Monster Concept, Feedback Requested
Monster Concept, Feedback Requested
Check this critter out gang. It's supposed to represent a creature from a plane similar to maybe, Cthulhu. I'm planning on using this in the near future, but wanted to get some feedback on it first. It's a 6HD critter that will be going up againt a party of 3rd to 4th level adventurer's. It may have a "brick" or two with it, but as written, what do you all think? Good? Bad? Indifferent?
NALU
No. ENCOUNTERED: 1
SIZE: L
HD: 6 (d8)
Movement: 40 fly/40 swim
AC: 19
Attacks: : 6 Tentacles (1d6)
Special: + Improved Grab, Blind, (life sense 120ft), Aquatic characteristics
SAVES: M&P
INT: Low
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
Treasure: Nil
AC 19; HD 6; HP 35; MV 40 fly/40 swim
ATTACKS: 6 Tentacles (1d6) + Improved Grab; Save P
Improved Grab: If two tentacles hit same target, it is grabbed (strength save to break free). Each round after, as long as the victim remains grabbed, the Nalu can employ one of the following attacks:
It can attack with the remaining free tentacles (with combat advantage) and simply attempt to beat its prey to death (though if it threatened by other attackers, it will use those free tentacles to combat them).
Or, more often, the Nalu can flood the victims with images from its home dimension. Scenes that the mortal mind cannot take, nor comprehend, filling the victim with feelings of horror, dread and despair. The victim must succeed at a wisdom save or lose 1 point of wisdom each round he remains grabbed. For every 5 points lost in this manner, 1 of those points may be permanent (a separate WIS save), otherwise lost points return at a rate of 1 per 10 minutes. If a character’s WIS drops to 0 in this manner, he dies.
Note, for each additional tentacle beyond the first two the Nalu grabs a victim with, the strength and wisdom save CLs each increases by 1.
NALU
No. ENCOUNTERED: 1
SIZE: L
HD: 6 (d8)
Movement: 40 fly/40 swim
AC: 19
Attacks: : 6 Tentacles (1d6)
Special: + Improved Grab, Blind, (life sense 120ft), Aquatic characteristics
SAVES: M&P
INT: Low
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
Treasure: Nil
AC 19; HD 6; HP 35; MV 40 fly/40 swim
ATTACKS: 6 Tentacles (1d6) + Improved Grab; Save P
Improved Grab: If two tentacles hit same target, it is grabbed (strength save to break free). Each round after, as long as the victim remains grabbed, the Nalu can employ one of the following attacks:
It can attack with the remaining free tentacles (with combat advantage) and simply attempt to beat its prey to death (though if it threatened by other attackers, it will use those free tentacles to combat them).
Or, more often, the Nalu can flood the victims with images from its home dimension. Scenes that the mortal mind cannot take, nor comprehend, filling the victim with feelings of horror, dread and despair. The victim must succeed at a wisdom save or lose 1 point of wisdom each round he remains grabbed. For every 5 points lost in this manner, 1 of those points may be permanent (a separate WIS save), otherwise lost points return at a rate of 1 per 10 minutes. If a character’s WIS drops to 0 in this manner, he dies.
Note, for each additional tentacle beyond the first two the Nalu grabs a victim with, the strength and wisdom save CLs each increases by 1.
Re: Monster Concept, Feedback Requested
Looks good. With 6 d8 HP and going against 3rd-4th level pc's (4-5 in number?), it would be quick battle by itself. I would up hp to something like 2d8 per hd, and deal say 1d6+2. But that is personal preference.
Re: Monster Concept, Feedback Requested
Thanks for the feedback. Yea, I'm considering increasing the HD type to d10. The stats are based off the Hulen (M&ToA) but I removed the etheral jaunt ability and started inputting the abilities as posted (wis drain stuff).PeelSeel2 wrote:Looks good. With 6 d8 HP and going against 3rd-4th level pc's (4-5 in number?), it would be quick battle by itself. I would up hp to something like 2d8 per hd, and deal say 1d6+2. But that is personal preference.
Re: Monster Concept, Feedback Requested
First, I love it.
