei >You could, of course, apply the spell-stitched Template. Might be hard on a furry creature's pelt since the fast healing means you would have to keep re-shaving it to get at the skin itself to tattoo it, but...
    <DanielDraco >And yes, Forsaken Shell is /exactly/ what I was thinking of, thank you. Though I was still confusing its pose with the Raiment's
    <HockeyCid >cool
    <AuraHorse >I would not regenerate hair: hair is not alive in the first place. neither is hair undead
    <Draco_Dei >Of course, as a GM I might say you could do the tattooing before the killing, or maybe between the killing and the tanning. Err... no, this thing definitely regrows hair as part of its fast healing. Otherwise it would loose half the "always in perfect condition/appearance" point.
    <AuraHorse >that's weird lol. Would make a great toupee for an evil person. Like Lex Luthor
    <Draco_Dei >Well, you have to taxidermy the WHOLE creature, so... he would literally be wearing a small animal on his head.
    <AuraHorse >that's hot
    <Draco_Dei >Deflated, and maybe with the head and limbs folded under, but still the whole thing.
    <AuraHorse >yeah, but that furry animal looks pretty damn good. always perfect appearance
    <Draco_Dei >Well, "perfect" means slightly different things for a small animal than for a toupee.
    <AuraHorse >my mistake
    <Draco_Dei >I mean you could totally do that with a villain who is weird, or really anal about his bald-spot (as in any minion that mentions it even obliquely gets quietly hauled off to be tortured to death).
    Last edited by DracoDei; 2024-01-12 at 11:12 PM.

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    Default Re: (3.X) (Creature) (Spell) Organ Undead, Nightmares of Anatomy (P.E.A.C.H.)

    Ok, you can start posting now! The Muscle Mass and Spinning-Horizon Inner Ear have never (officially) been posted before, so I want to hear what people think of them. I'm worried there may be some sort of way to abuse the massive strength scores of the Muscle Masses, but it really does add to the theme.

    Minor Artifact I am working on
    Spoiler
    Show

    Staves are Spell Trigger items

    Quote Originally Posted by http://www.d20srd.org/srd/magicItems/magicItemBasics.htm#spellTrigger
    Spell trigger activation is similar to spell completion, but it’s even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Anyone with a spell on his or her spell list knows how to use a spell trigger item that stores that spell. (This is the case even for a character who can’t actually cast spells, such as a 3rd-level paladin.) The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.
    Organ Staff
    Price: Minor Artifact ((I can figure out a market price actually... well, probably, but it is going to be very high))
    Caster Level: 21st
    Aura: Overwhelming Mixed
    Activation: ??
    Weight: 5 lb

    ((Regenerates 1 charge per day. Maximum of 25 charges.))
    ((Sort the following into number of charges required, and thin it down to remove redundancies.))
    ((A character may use spells not on his/her classes spell list(s), but if they do so, the number of charges used is increased by 1, and they take a point of ability burn to an ability of their choice.))
    Animate Dead(still requires material components),
    Desecrate (still requires material components)
    Fly
    Gentle Repose
    1 Charge:
    Acid Splash
    Deathwatch
    Expeditious Retreat
    Know Direction
    Jump
    Silent Image
    Touch of Fatigue

    Acid Arrow
    (Bear's Endurance if I add it to the Dark Hearts)
    Bull's Strength
    Cat's Grace
    Eagle's Splendor
    Sound Burst
    Touch of Idiocy

    2 charges: Displacement, Fly, Hallucinatory Terrain, Shout

    3 charges: Animate Dead(Still requires material components), Feeblemind, Find The Path, Guards and Wards, Mass Inflict Moderate Wounds, Overland Flight, Wind Walk((Keep this one since it is good for doing large groups.))

    4 charges: Greater Desecrate*, Mass Inflict Critical Wounds, Greater Shout

    *Just made this up... basically counts any area not sanctified to a Good Diety as being on containing a permanent fixture to an evil deity of the wielder's. Duration 1 round/level, no material components.


