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  1. - Top - End - #1
    Ogre in the Playground
    Seharvepernfan's Avatar

    Join Date
    Mar 2011

    Default Elder Scrolls Creatures - Land Dreugh

    Land Dreugh
    Spoiler: Image

    Large Aberration (Aquatic)
    Hit Dice: 11d8+44 (93hp)
    Initiative: +7
    Speed: 30ft
    Armor Class: 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 19
    Base Attack/Grapple: +8/+17
    Attack: Claw +12 (1d6+5+1d6 electricity) or Shoulder-Claw +7 (1d4+2+1d6 electricity)
    Full Attack: 2 Claws +12 (1d6+5+1d6 electricity) and 2 Shoulder-Claws +7 (1d4+2+1d6 electricity)
    Space/Reach: 10ft/5ft (10ft with Shoulder-Claws)
    Special Attacks: Electric Jolt, Improved Grab
    Special Qualities Amphibious, Darkvision 60ft, DR 5/Magic, Electric Body, Scuttle, SR 15
    Saves: Fort +7, Ref +6, Will +9
    Abilities: Str 20, Dex 16, Con 18, Int 8, Wis 14, Cha 5
    Skills: Listen +11, Spot +11
    Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Initiative
    Environment: Temperate and Warm Aquatic
    Organization: Solitary, pair, or pack (3-5)
    Challenge Rating: 8
    Treasure: 1/10th coins; 50% goods; standard items
    Alignment: Usually chaotic evil
    Advancement: 12-16 HD (Large); 17-33 HD (Huge)
    Level Adjustment: --

    Speaks Aquan

    Electric Body (Ex): The dreugh's body creates electricity naturally. Anyone who touches (or attacks with a non-reach melee weapon or natural attack) the dreugh takes 1d6 electricity damage. Likewise anyone touched or attacked by the dreugh takes the damage as well. Unless otherwise specified, this damage is dealt once per round of contact.

    Electric Jolt (Ex): If the dreugh hits and grabs an opponent with one claw, then successfully hits with the other claw, the second claw will deal an additional 4d6 electricity damage as electricity flows through the target's body from one claw to the other.

    Improved Grab (Ex): To use this ability, the dreugh must hit an opponent with a claw 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 make a second claw attack against the held opponent at no penalty.

    Amphibious (Ex): Although dreugh are aquatic, then can survive indefinitely on land.

    Scuttle (Ex): A dreugh can walk along the ground underwater at it's normal speed, though it cannot charge or take the run action.

    Spoiler: Notes
    Basically, I took the Chuul and made a few changes and additions. I took a few liberties as well.
    Last edited by Seharvepernfan; 2014-12-26 at 06:03 AM.
    Spoiler: Ironcage Keep

    - Leo
    - Enemies
    - Frith (Light, 92 rounds), Obergrym (rage 5 rounds, 14/17 hp), Melrik - CURRENT
    - Enemies
    - Jade
    - Enemies

  2. - Top - End - #2
    Troll in the Playground

    Join Date
    Sep 2007
    Elemental Plane of Purple

    Default Re: Elder Scrolls Creatures - Land Dreugh

    Creatures with the Aquatic Subtype ALWAYS have a swim speed. If this cannot swim, it should lose the subtype even if it lives in an aquatic terrain. This is why creature descriptions are important.

    Speed is off. A Large creature should move at 40 feet not 30 feet generally unless this is supposed to be slower than average. In that case, it can't really scuttle i.e. move quickly can it? You may want to reconsider how fast it moves. I'd recommend changing land speed to 40 feet and giving it faster speed underwarter (50 feet).

    With natural attacks, even if you use secondary attacks as the only attack, it is still secondary and takes the -5 attack penalty. See attack line. Claw should be the only thing listed. If it is a second primary attack, the Full Attack line would have to show this as an "OR" as well. Needs to say "melee" in attack lines as well. Primary attacks use full strength so should shoulder claws (should be 2 words) when used as a primary attack.

    Here is how the attack lines should look if shoulder claws are primary attacks. Note: primary attacks cannot be used together since each requires a full round action. Also primary attacks use full Strength.

    Attack: Claw +12 melee (1d6+5 plus 1d6 electricity) or shoulder claw +12 melee (1d4+5 plus 1d6 electricity)
    Full Attack: 2 claws +12 melee (1d6+5 plus 1d6 electricity), or 2 shoulder claws +12 melee (1d4+5 plus 1d6 electricity)

    If the shoulder claws are secondary weapons, they shouldn't be listed in the Attack line since that is for primary weapons only.

    Attack: Claw + 5 melee (1d6+5 plus 1d6 electricity)
    Full Attack: 2 claws +12 melee (1d6+5 plus 1d6 electricity) and 2 shoulder claws +7 melee (1d4+2 plus 1d6 electricity).

    Either way is fine but you have to decide which one you really want.
    Note: if this were my creation, I would keep the shoulder claws as secondary weapons and give it Multiattack feat instead of Alertness.

    Electric Jolt could be worded a little clearer and it should have a save for half damage. Also, you should be describing the creature in text not in special abilities. Since the shoulder claws are also electrified, you should add them if you are allowing them as secondary weapons.

    Electric Jolt (Ex): If a dreugh successfully hits a target with both claws (or with one claw and one shoulder claw), it deals an additional 4d6 points of electricity damage to its target. A successful Reflex save (DC 20), halves the damage. The save is Strength-based.

    If this is a Large quadruped, Str 20 gives it a carrying capacity of 3x normal so a light load would be 399 lbs. or less, a medium load would be 400-798 lbs., and a heavy load would be 799-1,200 lbs.

    Last edited by Debihuman; 2014-12-26 at 05:35 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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