Second, with 6 attacks, if it focuses fire on a single enemy, at 3rd level, it could kill it pretty quickly/easily. Just something to be aware of. Third, I'd write in some way for the friendlies to break the grab and/or allow attacks to negate future tentacle attacks. For example, if the party scores a hit, the player doing the hitting could choose to either break an existing grab, do damage, or negate an upcoming tentacle attack against a grabbed ally. This would add a tactical choice, making it more interesting to fight (almost like each tentacle is an enemy) as well as address the problem you anticipate of it having low HP (since attacks to break grabs or negate attacks wouldn't be removing HP). You might also divide the HP among the tentacles such that each tentacle has 1HD worth of HP (tentacles at 0HP can't grab), or decide that any attacks doing more than "x" HP can lop off a grabbing tentacle. That might make for a more spectacular battle. It also might complicate it a bit too much, but perhaps that won't be a problem if you're running this as a solo encounter.
PS: When you say the tentacles "attack with combat advantage" are you referring to 4E Combat Advantage (+2) or 5E Advantage where B2D20 is rolled? Just curious. I've been using both in my current game.
Second, with 6 attacks, if it focuses fire on a single enemy, at 3rd level, it could kill it pretty quickly/easily. Just something to be aware of. Third, I'd write in some way for the friendlies to break the grab and/or allow attacks to negate future tentacle attacks. For example, if the party scores a hit, the player doing the hitting could choose to either break an existing grab, do damage, or negate an upcoming tentacle attack against a grabbed ally. This would add a tactical choice, making it more interesting to fight (almost like each tentacle is an enemy) as well as address the problem you anticipate of it having low HP (since attacks to break grabs or negate attacks wouldn't be removing HP). You might also divide the HP among the tentacles such that each tentacle has 1HD worth of HP (tentacles at 0HP can't grab), or decide that any attacks doing more than "x" HP can lop off a grabbing tentacle. That might make for a more spectacular battle. It also might complicate it a bit too much, but perhaps that won't be a problem if you're running this as a solo encounter.
PS: When you say the tentacles "attack with combat advantage" are you referring to 4E Combat Advantage (+2) or 5E Advantage where B2D20 is rolled? Just curious. I've been using both in my current game.
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Re: Monster Concept, Feedback Requested
OK, in reverse order...mbeacom wrote:First, I love it.
Second, with 6 attacks, if it focuses fire on a single enemy, at 3rd level, it could kill it pretty quickly/easily. Just something to be aware of. Third, I'd write in some way for the friendlies to break the grab and/or allow attacks to negate future tentacle attacks. For example, if the party scores a hit, the player doing the hitting could choose to either break an existing grab, do damage, or negate an upcoming tentacle attack against a grabbed ally. This would add a tactical choice, making it more interesting to fight (almost like each tentacle is an enemy) as well as address the problem you anticipate of it having low HP (since attacks to break grabs or negate attacks wouldn't be removing HP). You might also divide the HP among the tentacles such that each tentacle has 1HD worth of HP (tentacles at 0HP can't grab), or decide that any attacks doing more than "x" HP can lop off a grabbing tentacle. That might make for a more spectacular battle. It also might complicate it a bit too much, but perhaps that won't be a problem if you're running this as a solo encounter.
PS: When you say the tentacles "attack with combat advantage" are you referring to 4E Combat Advantage (+2) or 5E Advantage where B2D20 is rolled? Just curious. I've been using both in my current game.
Yes, I should clarify on the "combat advantage" I'm stealing the D&D Next version, rolling 2D20 (take the higher/lower, depending upon advantage/disadvantage). I like how this way removes an element of addition/subtraction (just roll 2 dice).
Next, thanks for the feedback, much appreciated. I thought about the HP per tentacle, but have not decided upon that yet. I do like the idea of X damage in one hit causing it to let go (would be a called shot against the tentacle perhaps???). I'm not a fan of calling a strike to "release" instead of doing damage (if you hit, it's the damage that causes it to let go).
