Wednesday, May 3, 2017

Magyar Sector

When I am not playing around with the Great Dungeon I am often tinkering with Traveller in its various forms. Not only do I believe that Marc Miller’s 1977 science fiction game is a genius design, but I find the Third Imperium setting to be endlessly fascinating. I developed four frontier sectors of the Solomani Confederation for submission to the Traveller Map: Canopus, Aldebaran, Neworld, and Langere. These sectors have relatively limited canonical information and I tried to stitch the few references together into a coherent whole.

Limited existing canon might be why I am drawn to Magyar sector, which has seen very little development over the last 40 years. There are maps of the Ziru Sirka borders in Vilani and Vargr, Terran Confederation borders and settlements in CT Solomani, and a map of “Wars of the Imperium” in the Imperial Encyclopedia. A subsector and some worlds were detailed in Traveller Digest 14, and then? Only scattered references here and there.

And yet, Magyar occupies an interesting place in the Third Imperium setting. Located between the Solomani Rim and Dark Nebula, it is the intersection of three different major polities: the Aslan Hierate, the Solomani Confederation, and the Imperium. Magyar was the far edge of the Vilani Ziru Sirka, and the site of many early Terran colonies. During the Long Night Magyar would have been subject to Reaver attacks and would have both benefited and suffered from Aslan encroachment. All of Magyar was part of the Solomani Autonomous Region and incorporated into the Solomani Confederation. During the Rim War the Imperium invaded the sector and drove further rimward and spinward than in any other theater.

One of the really intriguing pieces of Traveller is the ability to spin detailed stories out of just a few data points. As I am interested in the Rim War campaign in Magyar, one of my side projects has been to develop a sort of wargame to simulate the progress of the Imperial campaign. Traveller has two boardgames that use mechanics that can be readily adapted to just such a venture: Invasion Earth, which is set during the Rim War, and the Fifth Frontier War. But in order to start, I first needed to develop regressed sector data to reflect the sector in 990.

The 1105 data shows a battered and backward subsector, with few decent starports and a signficiant tech lag compared to the Solomani Rim. No Imperial world in the sector has reached TL 15.

Until fairly late in the Rim War, Magyar would have been fairly insulated from much of the fighting. So presumably in 990 the sector was reasonably prosperous.

Combined with the Imperial Encyclopedia map, which shows battles in subsectors D, G, H, J, K, L, and P, I’ve assumed that many Magyar systems were hammered during the War in a “Sherman’s March” type of campaign that destroyed what might have been a significant industrial base, including many starports and shipyards. Post-war reconstruction efforts have generally failed, as the sector plunged into a deep economic recession resulting in the closing or downgrade of even more ports and yards—all of which is reflected in the 1105 data.

I assumed that subsectors untouched by the War would have relatively fewer changes between 990 and 1105 than subsectors that were subject to combat. These subsectors would have even less changes than those worlds that were occupied by the Imperium after the armistice.

To reconstruct Magyar in 990 I went through the following steps:

  • I regressed the sector population by reverse-engineering T4’s Pocket Empires formula for growth and by adapting T5 economic extensions. In general this resulted in slightly less population but in a few cases I had worlds with significantly more population in 990 than 1105.
  • I then looked at the expected distribution of starports based on Solomani and Aslan’s world gen mods, which are supposed to make better quality starports much more common in Solomani space—something not reflected in 1105 data for Magyar. This provided some soft targets for 990 starport distribution. Using the 1105 starport distribution as a base, I regenerated the starports. Worlds in the spinward half of the sector and not directly affected by the War had slightly lower quality starports in 990, showing slow but positive post-war growth. Worlds in the trailing half of the sector tended to have much better starports in 990, showing the ravages of the Imperium offensive.
  • Based on this assumption I generated new government codes using population but influenced by the 1105 code. Worlds in the spinward half of the sector generally had the same government type in 990 and 1105; worlds in the trailing half were much more likely to have a different code.
  • I then regenerated law levels based on the revised government for all worlds.
  • I calculated new TL values, capping the Solomani at 13 with limited exceptions for TL 14.
  • Then I regenerated the rest of the T5 extensions. I removed a few Confederation bases in the spinward half of the sector and added a few bases in the trailing half.
  • I looked at the Confederation member-states and shuffled the allegiance of several worlds around. The Dootchen Estates, infamous for its slavery system, would have been a pariah state to the Imperium and was right in the path of the Imperial onslaught. I assumed then that the 1105 holdings are much reduced from what the Estates controlled in 990.
  • Based on owned worlds I conjectured a couple of “lost” member-states: the Interstellar Kingdom of Tolson and the Allied Acaran Worlds, neither of which survived the Rim War. The Acaran Worlds, also in the path of the Imperial offensive, collapsed and never reformed. The Tolson Kingdom was dissolved upon admittance into the Imperium.
  • With all of these changes to UWP data I made several name changes to various worlds to reflect the turmoil from the War. In a couple of instances I assumed that, for a couple of systems, the 990 mainworld was a completely different world than the one listed by the Scouts in 1105: Amon (2507) and Hyalin (2602).
  • I seeded several non-aligned worlds and Aslan populations in the spinward half of the sector; I assume these were forcibly integrated, displaced, or even purged by the Confederation in a nasty bit of post-war cleansing.
  • Finally I redrew trade routes to reflect the “new” data.

