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Converting monsters from Tales From The Infinite Staircase
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<blockquote data-quote="Cleon" data-source="post: 7224537" data-attributes="member: 57383"><p><strong>Land Urchin Working Draft</strong></p><p></p><p><span style="font-size: 18px"><strong>Urchin, Land</strong></span></p><p>Small Animal</p><p><strong>Hit Dice:</strong> 3d8+6 (16 hp)</p><p><strong>Initiative:</strong> +5</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 16</p><p><strong>Base Attack/Grapple:</strong> +2/–2</p><p><strong>Attack:</strong> Spines +4 melee (1d4 plus poison) or spine +5 ranged (1d2 plus poison)</p><p><strong>Full Attack:</strong> Spines +4 melee (1d4 plus poison) or 6 spines +5 ranged (1d2 plus poison)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Darkness cloud, poison, spines</p><p><strong>Special Qualities:</strong> All-around vision, blind, blindsight 30 ft.</p><p><strong>Saves:</strong> Fort +5, Ref +4, Will +1</p><p><strong>Abilities:</strong> Str 11, Dex 13, Con 14, Int 2, Wis 11, Cha 6</p><p><strong>Skills:</strong> Hide +11, Search +4, Spot +4</p><p><strong>Feats:</strong> Improved Initiative, Weapon Focus (spine)</p><p><strong>Environment:</strong> Any temperate or warm land</p><p><strong>Organization:</strong> Solitary or pair</p><p><strong>Challenge Rating:</strong> 2</p><p><strong>Treasure:</strong> See below</p><p><strong>Advancement:</strong> 4-6 HD (Small); 7-9 HD (Medium); 10-18 HD (Large)</p><p><strong>Advancement:</strong> None</p><p><strong>Level Adjustment:</strong> —</p><p></p><p><em>This creature appears to be a ball of spines about a yard across. It stands on five spindly legs with rotating joints that allow it to walk in any direction. A short pair of antennae are the only other visible feature</em>.</p><p></p><p>Land urchins are terrestrial cousins of the greater sea urchin. Like their distant relatives, they can shoot volleys of spines from their spherical bodies. Land urchins are scavengers able to consume anything even vaguely edible. They have a small mouth concealed on their underside with a rasping tongue able to slowly saw through shell, bone or even armor.</p><p></p><p>Land urchins try to hide or shy away from other creatures, but if a creature approaches within 10 feet the urchin will start shooting spines at it. A land urchin's spines are coated with paralytic poison and the urchin is quite willing to eat living victims paralyzed by its venom.</p><p></p><p>Land urchins sometimes create greenish-black pearls around irritants they have swallowed in a similar way to oysters. A land urchin's pearl is worth from 100 to 600 gold pieces. Particularly old urchins may contain up to a dozen pearls, but most contain only a few, one, or none at all. The market value of a land urchin's pearls never exceeds the urchin's "treasure per encounter" value (600 gp for an ordinary CR 2 land urchin and ranging up to 4,500 gp for a CR 9 Huge 18 HD land urchin).</p><p></p><p>A typical land urchin is 3 feet in diameter and weighs about 60 pounds.</p><p></p><p><strong><span style="font-size: 12px">Combat</span></strong></p><p>Land urchins are timid scavengers who only fight in self-defense. They will shoot spines at any creature that isn't another land urchin who comes within 10 feet of them, interpreting this as a threat. If their poison paralyzes all their attackers land urchins are likely to try eating one of them. Land urchins try to escape difficult fights under cover of their darkness cloud ability.</p><p></p><p><strong>All-Around Vision (Ex):</strong> A land urchin's antennae allow it to sense in any direction, providing a +4 racial bonus on Spot and Search checks. A land urchin can't be flanked.</p><p></p><p><strong>Blind (Ex):</strong> A land urchin is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.</p><p></p><p><strong>Darkness Cloud (Ex):</strong> A land urchin can emit a cloud of dark gas 10 feet high with a radius of 10 feet once per minute as a free action. The cloud provides total concealment, which the urchin normally uses to escape a losing fight. All vision within the cloud is obscured.</p><p></p><p><strong>Poison (Ex):</strong> A land urchin injects its poison with a successful spine attack; Fortitude save (DC 13); initial damage paralyzed for 1d6 minutes; secondary damage paralyzed for 1d6×10 minutes.</p><p></p><p><strong>Spines:</strong> A land urchin can slam its body into an enemy to make a melee attack with its spines, but prefers shooting its spines as missile weapons with a range increment of 80 feet. It has thousands of spines so is unlikely to run out of "ammunition".</p><p></p><p></p><p><strong>Cryptic Land Urchin</strong></p><p><em>What you took to be a small thorny bush suddenly moves, revealing itself to be a strange animal. Its "branches" are long spines that radiate from a spherical body. What appeared to be the plant's stalks are actually five fragile-seeming legs</em>.</p><p></p><p>Some land urchins mimic the appearance of a thorn bush. This helps conceal them from predators and potential victims. A cryptic land urchin gains the following special qualities. All other traits are the same as a regular land urchin.</p><p></p><p><strong>Mimic Bush (Ex):</strong> A cryptic land urchin closely resembles a thorn bush. Anyone who examines the urchin can detect the ruse with a successful Spot check opposed by the urchin’s Hide check. Creatures with Survival or Knowledge (nature) can use those skills instead of Spot to notice the urchin.</p><p></p><p><strong>Skills:</strong> A cryptic land urchin has a +8 racial bonus on Hide checks when in tall grass, undergrowth or other areas where a small bush is likely to occur.</p><p></p><p><em>Originally appeared in Monster Manual II (1983)</em>.</p></blockquote><p></p>