Hmmm...with that in mind, I think I'll bump the HD "type" to D10, and thus kick the total HPs just a tad (doesn't need to have a higher # of HD, that would just make it more deadly when attacking and affect the save through CL). But then, also have X damage on a called shot aganist a tentacle cause it to release a grabbed character....maybe, divide the HP total by 6 (number of tentacles) and if you do that in one hit, it releases it's target???). I also thought about the creature having the ablity to attack targets up to two squares away (but not decided upon that quiet yet).
Side note, I envision this creature floating, like a beholder, but no visible "eyes", just a large mass of glistening, blob-like flesh, a sickly yellow/brown in color, dragging long, undulating, tentacles. The tentacles themselves laced with hundreds of tiny suckers that "attach" themselves if two tentacles hit the same target. It's through these connections the creature floods it's enemies mind with "thought/emotion" overload.
Re: Monster Concept, Feedback Requested
This sounds like the perfect middle ground to me. And yes, I'm a big fan of the 5E "advantage/disadvantage" mechanic as well. It's great at reducing numbers bloat, is fun to do in practice, and is totally portable to any system with very few changes necessary to accommodate.Lobo316 wrote:then, also have X damage on a called shot aganist a tentacle cause it to release a grabbed character....maybe, divide the HP total by 6 (number of tentacles) and if you do that in one hit, it releases it's target???).mbeacom wrote:First, I love it.
Second, with 6 attacks, if it focuses fire on a single enemy, at 3rd level, it could kill it pretty quickly/easily. Just something to be aware of. Third, I'd write in some way for the friendlies to break the grab and/or allow attacks to negate future tentacle attacks. For example, if the party scores a hit, the player doing the hitting could choose to either break an existing grab, do damage, or negate an upcoming tentacle attack against a grabbed ally. This would add a tactical choice, making it more interesting to fight (almost like each tentacle is an enemy) as well as address the problem you anticipate of it having low HP (since attacks to break grabs or negate attacks wouldn't be removing HP). You might also divide the HP among the tentacles such that each tentacle has 1HD worth of HP (tentacles at 0HP can't grab), or decide that any attacks doing more than "x" HP can lop off a grabbing tentacle. That might make for a more spectacular battle. It also might complicate it a bit too much, but perhaps that won't be a problem if you're running this as a solo encounter.
PS: When you say the tentacles "attack with combat advantage" are you referring to 4E Combat Advantage (+2) or 5E Advantage where B2D20 is rolled? Just curious. I've been using both in my current game.
Witty Quote Pending
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Re: Monster Concept, Feedback Requested
OK, here is my creation with updates based upon feedback from Mbeacon...
NALU
No. ENCOUNTERED: 1
SIZE: L
HD: 6 (d10)
Movement: 40 fly/40 swim
AC: 19
Attacks: : 6 Tentacles (1d6)
Special: + Improved Grab, Blind, (life sense 120ft), Aquatic characteristics
SAVES: M&P
INT: Low
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
Treasure: Nil
Improved Grab: If two tentacles hit same target, it is grabbed (strength save to break free). For each additional tentacle (beyond the first two) the Nalu grabs a victim with, the strength save to break free (and the wisdom saves, see below) have their CLs increased by 1 (note, the Nalu does not have to grab an opponent with any tentacle attack, but after the first two are attached, any subsequent attack can attach itself at the Nalus discretion). Each round after, as long as the victim remains grabbed, the Nalu can employ one of the following attacks:
It can attack with the remaining free tentacles (with combat advantage) and simply attempt to beat its prey to death (though if it threatened by other attackers, it will use those free tentacles to combat them).
Or, more often, the Nalu can flood the victims with images from its home dimension. Scenes that the mortal mind cannot take, nor comprehend, filling the victim with feelings of horror, dread and despair. Each round the victim remains grabbed, he must succeed at a wisdom save or lose 1 point of wisdom. For every 5 points lost in this manner, 1 of those points may be permanent (a separate wisdom save), otherwise lost points return at a rate of 1 per 10 minutes. If a character’s WIS drops to 0 in this manner, he dies.
