Hallo,
also erstmal vorweg: ich bin neu hier. Ich habe mir einige der Threads durchgelesen und war erstaunt ein so lange existierendes und so häufig frequentiertes D&D Forum zu finden.
Ich weiß nicht, ob es erwünscht ist, dass ich hier mit meinem Anliegen poste, da hier vielleicht nur Eigenkreationen hingehören, die an einem eurer Projekte beteiligt sind. Falls dem so ist bitte ich darum diesen Thread entweder zu verschieben oder zu löschen.
Zum Thema: ich habe bis 2003 regelmäßig D&D (3.0) gespielt, musste dann aber mangels Gruppe eine längere Pause einlegen (die mit DSA gefüllt wurde
). Seit ein paar Monaten leite ich wieder eine Gruppe (leider noch sehr unregelmäßig) und hatte mich auch sofort wieder an eigene Charakter-, Monster- und Artefaktkreationen gemacht, die mir damals schon viel Freude bereitet haben. Leider bin ich inzwischen doch etwas sehr aus dem System draußen, gerade was z.B. die CR-Einschätzung oder die Brücksichtigung aller Erstellunsregeln angeht. Daher wollte ich hier mal ein Kreation vorstellen, um von kundiger Seite Kritik zu erhalten
Wir spielen mit den englischen Regelbüchern. Daher alles in Englisch verfasst.
TshassTshass are about the height of a deer. They resemble oversize insect larvas floating right above the ground. Except for their head and the end of their tail, the body is coated with mucus, which is slowly but constantly dropping to the surface below the beast. Their back is covered by some single chitin plates. Like a squids' arms several tendrils emerge from their mouth, two of them being larger, stronger and continuously grabbling on the ground.
Tshass can only be found in swamp areas, where rotting biological material leads to larger gas leakage out of the decomposing ground or more or less active volcanic craters with brimstone sediments. They fill a gap in the ecological system by ingesting and metabolizing these gases mainly to the slimy coat, which covers them. As wild cattle tshass slowly wander in larger herds over marshes, while harvesting the gas deposits. Tshass have high affinity to methane or sulfuric gas. The gas is absorbed with pores located at the torso's bottom side.
In most regions they don’t have any contact to civilization, so they usually don’t feel disturbed by humans and won’t flee on sight.
There is no difference in appearance between males or females. It’s not even sure if tshass don’t breed by simple division of one individual.
If attacked, tshass try to defend themselves with their two very flexible main tentacles, but don’t show any coordinated herd behavior as other gregarious animals often do. The imposing sting doesn’t seem to have any other function than probably being a status symbol or a means of balancing difficult flight maneuvers.
Tshass' ability to fly doesn’t result from any inborn magical ability but from a methane filled “fly bladder” and other physiological structures letting them hover over the ground with minimal support of their tentacles. Nevertheless they’re still too heavy to fly really high and must succeed at a Constitution Check (DC 10) for every round they hover higher. Each round the DC increases by 1. If the check is failed above 30 ft., tshass are not able to catch themselves and take falling damage (see DMG v.3.0, Chapter 4, Obstacles, Hazards and Traps, Falling Damage) normally.
Tshass are not aggressive by nature, thus they would rather flee than fight to the death.
Sometimes a domesticated individual can be found in an alchemy laboratory used as a natural air cleaner, often after having docked its two main tentacles for safety.
Tshass,Medium - Size Beast, CR 3; Size M; HD 6d10; HP 30
Init +2 (+2 Dex);
Spd. 10ft., fly 30ft. (good);
AC 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Attack 2 tentacles +10 melee (tentacle 1d4+5)
SV Fort +7, Ref +7, Will +3;
AL TN; Str 20, Dex 15, Con 15, Int 1, Wis 12, Cha 3
Skills and Feats: Hide +11, Listen +5, Spot +5; Weapon Focus (tentacles)
Climate Terrain: Temperate and warm marsh and underground
Organization: Solitary or herd (10 – 60)
Treasure: None
Advancement: 7 HD (Large)
Improved Grab (Ex):To use this ability, the tshass must hit with its tentacles. If it gets a hold, it deals automatic tentacle damage each round the hold is maintained.
Acid (Ex):Sulfuric acid drips out of a tshass tentacle claws each round it maintains a hold. It automatically deals 1d4 points of acid damage each round in addition to claw damage.
Acid Skin (Ex):When frightened the otherwise harmless mucus constantly dropping from the tshass body turns acidic after one round. Thus unprotected touch attacks or standing barefoot in a pool of slime automatically deals 1d4 points of acid damage each round. The DM should note, that depending on the surface (wet soil 5 minutes, stone 1 day) these acid spots can stay for a longer time and accumulate, if a whole tshass herd is frightened (see DMG v.3.0, Chapter 3, The Environment, Other Dangers, Acid).
Immunities (Ex):Tshass are immune to nearly all acids and their fumes. The DM can decide to make an exception on very special artificial chemistries or magically altered substances.
Ich habe auch ein Bild dazu gemacht:
http://www.karinskorner.de/d&d/beast.htmlBasis war quasi ein Octopus und so ein wenig der Ankheg.