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D&D 3E/3.5 Anyone have 3e stats for the drow cleric snake whips?


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Zenon

First Post
The Lesser and Greater Tentacle Rod 3E stats can be found in Return to the Temple of Elemental Evil module in the appendix. I believe these are the same as the Drow ones. The lesser rod has three tentacles, the greater one has six.
 

Dragongirl

First Post
Zenon said:
The Lesser and Greater Tentacle Rod 3E stats can be found in Return to the Temple of Elemental Evil module in the appendix. I believe these are the same as the Drow ones. The lesser rod has three tentacles, the greater one has six.
Thanks, but fraid I don't own that.
 



Zenon

First Post
I don't have the module here to compare them with either. I know one of the rods in the module (greater?) has a save or be slowed if hit by X number of tentacles.

I'll have to look tonight and compare them, but they look close.
 

Zenon

First Post
OK, Dragongirl, here they both are to compare:

dcollins conversions:
Rod of Lesser Tentacles: This rod has 3 tentacles (each 4 ft. long) at the end, which can strike as an independent creature -- 3 tentacles +4 (1d3+2) -- and also has the special attacks of improved grab and constrict (1d3+2).
Caster Level: 7th; Prerequisites: Craft Rod, E's black tentacles; Market Price: 18,000 gp; Weight: 5 lb.

Rod of Greater Tentacles: This rod has 6 tentacles (each 4 ft. long) at the end, which can strike as an independent creature -- 6 tentacles +8 (1d4+4) -- and also has the special attacks of improved grab and constrict (1d4+4).
Caster Level: 9th; Prerequisites: Craft Rod, E's black tentacles; Market Price: 35,000 gp; Weight: 5 lb.

RttToEE Tentacle Rods:

From Return to the Temple of Elemental Evil by WotC:
Upon command, the branches of the rods animate (lesser rod has 3, greater rod has 6) and grapple like tentacles, using their own attack bonus (including the rod’s +3 enhancement bonus) rather than the wielder’s bonus. The rod’s attacks count as a standard action for the wielder.

The tentacle attacks follow all the normal rules for grapple attacks, with two exceptions: These attacks don’t incur AoO’s and the wielder need not move into the target’s space to maintain the grapple. The tentacle, and not the wielder, is considered to be the grappler (and the wielder doesn’t suffer any of the drawbacks of being a grappler). Treat the rod as a Medium-size creature for purposes of the special size modifier to the grapple check.

Each rod also has one or more special powers that affect any target touched by three (or six) of it’s tentacles in the same round (regardless of whether the tentacles actually grapple the target).

If all three of the lesser rod’s tentacles touch a target, it must make a Fort. Save (DC 14) or be affected by a Slow spell for 12 rounds. If any three of a greater rod’s tentacles touch a single target, it must make a Will save (DC 14) or be affected by a Bestow Curse spell (a permenant -4 enhancement penalty to attacks, saves and checks). If all six of the greater rods’ tentacles touch a target in the same round, the victim must make a Fort. Save (DC 17) or suffer 1 point of permanent Dex drain.

Each rod has a hardness of 10, 20 hp., and a break DC of 30.

Lesser rod: 3 attacks, +9 Attack Bonus/Grapple Check*, 6 points Damage*, STR 16
Greater Rod: 6 attacks, +15 Attack Bonus/Grapple Check*, 9 points Damage*, STR 22
*these numbers include the rod’s STR bonus

Caster Level: 12th; Prerequisites: Craft Rod, animate objects, bestow curse (greater rod only), Evard’s black tentacles, slow (lesser rod only); Market Price: 21,000 gp (lesser rod) or 57,000 gp (greater rod); Weight: 3 lbs.

Edit - added the Scourge of Fangs so we could see all three versions at once:

From the CooSQ Web Enhancement:
Scourge of Fangs: This scourge has a handle of adamantine and
five serpentine constructs as lashes. The snakes are extensions of the
will of the scourge’s wielder, hissing and writhing in response to the
thoughts and emotions of the character carrying it. At the wielder’s
mental command, the serpents attack as separate and independent
creatures, using the statistics below. With an attack action, the whip
wielder can cause one of the snake heads to attack; as a full attack
action all the heads can attack. If a good-aligned character tries to
wield the scourge, the snakes attack the wielder instead of the
intended target.
The snake heads have the following characteristics: Tiny Construct;
HD 2d10; hp 11; Init +3; Spd 0 ft.; AC 17 (touch 14, flatfooted
14); Atk +5 melee (1d2-2 and pain, bite); SA Pain;
SQ Construct; AL NE; SV Fort +0, Ref +3, Will +0; Str 6,
Dex 17, Con -, Int -, Wis 11, Cha 1. Feat: Weapon Finesse
(bite).
Pain (Su): The venom of the serpent’s bite causes wracking pains,
imposing a -4 penalty on the victim’s attack rolls, skill checks, and
ability checks for 2d4 rounds. A successful Fortitude save (DC 19)
reduces the penalty to -2.
If a snake head is destroyed, it falls off the whip. The remaining
heads continue to function normally until all are destroyed.
Caster Level: 5th; Prerequisites: Craft Wondrous Item, animate
objects, bestow curse; Market Price: 30,000 gp; Weight: 5 lb.

Hope this helps!
 
Last edited:



ruleslawyer

Registered User
Note, of course, that these are not the snake-headed whips described in FOR2 Drow of the Underdark.

I'd suggest the following stats for these:

Whip of Fangs: These belt whips have adamantite handles, but their tendrils are living snakeheads, 2 to 5 in number. The whips, once enchanted, are attuned to a specific individual and may only be used by another being after another attunement ritual has been performed (otherwise, they attack anyone except their attuned wielder who touches them!). The ritual of attunement requires the consent of Lolth, and priestesses consider such whips personal gifts from her. believing that they will cease to function, or even turn on their wielder, if they are used in an act against the will of the Spider Queen. Forbidden acts usually include using a whip against a matron mother or other ruling priestess.

Living serpents are required in the making of these weapons; they become enchanted extensions of the will of the wielder, hissing, coiling, writhing. and reaching In response to the thoughts of their wielder. The whip of an angry priestess can knot about her belt, and menace the beings she Is angry with. without her ever touching it.

The whip's tendrils are from 1 to 3 feet in length. Each head has AC 12, 2d8 hp, an attack bonus of +6, and inflicts 2d4 hp damage on a successful attack. The serpent heads have no poison effects, but their long fangs bite deep, leaving scars and injecting waves of magic that both numb and shoot waves of muscleknotting pain through the victim.

Angry drow priestesses typically use these whips Indiscriminately on slaves, servants, pupils, male relatives, and casual acquaintances. Injured heads regenerate 2 hp/day; slain heads cannot be healed.

The whips bestows one negative level on any creature attempting to wield it which does not have levels in the cleric class or which is not evil. The negative level remains as long as the whip is in hand and disappears when the whip is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the whip is wielded.

Anyone care to generate XP and gp values and caster level for this one?
 

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