The tentacles themselves can be targeted to free a grabbed victim by either the victim (at disadvantage) or his allies. This is a called shot to hit the tentacle (-2 to hit) but if the damage done is equal to or greater than the Nalu’s hit points divided by 6 (the number of tentacles) the Nalu will release its grasp with that tentacle. If any single attack against a tentacle does twice this number in one hit, that tentacle may be severed (the Nalu is allowed a dexterity save to avoid losing the tentacle).
NALU
No. ENCOUNTERED: 1
SIZE: L
HD: 6 (d10)
Movement: 40 fly/40 swim
AC: 19
Attacks: : 6 Tentacles (1d6)
Special: + Improved Grab, Blind, (life sense 120ft), Aquatic characteristics
SAVES: M&P
INT: Low
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
Treasure: Nil
Improved Grab: If two tentacles hit same target, it is grabbed (strength save to break free). For each additional tentacle (beyond the first two) the Nalu grabs a victim with, the strength save to break free (and the wisdom saves, see below) have their CLs increased by 1 (note, the Nalu does not have to grab an opponent with any tentacle attack, but after the first two are attached, any subsequent attack can attach itself at the Nalus discretion). Each round after, as long as the victim remains grabbed, the Nalu can employ one of the following attacks:
It can attack with the remaining free tentacles (with combat advantage) and simply attempt to beat its prey to death (though if it threatened by other attackers, it will use those free tentacles to combat them).
Or, more often, the Nalu can flood the victims with images from its home dimension. Scenes that the mortal mind cannot take, nor comprehend, filling the victim with feelings of horror, dread and despair. Each round the victim remains grabbed, he must succeed at a wisdom save or lose 1 point of wisdom. For every 5 points lost in this manner, 1 of those points may be permanent (a separate wisdom save), otherwise lost points return at a rate of 1 per 10 minutes. If a character’s WIS drops to 0 in this manner, he dies.
The tentacles themselves can be targeted to free a grabbed victim by either the victim (at disadvantage) or his allies. This is a called shot to hit the tentacle (-2 to hit) but if the damage done is equal to or greater than the Nalu’s hit points divided by 6 (the number of tentacles) the Nalu will release its grasp with that tentacle. If any single attack against a tentacle does twice this number in one hit, that tentacle may be severed (the Nalu is allowed a dexterity save to avoid losing the tentacle).
Re: Monster Concept, Feedback Requested
With flooding a mind with images and feelings of despair and horror if losing the wisdom point(s) what about having a fear like affect attached to the suffering player. I will be honest if that happened to me and I couldn't save and it continued to cause terror and delusions of horror to consume my thoughts I would be useless for a bit.
Re: Monster Concept, Feedback Requested
Not oppossed to that at all. Actually thought about it, but never went with the idea. Not yet anyway. How would you do it?Dracyian wrote:With flooding a mind with images and feelings of despair and horror if losing the wisdom point(s) what about having a fear like affect attached to the suffering player. I will be honest if that happened to me and I couldn't save and it continued to cause terror and delusions of horror to consume my thoughts I would be useless for a bit.
Re: Monster Concept, Feedback Requested
I am of two thoughts about it, one thought is treat it as the standard fear spell with a CL equal to either the HD or how many wisdom points were lost.Lobo316 wrote:Not oppossed to that at all. Actually thought about it, but never went with the idea. Not yet anyway. How would you do it?Dracyian wrote:With flooding a mind with images and feelings of despair and horror if losing the wisdom point(s) what about having a fear like affect attached to the suffering player. I will be honest if that happened to me and I couldn't save and it continued to cause terror and delusions of horror to consume my thoughts I would be useless for a bit.
The other way would be, since it isn't magical but a natural response of the mortal brain have the fear last a length in ratio to the turns spent suffering the attack. Either one round per round suffering the attack or the fear lasts as long as it takes the player to recover the temp wisdom points.