[QUOTE="Cleon, post: 7224537, member: 57383"] [b]Land Urchin Working Draft[/b] [SIZE=5][B]Urchin, Land[/B][/SIZE] Small Animal [B]Hit Dice:[/B] 3d8+6 (16 hp) [B]Initiative:[/B] +5 [B]Speed:[/B] 30 ft. (6 squares) [B]Armor Class:[/B] 17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 16 [B]Base Attack/Grapple:[/B] +2/–2 [B]Attack:[/B] Spines +4 melee (1d4 plus poison) or spine +5 ranged (1d2 plus poison) [B]Full Attack:[/B] Spines +4 melee (1d4 plus poison) or 6 spines +5 ranged (1d2 plus poison) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Darkness cloud, poison, spines [B]Special Qualities:[/B] All-around vision, blind, blindsight 30 ft. [B]Saves:[/B] Fort +5, Ref +4, Will +1 [B]Abilities:[/B] Str 11, Dex 13, Con 14, Int 2, Wis 11, Cha 6 [B]Skills:[/B] Hide +11, Search +4, Spot +4 [B]Feats:[/B] Improved Initiative, Weapon Focus (spine) [B]Environment:[/B] Any temperate or warm land [B]Organization:[/B] Solitary or pair [B]Challenge Rating:[/B] 2 [B]Treasure:[/B] See below [B]Advancement:[/B] 4-6 HD (Small); 7-9 HD (Medium); 10-18 HD (Large) [B]Advancement:[/B] None [B]Level Adjustment:[/B] — [I]This creature appears to be a ball of spines about a yard across. It stands on five spindly legs with rotating joints that allow it to walk in any direction. A short pair of antennae are the only other visible feature[/I]. Land urchins are terrestrial cousins of the greater sea urchin. Like their distant relatives, they can shoot volleys of spines from their spherical bodies. Land urchins are scavengers able to consume anything even vaguely edible. They have a small mouth concealed on their underside with a rasping tongue able to slowly saw through shell, bone or even armor. Land urchins try to hide or shy away from other creatures, but if a creature approaches within 10 feet the urchin will start shooting spines at it. A land urchin's spines are coated with paralytic poison and the urchin is quite willing to eat living victims paralyzed by its venom. Land urchins sometimes create greenish-black pearls around irritants they have swallowed in a similar way to oysters. A land urchin's pearl is worth from 100 to 600 gold pieces. Particularly old urchins may contain up to a dozen pearls, but most contain only a few, one, or none at all. The market value of a land urchin's pearls never exceeds the urchin's "treasure per encounter" value (600 gp for an ordinary CR 2 land urchin and ranging up to 4,500 gp for a CR 9 Huge 18 HD land urchin). A typical land urchin is 3 feet in diameter and weighs about 60 pounds. [B][SIZE=3]Combat[/SIZE][/B] Land urchins are timid scavengers who only fight in self-defense. They will shoot spines at any creature that isn't another land urchin who comes within 10 feet of them, interpreting this as a threat. If their poison paralyzes all their attackers land urchins are likely to try eating one of them. Land urchins try to escape difficult fights under cover of their darkness cloud ability. [B]All-Around Vision (Ex):[/B] A land urchin's antennae allow it to sense in any direction, providing a +4 racial bonus on Spot and Search checks. A land urchin can't be flanked. [B]Blind (Ex):[/B] A land urchin is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. [B]Darkness Cloud (Ex):[/B] A land urchin can emit a cloud of dark gas 10 feet high with a radius of 10 feet once per minute as a free action. The cloud provides total concealment, which the urchin normally uses to escape a losing fight. All vision within the cloud is obscured. [B]Poison (Ex):[/B] A land urchin injects its poison with a successful spine attack; Fortitude save (DC 13); initial damage paralyzed for 1d6 minutes; secondary damage paralyzed for 1d6×10 minutes. [B]Spines:[/B] A land urchin can slam its body into an enemy to make a melee attack with its spines, but prefers shooting its spines as missile weapons with a range increment of 80 feet. It has thousands of spines so is unlikely to run out of "ammunition". [B]Cryptic Land Urchin[/B] [I]What you took to be a small thorny bush suddenly moves, revealing itself to be a strange animal. Its "branches" are long spines that radiate from a spherical body. What appeared to be the plant's stalks are actually five fragile-seeming legs[/I]. Some land urchins mimic the appearance of a thorn bush. This helps conceal them from predators and potential victims. A cryptic land urchin gains the following special qualities. All other traits are the same as a regular land urchin. [B]Mimic Bush (Ex):[/B] A cryptic land urchin closely resembles a thorn bush. Anyone who examines the urchin can detect the ruse with a successful Spot check opposed by the urchin’s Hide check. Creatures with Survival or Knowledge (nature) can use those skills instead of Spot to notice the urchin. [B]Skills:[/B] A cryptic land urchin has a +8 racial bonus on Hide checks when in tall grass, undergrowth or other areas where a small bush is likely to occur. [I]Originally appeared in Monster Manual II (1983)[/I]. [/QUOTE]
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