The result is unofficial sector data for Magyar sector in the 990 Milieu, generously hosted on the Traveller Map. This reflects a period fairly early in the War after the Solomani have pushed the borders several parsecs coreward, reclaiming old Autonomous Region systems and even occupying systems never ceded to the Region. I also created 990 data for Daibei and Diaspora sectors using similar principles. The T20 sourcebook Fighting Ships of the Solomani provides some helpful baseline information on the Diaspora borders at the start of the Rim War.

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Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications' copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.


Monday, May 1, 2017

Hobgoblin Warbeast

The Monster’s Handbook (2002) was an early d20 supplement written by a then up-and-coming freelancer named Mike Mearls. It was a handy guide to tweaking and enhancing monsters with feats, prestige classes, templates, and other mechanisms. The hobgoblin warbeast was a prestige class that appeared in a web supplement for the book. While interesting and flavorful, a prestige class probably wasn’t the best mechanic to model the concept.

Meanwhile, the Monster Manual II contained a warbeast template based on warhorses and riding dogs; this simple template models the training and breeding needed to create a mount capable of riding into battle and is probably the best mechanic to use here. Although closed content, the basics can be easily reverse-engineered out of Open Game Content in the SRD.

The following template, then is loosely inspired by the hobgoblin warbeast class and is Open Game Content:

Hobgoblin Warbeast Template

When the grim legions of the hobgoblin kings march to war, they commonly enter battle alongside terrifying creatures they have captured, mercilessly trained, and broken to their needs. The techniques used by hobgoblins leave the creatures scarred for life. Under the harsh care of a hobgoblin trainer, the warbeast slowly transforms into a disciplined marauder. Driven by the pain and torment, warbeasts launch themselves into battle with a vicious abandon.

Creating a Hobgoblin Warbeast

“Hobgoblin Warbeast” is an acquired template that can be added to any animal of Large size or smaller and 8 Hit Dice or less (referred to hereafter as the base creature).

A hobgoblin warbeast uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Same as the base creature + 1.

Armor Class: Natural armor improves by +1.

Abilities: Increase from the base creature as follows: Str +2, Con +4, Wis +2.

Feats: All hobgoblin warbeasts gain Iron Will. Hobgoblin warbeasts with 2 or more Hit Dice also get a second bonus feat chosen from the following: Alertness, Great Fortitude, Improved Initiative, or Toughness.

Special Qualities: A hobgoblin warbeast retains all the special qualities of the base creature and gains one extraordinary ability from the following list:

  • Fast Movement: The hobgoblin warbeast’s land speed increases by +10 feet.
  • Improved Attack: The damage for one of the hobgoblin warbeast’s natural attack forms increases as if the creature had taken the Improved Natural Attack feat.
  • Ferocity: The hobgoblin warbeast is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Hobgoblin Training (Ex): A hobgoblin warbeast is proficient with light, medium, and heavy armor. A warbeast can utilize hobgoblin augments (see below). Unlike other animals, the DC of a Handle Animal check does not increase if the warbeast is wounded or has taken any nonlethal damage or ability score damage. A warbeast is trained to attack all creatures (including such unnatural creatures as undead and aberrations). If feasible, a warbeast can be trained for combat riding while in battle. Such a warbeast can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Hobgoblin Augments

