(Encounter Level: 10
- 15)
|
Monster Type |
Plant (Aquatic) |
Strength |
4d6 |
|
Hitpoints |
14d10 (average: 77) |
Intelligence |
1 |
|
Alignment |
None |
Wisdom |
1d4 |
|
Attacks |
8/1 (once per tentacle) |
Faith |
1d4 |
|
Parries |
8/1 (once per tentacle) |
Dexterity |
3d6 |
|
BatCh |
13 |
Constitution |
4d6 |
|
Base AC |
4 |
Charisma |
1 |
|
Movement (Run) |
- |
Comeliness |
1 |
|
Movement (Fly) |
- |
Sense Presence |
|
|
Movement (Swim) |
6// |
Lowlight/Infravision |
0 / 20 // |
|
Movement (Burrow) |
- |
Detect Motion Vectors |
|
|
Spirit Points |
1d4 + 10 (average: 13) |
Number per encounter |
1 or 2 |
|
Empathic Rating |
0% |
Frequency |
Rare |
|
Empathic Resistance |
0% |
Size Class |
8 |
Base Saving Throws |
|
Save vs. Poison |
Na |
|
Save vs. Death Magic |
10 |
Save vs. System Shock |
8 |
|
Save vs. Magical Weapon |
12 |
Save vs. Spiritual Power |
10 |
|
Save vs. Area Effect |
12 |
Save
vs. Sleep/Charm |
Na |
Attacks/Defenses:
Tentacle: 3d6 damage. Deals an additional 2 damage if used against wood,
leather, or other preserved organic materials.
Grapple Attack: If the victim is caught, they take 3d6 damage per round as the Thing pins them.
Crushing Hold: If the victim is caught, they take 4d6 damage per round as the Thing crushes the life out of them.
Resistances: Bludgeoning and Piercing Weapons = 50%
Weaknesses: Takes triple damage from Fire and dehydration attacks.
Regeneration: 2 points per round if there is sunlight available. Fire deals normal damage.
Hitpoint drain:
Can covert a drained Structural Point from a wooden vessel into 10 additional
hitpoints.
Description:
These huge floating creatures look like a plant-version of a jellyfish. The have
a central body with many tendrils that can be used to attack and grapple with
ships and other victims. All Things like to prey upon wooden vessels though they
will also each just about anything that crosses their path - they also can
subsist on sunlight and occasional meals of small fish if needed. Fully-grown
Things, for which the attributes are given above, are not very common, though
young Things are frequent and generally harmless creatures. Once a Thing grows
large enough to eat men and ships, the area around is often stripped bare of
life. Nobody knows how long Things live, but some are rumored to have existed
for many centuries.