    Spoiler: Stuff about 5e from Awoken Direct Messaging on Discord
    Show
    Awoken05/12/2020
    Hey, I looked over your homebrew monster and I have a question. Where do you want it to fit in level wise? Like what level do you expect parties to be at when they run into it?
    DracoDei05/13/2020
    Well... I listed it as a CR 1 I think, so... starting from level 1?
    I may have EASILY gotten that wrong, or even be misremembering what I put.
    Awoken05/13/2020
    cr doesn't really mean certain level parties should be facing it, just a number for difficulty calculations
    I was just wondering where you imagined it coming into play
    DracoDei05/13/2020
    The disease is really nasty, but it does take a bit to kick in, giving time to get to appropriate healers either mundane, or even magical (although it takes some pretty strong magic if I remember what I did with it).
    I don't have my web-browser open at the moment.
    Oh... and I've been assuming you mean the 5e version.
    Awoken05/13/2020
    Yeah
    DracoDei05/13/2020
    There is significant divergence between the two versions.
    Well, ideally, it would be applicable from level 1 to... whenever popping a 5th level slot for Remove Disease on each member of the party during down-time becomes trivial.
    You just ramp up the number of them encountered.
    In practice I can't promise it would work against a level 1 party.
    They certainly should be able to defeat it, since it litterally has no way of actually surviving a fight if the PCs don't run.
    They can throw rocks at it if they have to.
    And that is assuming they run out of ammo, or don't have ranged weapons, are out of slotted spells (or not willing to use them), no Reach weapons, and maybe a few other options I am forgetting.
    The question is how many saves does the party need to make, and which members.
    Again, all of this is referring to the 5e version.
    I'm actually a bit of a newbie to 5e, especially the DMing side of things.
    So I don't know how to decide something like that other than by assuming CR= Intended party level against a single one.
    What level range would you suggest?
    Awoken05/13/2020
    I'm having a hard time figuring out where I would put it in. The effects could be devastating for a low level (1-3) party or completely drain their resources trying to remove them. Even with resistances it is really easy to kill for any level party. You would have to have the monster sneak up on the party or be part of a larger encounter where there appears to be more threatening foes. Both of which could feel a bit unfair when they realize how bad the diseases they contract are. For a higher level party that could cure diseases the monster is a non-issue.
    DracoDei05/13/2020
    Let me double check (I have it open on my tablet now)...
    Yeah, you need a 5th level slot to clear it, so it should be at least a minimal threat up to 10th level, since they would need to go outside the party to get it cured.
    As for sneaking up... I intentionally made that more difficult for them by giving them disadvantage on sound-based stealth rolls due to constant coughing.
    As for not knowing about how nasty the diseases are...
    A Religion check, and possibly a Medicine check after that succeeds should tell them.
    The short term effects (Mindfire or Severe Coughing Spasms) are straight out of Contagion
    As I said, larger numbers are a good way to go.
    I actually have some monsters that pair up with them very well thematically, but only a few.
    And I don't think I was very good at pointing those out.
    They are a bit hidden in a 3.x focused thread for more general organ undead.
    Awoken05/13/2020
    I think if you change them a little bit it could be good. Such that the lungs have a little more hp however the first attack causes them to inflate very large (maybe lower movespeed) and the second pops them which also infects nearby creatures. It allows for a bit more problem solving rather than surprise.
    DracoDei05/13/2020
    You mean the first and second attack ON them, or are you proposing they should be a bit like Final Fantasy Bombs and that you mean the first and second attack BY them?
    And would this replace their current attack?
    Thematically I'm pretty adverse to giving them more hitpoints, but maybe you could talk me into the mechanical necessity of it?
    Awoken05/13/2020
    first and second attack on them. Not replace their current attack but an additional mechanic. With the inflation after the first attack the players can see something bad may happen and lowered movespeed lets them position for the pop better.
    the increased hp would only be so that they could survive the first hit more easily
    DracoDei05/13/2020
    The thematics I am going for is "Pretty delicate organ... and from someone whose function of that organ was impaired". Not even really "it is logical/makes sense" (although that applies to an extent), but just the... poetry of it.