Hobgoblins are ingenious at devising equipment that can augment the natural attacks of their warbeasts. These range from wickedly spiked gauntlets, iron overlays for fangs, or bladed metal caps for tusks. An augment can only improve one of the warbeast’s natural attack forms. When worn, the augment changes the natural attack to do both piercing and slashing damage and increases the critical threat range of the attack by +1. Only animals with the hobgoblin warbeast template can effectively use a hobgoblin augment. An augment weights 1/2 pound for every HD possessed by the warbeast and costs 20 gp for every HD.

Sample Hobgoblin Warbeasts

A hobgoblin war-ape uses an ape as the base creature.

Hobgoblin War-Ape CR 3

Always N Large animal

Init +6; Senses low-light vision, scent; Listen +7, Spot +7

Defense

AC 18, touch 11, flat-footed 16
(+3 armor, +2 Dex, +4 natural, -1 size)

hp 37 (4 HD)

Fort +8, Ref +6, Will +5

Offense

Spd 30 ft., climb 30 ft.

Melee 2 claws +8 (1d6+6/19–20), bite +3 (1d6+3)

Space 10 ft.; Reach 10 ft.

Statistics

Str 23, Dex 15, Con 18, Int 2, Wis 14, Cha 7

Base Atk +3; Grp +13

Feats Alertness, Improved Initiative, Iron Will, Toughness

Skills Climb +14, Listen +7, Spot +7

SQ ferocity, hobgoblin training

Gear studded leather armor, hobgoblin augment (claws)

Special Abilities

Ferocity (Ex) The war-ape is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Skills War-apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

A hobgoblin warpig uses a boar as the base creature.

Hobgoblin Warpig CR 3

Always N Medium animal

Init +0; Senses low-light vision, scent; Listen +8, Spot +6

Defense

AC 20, touch 10, flat-footed 20
(+3 armor, +7 natural)

hp 31 (3 HD)

Fort +10, Ref +3, Will +5

Offense

Spd 40 ft.

Melee gore +5 (2d6+4/19–20)

Space 5 ft.; Reach 5 ft.

Statistics

Str 17, Dex 10, Con 21, Int 2, Wis 15, Cha 4

Base Atk +2; Grp +5

Feats Alertness, Great Fortitude, Iron Will, Toughness

Skills Listen +8, Spot +6

SQ ferocity, hobgoblin training

Gear studded leather armor, hobgoblin augment (gore)

Special Abilities

Ferocity (Ex) A warpig is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Wednesday, April 26, 2017

RIP, Google Hangouts

Yesterday was the last day for third party apps using the Google Hangouts API. I ran a rocking Age of Worms campaign for a little over two years and 70 sessions with Roll20 and Google Hangouts, and in general it was a very slick setup: easy to use and fairly reliable. The group got all the way “Kings of the Rift” before new babies and schedules finally sunk the campaign.

Like all unfinished campaigns, I still harbor fleeting hopes that we will someday be able to pick up where we left off, though the likelihood of that happening diminishes with each passing day. I hope Roll20 is able to find a video solution that works as well as hangouts did. Is Skype a possibility? In the last couple of years my firm has been integrating Skype video and phone into our conference calls and I‘ve been impressed with the results.

Monday, April 24, 2017

When the Day goes to Sleep: Manalishi Template

The abishai—scaly, draconian devils—were created by E. Gary Gygax and first appeared in “From the Sorcerer's Scroll: New Denizens of Devildom” in Dragon 75 (July 1983) and were later included in the 1st edition Monster Manual II. The abishai were updated to 3.0e in the Monsters of Faerun supplement and to 3.5 in Fiendish Codex II: Tyrants of the Nine Hells.

Unfortunately, these monsters were never released as open content. However, OSRIC, the wonderful 1e retro-clone game, contains nice stand-ins for several closed monsters, including the manalishi, designed by Kellri. The name “manalishi” is a greatly inspired choice, coming from the eerie song “The Green Manalishi (With the Two-Pronged Crown),” written by Peter Green and recorded by Fleetwood Mac.