Also this just popped into my head, not to make this thing any nastier than it already is lol, but what about squeeze damage, if you are being held by two tentacles belonging to a giant creature I'm sure he isn't going to be gentle with the grip, so I would add on something like 1-2 or 1d4 points of squeeze damage for ever round spent being held by the Nalu
Re: Monster Concept, Feedback Requested
Awesome! My players will hate you!!!Dracyian wrote:I am of two thoughts about it, one thought is treat it as the standard fear spell with a CL equal to either the HD or how many wisdom points were lost.Lobo316 wrote:Not oppossed to that at all. Actually thought about it, but never went with the idea. Not yet anyway. How would you do it?Dracyian wrote:With flooding a mind with images and feelings of despair and horror if losing the wisdom point(s) what about having a fear like affect attached to the suffering player. I will be honest if that happened to me and I couldn't save and it continued to cause terror and delusions of horror to consume my thoughts I would be useless for a bit.
The other way would be, since it isn't magical but a natural response of the mortal brain have the fear last a length in ratio to the turns spent suffering the attack. Either one round per round suffering the attack or the fear lasts as long as it takes the player to recover the temp wisdom points.
Also this just popped into my head, not to make this thing any nastier than it already is lol, but what about squeeze damage, if you are being held by two tentacles belonging to a giant creature I'm sure he isn't going to be gentle with the grip, so I would add on something like 1-2 or 1d4 points of squeeze damage for ever round spent being held by the Nalu
Still not sure on the fear effect, but will toss the idea around some.
Re: Monster Concept, Feedback Requested
Found an image that is close to what I evision this critter looking like...


Re: Monster Concept, Feedback Requested
*throws arms up and just walks away from that shit*
Re: Monster Concept, Feedback Requested
How's this Dracyian...
If two tentacles hit same target on the same attack, that target is grabbed (strength save to break free). Grabbed targets automatically suffer 1-2 points of crushing damage each round, per tentacle.
If two tentacles hit same target on the same attack, that target is grabbed (strength save to break free). Grabbed targets automatically suffer 1-2 points of crushing damage each round, per tentacle.
Re: Monster Concept, Feedback Requested
That is brutal, I love itLobo316 wrote:How's this Dracyian...
If two tentacles hit same target on the same attack, that target is grabbed (strength save to break free). Grabbed targets automatically suffer 1-2 points of crushing damage each round, per tentacle.
Re: Monster Concept, Feedback Requested
Lobo, this thing is sweet!
I'd add fluff text making it clear it has no visible sense organs... just because something that quote unquote can't see you but still does is just that much more creepy.
I'd add fluff text making it clear it has no visible sense organs... just because something that quote unquote can't see you but still does is just that much more creepy.
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Re: Monster Concept, Feedback Requested
Glad you like Relaxo, and check it out, I updated this creature a bit more, this time incorporating the Fear effect that Dracyian was suggesting. Always a work in progress, but think I'm getting to a "happy place" with this creation now...
NALU
No. ENCOUNTERED: 1
SIZE: L
HD: 6 (d10)
Movement: 40 fly/40 swim
AC: 19
Attacks: : 6 Tentacles (1d6)
Special: + Improved Grab, Blind, (life sense 120ft), Aquatic characteristics
SAVES: M&P
INT: Low
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
Treasure: Nil
Improved Grab: If two tentacles hit same target on the same round, the target is grabbed (strength save to break free). Grabbed targets grant combat advantage and automatically suffer 1-2 points of crushing damage each round per tentacle holding them. As long as one tentacle retains a hold, any further hits on the victim may also grab on. For each additional tentacle (beyond the first two) grabbing the victim, the strength save to break free (and the wisdom saves, see below) have their CLs increased by 1. The Nalu may employ one of the following attacks each round, on a grabbed victim.
It can attack with the remaining free tentacles and simply attempt to beat its prey to death (though if it threatened by other attackers, it will use those free tentacles to combat them).
Or, more often, the Nalu can flood the victims with images from its home dimension. Scenes that the mortal mind cannot take, nor comprehend, filling the victim with feelings of horror, dread and despair. This has the effect of a fear on the spell on the victim, as long as at least two tentacles have a grab on the victim (the fear effects end as soon as less than two tentacles have a grab on the victim).