    Hmmm... maybe if you got them from a giant instead of a medium humanoid... or whatever 5e calls things.
    Of course, this would require giving them a higher CR.
    I'll also point out that they are resistant to bludgeoning and piercing.
    Awoken05/13/2020
    Not really. The ability to lower movespeed offsets the danger. If the players no longer have to dash to get away it counts for a lot
    DracoDei05/13/2020
    You make an interesting point...
    While I ponder that in the back of my brain, would you like to/would you do me the favor of looking at what I have for the other 5e organ undead?
    Awoken05/13/2020
    Yeah sure I can
    DracoDei05/13/2020
    https://forums.giantitp.com/showsing...2&postcount=29 First spoiler.
    View Single Post: (Creature) (Spell) Organ Undead, Nightmares of An...
    The Giant in the Playground message boards, where fans of the Order of the Stick webcomic congregate to discuss gaming and such.
    Actually, for the coughing lungs, how would just flat out dropping the speed to 20' grab you?
    Note: The organ undead I created also go well with skeletons.
    Thematically and logistically go well with them I mean. No idea about the tactical impacts.
    Awoken05/13/2020
    That would make them more usable imo. That way you could have a group sitting in trees around a path and give the players a round to position before the Lungs converge
    DracoDei05/13/2020
    If it is just needing a round...
    IIRC it just means that one of them has to have a higher or equal passive perception number than the lowest of all the dice (2 per monster) that the group of lungs roll.
    Awoken05/13/2020
    its more that the lungs have a 10ft range with a 30ft movespeed. Melee characters can't attack and move away without a chance at getting diseased
    DracoDei05/13/2020
    Well, I'm not a believer in "melee characters" or "ranged characters" being super-distinct in 5e.
    In other words, if you don't have a back-up weapon for the one of those that you AREN'T focused on, then you deserve what you get.
    But since I want this to have a wider appeal/utility since it is meant to provide encouragement and there isn't any particular thematic reason NOT to lower the speed, I suppose I probably will.
    Awoken05/13/2020
    different styles of playin the game I guess. I mostly choose by character flavor rather than optimal combat build. Like my barb uses a big ass sword bows are for cowards sort of thing
    DracoDei05/13/2020
    Snerk yeah, either he or that attitude might not last very long in a game that I or at least one other GM I remember a comment from were running.
    So, I'll probably drop the speed, but I need to think about it.
    Just to be sure.
    Awoken05/13/2020
    I just don't see DnD as that good of a choice for a wargame... game. There are other systems with better combat rules and less RP focused stuff
    DracoDei05/13/2020
    Err... we disagree then.
    I think the mechanics to facilitate RP in D&D are pretty bad in any edition I'm familiar with.
    At best they leave things undefined enough to get out of the way and let RP happen.
    Actually, I guess I would say (EDIT: and by "say" I mean "clarify") that the way I would recommend the barbarian modify his thinking after, say, running into a flock of harpies with bows would be: "Ranged combat is for cowards... AND for killing cowards who try to enforce it."
    But seriously... what about those other organs?
    Awoken05/13/2020
    Heart I would knock down to 1/8th cr. It has such a low damage/healing output that it really won't do much at all
    In a BIG swarm they might be scary for low levels but with any reasonable number or mixing in with other monsters I they will mostly just cause slight annoyance.
    The hp is weird on them though... 3d1+12? Fancy way of saying 15 lol
    DracoDei05/13/2020
    Yes, yes it is.
    There is another undead in that series which... pretty much requires d1's for its hitpoints for thematic reasons.
    I haven't typed in the stat-block, or possibly even mentioned it exists in 5e, but it is something with literally no attacks.
    No way of directly causing harm.
    Eyeball that can re-play what it sees via Silent Image type projection.
    With a DC of 0.
    So, basically a scout.
    Awoken05/13/2020
    hmmmmm
    I'm reading through fat glob right now
    Fat glob needs a much higher CR
    Exhaustion is very dangerous as it can only be removed by long rests which can take from 8 hours to 1 week depending on the variant rules you use. The speed is low but the hp is high and it can tank enough to get onto characters in some encounters. The saves/damage are also low but if it exhausts anyone thats putting a halt on their fun for the rest of the session/dungeon
    DracoDei05/13/2020
    Let me guess: I underestimated how debilitating fatigue, even capped at 3 levels is in 5e?
    Awoken05/13/2020