Although the OSRIC manalishi is also closed content, the name was inspiration for the following new 3.5e template, which is not quite a conversion of either the abishai or the manalishi—it’s more of tribute to both. This manalishi template acts like a specialized half-fiend template just for evil dragons.

The following text is Open Game Content.

Manalishi Devil Template

This dragon-like creature stands upright on its rear legs. Its form is covered with matte black scales, and it has a long, lashing tail ending in a barbed tip. Its wings are also black and leathery, and it bears a halberd in its front talons.

Infernal Dragons. A manalishi is a scaly devil created by infusing an unhatched or immature dragon with the evil power of the Hells.

The Devil Upright. A manalishi resembles a bipedal dragon with devilish features and a sting-tipped tail. Its neck is shorter and its smaller claws can be used to grasp and manipulate objects. Most manalishis wield weapons.

Warriors of the Hells. Manalishis usually act as soldiers, guards, or jailers in service to an infernal draconic power.

Creating a Manalishi

“Manalishi” is an acquired or inherited template that can be added to any evil true dragon of up to Juvenile age category (referred to hereafter as the base creature).

A manalishi uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.

Alignment: Always lawful evil.

Size and Type: The creature’s type changes to outsider and it gains the augmented dragon, evil, extraplanar, and lawful subtypes. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged.

Senses: A manalishi can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Defensive Abilities: A manalishi has all the defensive abilities of the base creature, plus the following defensive abilities.

  • Damage reduction: 5/good (if HD 11 or less) or 10/good (if HD 12 or more).
  • Regeneration: 2 (if HD 11 or less) or 5 (if HD 12 or more). A manalishi takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.
  • Immunity to fire and poison.
  • Resistance to acid 10 and cold 10.
  • Spell resistance equal to creature’s HD + 10 (maximum 35).

Speed: A manalishi walks upright on its hind legs. The base creature’s land speed is reduced by 30 feet (to a minimum of 20 feet) and its fly speed is reduced by 60 feet (to a minimum of 40 feet).

Melee: The base creature loses any wing or tail slap attacks. A manalishi has a sting attack, two claw attacks, and a bite attack, and the sting is the primary natural weapon. Even if the base creature already has any of these attack forms, use the damage values in the table.

A manalishi is proficient with all simple and martial weapons. A manalishi fighting without weapons uses a sting when making an attack action. When it has a weapon, it usually uses the weapon instead. A manalishi fighting without weapons uses its sting, both claws, and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its sting and bite as natural secondary attacks. If it has a hand free, it uses a claw as an additional natural secondary attack.

Manalishi Damage
SizeSting
Damage
Bite
Damage
Claw
Damage
Tiny1d41d31d2
Small1d61d41d3
Medium1d81d61d4
Large2d61d81d6
Huge3d62d61d8

Reach: The base creature loses any exceptional reach with its bite attack.

Special Attacks: A manalishi retains all the special attacks of the base creature and gains the following special attacks.

  • Infernal Strike (Su): A manalishi’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
  • Poison (Ex): A manalishi’s sting delivers poison (Fort DC 10 + 1/2 manalishi’s HD + manalishi’s Con modifier). The initial damage is 1d2 Str, and the secondary damage is 1d4 Str.

Spell-Like Abilities: A manalishi with an Intelligence or Wisdom score of 8 or higher has spell-like abilities depending on its Hit Dice, as indicated on the table below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.

Manalishi Spell-Like Abilities
HDAbilities
1–2Alter self 3/day
3–4Invisibility (self only)
5–6Dimensional anchor
7–8Major image 3/day
9–10Charm monster
11–12Greater teleport (self plus 50 pounds of objects only)
13–14Unholy aura 3/day, unhallow
15–16Mass charm monster

Abilities: Increase from the base creature as follows: Str +2, Dex +4, Con +2, Int +2, Wis +2, Cha +4.

Skills: A manalishi gains skill points as an outsider and has skill points equal to (8 + Int modifier) x (HD + 3). Do not include Hit Dice from class levels in this calculation—the manalishi gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (any), Listen, Search, Sense Motive, Spot, Survival, and Use Magic Device are considered class skills for manalishi racial Hit Dice.

Languages: Manalishis speak Infernal as well as any language spoken by the base creature. Manalishis also have telepathy to a range of 100 feet.

Environment: The Hells.