Each round the victim remains grabbed, he must succeed at a wisdom save or lose 1 point of wisdom. For every 5 points lost in this manner, 1 of those points may be permanent (a separate wisdom save), otherwise lost points return at a rate of 1 per 10 minutes. If a character’s WIS drops to 0, he makes a final wisdom save (with all penalties from low wisdom). Failure indicates death. Success and the character is permanently feebleminded.
The tentacles themselves can be targeted to free a grabbed victim by either the victim or his allies. This is a called shot to hit the tentacle (-2 to hit) but if the damage done is equal to or greater than the Nalu’s hit points divided by 6 (the number of tentacles) the Nalu will release its grasp with that tentacle. If any single attack against a tentacle does twice this number in one hit, that tentacle may be severed. The Nalu is allowed a dexterity save to avoid losing the tentacle (CL = to the damage).
NALU
No. ENCOUNTERED: 1
SIZE: L
HD: 6 (d10)
Movement: 40 fly/40 swim
AC: 19
Attacks: : 6 Tentacles (1d6)
Special: + Improved Grab, Blind, (life sense 120ft), Aquatic characteristics
SAVES: M&P
INT: Low
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
Treasure: Nil
Improved Grab: If two tentacles hit same target on the same round, the target is grabbed (strength save to break free). Grabbed targets grant combat advantage and automatically suffer 1-2 points of crushing damage each round per tentacle holding them. As long as one tentacle retains a hold, any further hits on the victim may also grab on. For each additional tentacle (beyond the first two) grabbing the victim, the strength save to break free (and the wisdom saves, see below) have their CLs increased by 1. The Nalu may employ one of the following attacks each round, on a grabbed victim.
It can attack with the remaining free tentacles and simply attempt to beat its prey to death (though if it threatened by other attackers, it will use those free tentacles to combat them).
Or, more often, the Nalu can flood the victims with images from its home dimension. Scenes that the mortal mind cannot take, nor comprehend, filling the victim with feelings of horror, dread and despair. This has the effect of a fear on the spell on the victim, as long as at least two tentacles have a grab on the victim (the fear effects end as soon as less than two tentacles have a grab on the victim).
Each round the victim remains grabbed, he must succeed at a wisdom save or lose 1 point of wisdom. For every 5 points lost in this manner, 1 of those points may be permanent (a separate wisdom save), otherwise lost points return at a rate of 1 per 10 minutes. If a character’s WIS drops to 0, he makes a final wisdom save (with all penalties from low wisdom). Failure indicates death. Success and the character is permanently feebleminded.
The tentacles themselves can be targeted to free a grabbed victim by either the victim or his allies. This is a called shot to hit the tentacle (-2 to hit) but if the damage done is equal to or greater than the Nalu’s hit points divided by 6 (the number of tentacles) the Nalu will release its grasp with that tentacle. If any single attack against a tentacle does twice this number in one hit, that tentacle may be severed. The Nalu is allowed a dexterity save to avoid losing the tentacle (CL = to the damage).
Re: Monster Concept, Feedback Requested
I like it, now no showing this to Seskis, his death knights are enough "fun" lol
Re: Monster Concept, Feedback Requested
I removed the grabbed victim being at "disadvantage" and gave advantage to the nalu instead. This lightens up the penalty a bit because now they'll suffer -2 to hit from the fear effect. Heck, if they're doing called shot (-2) to break free, that's a -4 to total on the attack, and that's tough enough. -4 WITH disadvantage would have just been uneccessary. In the end, I liked the fear effect more (fit the creature), so worked it in.Dracyian wrote:I like it, now no showing this to Seskis, his death knights are enough "fun" lol
The addition of a save throw to survive a 0 wisdom drain, but be feebleminded, is mostly just flavor. Figure being feebleminded, they'd still have a chance to get restored later (Heal spell, ect) but if you wanted to just killed the character outright, well, you're CK (or heck, skip the death all together, and just have the victim be feebleminded works as well). Hmmmm...in fact, I may do that...make it a CON save instead (no penalty from low wis). Failure and you die from shock, success and you're feebleminded. Hmmmm...
Anyhow, glad you like. Hope others do as well. If you use my little creation, be sure to post the experience and let us know how it went.