    Level 1 isn't too bad for straight combat but beyond will **** you up big time
    DracoDei05/13/2020
    Yeah, I can probably scale that back to 1 level on a failed save and nothing on a successful one.
    If I do that, would you still recommend increasing the CR?
    Awoken05/13/2020
    Yes, anything that can give you exhaustion is going to have to be a high CR. I would recommend too making it a little bit squishier or give it some sort of vulnerability
    DracoDei05/13/2020
    ...
    AC 5, fire vulnerability. That not enough?
    Awoken05/13/2020
    You don't have fire vuln listed
    DracoDei05/13/2020
    Yeah I do. Right below saves, where it is supposed to be listed.
    Damage Vulnerabilities Fire
    Awoken05/13/2020
    fug im blind
    Depends on the CR you end up with though.
    DracoDei05/13/2020
    Low speed and inability to make reactions (note especially: Opportunity Attacks) should also create some tactical possibilities.
    What depends on the CR? Or did you have a typo?
    Awoken05/13/2020
    if they need to be squishier or not. It depends on what CR you give them
    DracoDei05/13/2020
    Ah...
    Awoken05/13/2020
    Outside of very specific special enemies from premade adventures* I can't think of any that give you levels of exhaustion off the top of my head.
    had a bit of brain fart there
    DracoDei05/13/2020
    Yeah, these are all about the thematics.
    These are "the necromantic embodiment of sloth".
    Thus low speed, Str 3 -> terrible attack bonus and hitpoint damage, no reactions, Dex 1 -> AC5.
    So the fatigue isn't going away. That is too core to the concept.
    But yeah, I can up the CR.
    Err... what spell does it take to clear fatigue... let me check...
    Awoken05/13/2020
    Only one I can think of is greater restoration
    Probably a rare magic item to do it too
    but greater restoration is 5th level and only removes one level of exhaustion
    DracoDei05/13/2020
    Yeah...
    So... CR 2? or will 1 do it?
    Awoken05/13/2020
    4+ cr
    DracoDei05/13/2020
    Err...
    Hmmm...
    That presents two issues.
    The first being that for the right feel I might bump up the hitpoints even further since they are supposed to have that "massive" feel to them.
    The second is that I just want to double-check that a PC with Animate Dead using one or more of those as his minions in place of a skeleton or zombie wouldn't be imbalanced.
    Awoken05/13/2020
    Like I said nothing else gives exhaustion. Think black pudding for comparison, another cr 4 creature. 20ft ms, 85 hp, it has a big negative effect where it can eat away at weapons. It does have higher damage output but CR is for use as a guideline by DMs. You really don't want a DM thinking this is a lower CR monster and then have an unexpected TPK when everyone dies from failing their saves due to exhaustion.
    Gaining exhaustion levels is far worse than losing a non-magical weapon.
    DracoDei05/13/2020
    I'm not saying that a CR of 4 or higher isn't what needs to happen.
    I'm just saying that it has a ripple effect and might indicate I have an issue with the minion use (but probably not, since by the time it manages to HIT 3 times, let alone ONE monster failing 2 or 3 saves, the battle will probably be in its end stages.)
    (Or you got ambushed by a bunch of very low CR creatures, and debuffing ONE of them greatly doesn't solve much.)
    How annoying to remember would it be if I put in a note that a SHORT rest clears one of the levels of exhaustion from this specific type of creature?
    Awoken05/13/2020
    Try not to change any standard rules for effects
    DracoDei05/13/2020
    Nods Further brainstorming: Another thing I could do would be to go even further with the "lazy" theme and drop the proficiency bonus to 0, making it -4 to-hit and DC 11.
    Incidentally, ALL of these are meant to be additional options for Animate Dead... actually 16 rolling eyeballs are supposed to only count as a single minion as far as how many you can animate or control with a given casting for a given level of Animate Dead.
    But, again, I somehow neglected to even list those as needing statting out.
    You do, however, need to make Medicine (or Butcher's Tools) checks, and expend additional spell slots (sometimes requiring specific spells) to MAKE them in the first place.
    Organ undead in general I mean.
    DracoDei05/21/2020
    Did you have any further comments on the Organ Undead?
    I'm thinking of removing the "5th level slot" requirement for removing the diseases. It fits with the amount of RL resources required for (some?) cases of COVID-19, but these are designed to be a stress relief more than an object lesson and many games happen at the lower range of levels.
    Awoken05/21/2020
    They don't function very good as a stress relief. They are all very tanky or have annoying effects they put on you. I would put them in the frustrating category
    They are the types of undead that you really want the party to hate the creator of. Like the boss of a dungeon makes em
    DracoDei05/21/2020
    Clarification: Only the Coughing Lungs are meant to be stress relieving.
    But that is an interesting insight never-the-less!
    DracoDei05/21/2020
    I assume you are looking at the 5e versions BTW?
    Awoken05/21/2020
    Yes, 5e is the only dnd version I have played recently
    DracoDei05/21/2020
    Since that is the case, would you say that the Hopping Stomachs are the exception to the rule of "tanky, or annoying effects"?
    Awoken05/21/2020
    Yes though its special of jumping above allied enemy units for line of sight is something all games I've played in ignore other than giving the chance to hit the ally on crit fail. IE you can shoot through an allies space with little danger
    DracoDei05/21/2020
    I'd just assign disadvantage for shooting through an ally's space, but I can see that. Some of it is I haven't fully completed the process of importing them from 3.x/PF into 5e. For instance I only just now reduced the DCs on the Gut Snakes to bring them into line with 5e. Speaking of those, do you know if "Flatulate" should be "Area Attack" or "Area Weapon Attack" or are you not sure?
    Awoken05/21/2020
    I'm not sure what you mean
    DracoDei05/21/2020
    Flatulate Area ?Weapon? Attack: As its action plus movement once per minute a gut snake may noisily release a cloud of reeking putrid gas centered on itself which can sicken (poisoned, although this may need toning down) those within it. For a large gut snake the radius of the cloud is 10' and the Constitution Save D.C. (for the unadvanced version in each size class) to avoid being sickened for as long as the victim stays in the cloud plus 1d4+1 rounds afterward is 11. The DC is constitution based. The cloud is invisible and persists for one round per hit die of the gut snake ((Note to self: this may require some tweaking for different sizes, but for now, for this size, it works fine)). A moderate wind (11+ mph) halves the duration of the cloud; a strong wind (21+ mph) disperses the cloud in 1 round.
    -----
    Awoken05/21/2020
    I know the attack you are saying but not what you mean by area attack or area weapon attack. Most attacks like that just give area of effect in terms of a radius
    DracoDei05/21/2020
    I put question marks around the (key)word "Weapon" because I wasn't sure how it would be counted in 5e. It certainly isn't a SPELL in my intentions (which would mean you could counter-spell it, Magic Resistance would apply, and it wouldn't work in an Anti-Magic Field).
    Awoken05/21/2020
    Its not really an attack, just an effect the creature makes in the area
    DracoDei05/21/2020
    So it would have no keywords at all?
    At least in the "leader" (for lack of a better word) like I had it?
    Awoken05/21/2020
    I would just look at other similar official dnd monster stat blocks for reference
    DracoDei05/21/2020
    I guess I just couldn't find an appropriate monster to reference in my hurry to make progress when I was statting them up...
    Or rather, converting them.
    BTW, a monster that does Thunder damage in a cone and can fly isn't going to be too terribly nasty, minus what you mentioned about some people preferring to remain fairly locked into ranged/melee being more distinct for non-magical attacks?
    Awoken05/21/2020
    Depends on stats
    DracoDei05/21/2020
    Coughing Lungs, 2 or 4 more constitution points, MAYBE 1 or 2 fewer hit-dice, and the Cough replaced with a Shout.
    Result: Shouting Lungs.
    Which in 3.x/PF were what I modified to make the Coughing Lungs, then created the 5e Cough-ers from those since APPARENTLY I never typed in from paper/created in the first place the 5e Shouting Lungs.
    And, I should have said "are the annoying" rather than "are they nasty" I think.
    You said that a lot of the Organ Undead were frustrating enough that killing their creator would be an extra-satisfying climax to an adventure.
    After looking through my PHB, I think that since Thunderwave is the 5e spell that best fits to be required to create them, I might add the push-back effect... maybe even make it a burst rather than a cone. How do you think that each of those two power-ups would effect the frustration level? What about their effects on the thematics?
    Awoken05/21/2020
    Pushback is fine but its all on the DM for how frustrating it is. I had a game where we had a battle on a ship where one of the enemies had thunderwave, the NPC used thunderwave with all of its spell slots repeatedly trying to push us off the ship which was only 20ft wide. That was very frustrating
    DracoDei05/21/2020
    Sounds like an appropriately intelligent NPC. In other words to me the decision was the GM picking that spell for the NPC, more than the NPC spamming it. Although if he was up-casting it, that blurs things a bit, since perhaps there would have been other, equally mechanically effective, but more fun-for-the-players options said NPC could have used.
    Awoken05/21/2020
    I guess what made it annoying was that he kept bringing the npc back. We put em to sleep with the sleep spell and he had them wake up, I killed them and he rolled death saves for them (normally doesn't do that) and they came back up, we put them down again and he had another npc come and heal them up again. So there was like no way to get rid of them. A group of your lungs could have the same effect
    DracoDei05/21/2020
    Don't know if this matters, but I'd probably increase the Int and Wis for the Floating Lungs (Sorry... NOT shouting... although maybe I should change that to enhance clarity, since they both "float".
    ("They all float down here..." ?paraphrase? of Pennywise the Clown from Steven King's "It")
    Well, it is much harder (impossible?) to heal an undead.
    But other than that, I take your point.
    And actually, it IS possible to heal an organ undead.
    Because if you are using them then you have no particular reason NOT to include the Dark Heart.
    The lack of healing for undead in 5e was why I kept the effect for those down to a single hitpoint, and required a saving throw for other undead to actually gain it. Figured it balanced things out for the rarity of the effect.
    DracoDei05/22/2020
    You got any ideas for what mechanical penalties related to mental abilities, preferably ones that could be stacked, that could justify the players pulling from The Three Stooges for their characters' actions? To be clear, if it could be stacked, then acting on that level is only necessary if it is stacked. I'm thinking just flat penalties to ability score modifiers would be the most straight forward, but I'd like to hear your ideas too.
    Awoken05/22/2020
    I'm running my game right now
    DracoDei05/24/2020
    Hey, when you get a chance, could you look up Death Dogs and say what you think of them in light of what you said about the Coughing Lungs? I'd link you, but apparently they aren't in the SRD, because they are in the BACK of the Monster Manual.
    The disease is worse in the short term (appears to me to be instant onset and complete debilitation), and the hitpoints are much higher even after accounting for resistances. It also deals hitpoint damage, but that is a minor point.
    On the flip side of the coin the Lungs can attack from outside the reach of most melee weapons, the disease is harder to cure with magic and can spread, and they have a 1 point higher AC.
    Also, it is an AoE for the Lungs.
    But the Death Dog is only listed as CR 1.
    Awoken05/24/2020
    The lungs can fly is the biggest difference I see
    DracoDei05/24/2020
    Okay.
    So, basically, you feel like flying monsters with ranged attacks are a significant challenge? Because of what you said about roleplay reasons why some characters might not carry ranged weapons (for spellcasters: even if they don't have a ranged cantrip)?
    Awoken05/24/2020
    For the lungs vs dogs the flying takes away a lot of player agency in who the lungs can target. With dogs the high con players or disease resistant ones can block for the others. Lungs with their aoe and flying does not allow that.
    DracoDei05/24/2020
    Ah! A valid point!
    BTW, can I quote this on Giant in the Playground? I can't think WHY anyone would care about being quoted by user-name for this sort of thing, but I figured I'd ask anyway.
    Awoken05/24/2020
    You can just say it, you don't need to quote me lol
    DracoDei05/24/2020
    It is easier to copy paste than to copy paste, then remove your name...
    Awoken05/24/2020
    its whatever m8
    DracoDei05/24/2020
    Okay!
    DracoDeiToday at 3:40 AM
    I have a few more 5e organ undead (Got off my butt about them since I am in a game where I can play-test them now.)
    Still have many more to do, but I have actual stats for the Rolling Eyeball, Muscle Mass, and FLOATING Lungs.
    https://forums.giantitp.com/showsing...2&postcount=29
    View Single Post: (Creature) (Spell) Organ Undead, Nightmares of An...
    The Giant in the Playground message boards, where fans of the Order of the Stick webcomic congregate to discuss gaming and such.
    Feedback desired if you can.
    I think the Muscle Mass may be pretty "swingy" since it emulates the effect of a 2nd level spell (albeit at touch range) so I tried to balance that by needing BOTH a to-hit roll AND a failed save with a low DC.
    So powerful effect that rarely actually happens.
    Last edited by DracoDei; 2024-02-12 at 07:06 AM.
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