Treasure: None.

Advancement: By character class.

Level Adjustment: +4.

Sample Manalishi

The black manalishi was created using a young black dragon as the base creature.

Black Manalishi CR 7

LE Medium outsider (augmented dragon, evil, extraplanar, lawful, water)

Init +6; Senses blindsense 60 ft., keen senses, see in darkness; Listen +14, Spot +14

Languages Draconic, Infernal; telepathy 100 ft.

Defenses

AC 21, touch 12, flat-footed 19
(+2 Dex, +9 natural)

hp 95 (10d12+30 HD); regeneration 2

Fort +9, Ref +9, Will +8

DR 5/good; Immune acid, fire, paralysis, poison, sleep; Resist cold 10; SR 20

Offense

Speed 30 ft., fly 90 ft. (poor), swim 60 ft.

Melee mwk halberd +15/+10 (1d10+4/19–20 x3), sting +11 (1d8+1 plus poison), bite +11 (1d6+1)

Special Attacks breath weapon (60 ft. line, DC 18, 6d4 acid), poison (DC 18, 1d2 Str/1d4 Str), infernal strike

Spell-Like Abilities (CL 10th)

3/day—alter self, major image (DC 15)

1/day—charm monster (DC 16), dimensional anchor, invisibility (self only)

Tactics

During Combat Black manalishis usually begin a combat with a blast of their acidic breath weapon before charging in with their halberds.

Morale Black manalishis are almost fearless and normally fight until reduced to 20 hp or less.

Statistics

Str 17, Dex 14, Con 17, Int 12, Wis 13, Cha 14

Base Atk +10; Grp +13

Feats Improved Critical (halberd), Improved Initiative, Multiattack, Weapon Focus (halberd)

Skills Bluff +15, Concentration +16, Diplomacy +17, Escape Artist +15, Intimidate +17, Listen +14, Search +14, Spot +14, Survival +1 (+3 following tracks), Use Magic Device +15

SQ water breathing

Gear masterwork halberd

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Saturday, April 22, 2017

Mortzengerstrum the Mad Manticore

From the description, the recently-released adventure Mortzengerstrum the Mad Manticore of Prismatic Peak is probably a little too gonzo for my tastes, but I totally, completely dig the cover. It's not just the art style and layout, but the font and color perfectly emulates the old Gold Key comics. It's an inspired choice for an adventure book.

In general, I wish more game products would look to alternative inspirations like this for the design of their products. I mean, I love the old TSR style as much as anyone, but RPG art direction could do so much more. Even if someone wanted to stay in a retro mode, as Mortzengerstrum shows, there are myriad possibilities of interesting art direction just from the seventies. Yoon Suin is another example of using a very different, but no less evocative design.

Here's hoping more publishers try experiments like this!

Monday, April 17, 2017

Meet the . . . Tiger Beetles

I am surprised that, despite the popularity of the Moldvay basic set, no one ever seemed to convert the tiger beetle to 3e. This is a handy, lower level vermin that was fairly common in Basic D&D modules. I think tiger beetles might have first appeared in the combined Monsters and Treasures Assortment (1980), which was released before the Molday basic set (1981). Smaller than AD&D stag beetles, giant tiger beetles share a nasty bite attack.

The following text is Open Game Content.

Giant Tiger Beetle

This beetle is well over four feet long, with bulging eyes, long slender legs, and enormous mandibles. Its carapace is brightly colored and striped, like a tiger’s hide.

Giant tiger beetles prey on other giant insects, and will even attack and devour humanoids. Their mandibles are large and powerful enough to crush a grown human.

0e

Giant Tiger Beetle CL 3 (60 XP)

HD 3; AC 3 [16]; Atk 1 bite (2d6); Move 15; Save 14; AL N

3.5e

Giant Tiger Beetle CR 2

Always N Medium vermin

Init +2; Senses darkvision 60 ft.; Listen +0, Spot +0

Defense

AC 16, touch 12, flat-footed 14
(+2 Dex, +4 natural)

hp 16 (3d8+3 HD)

Fort +4, Ref +1, Will +1

Immune vermin traits

Offense

Speed 40 ft.

Melee bite +4 (2d6)

Space 5 ft.; Reach 5 ft.

Tactics

During Combat A tiger beetle rushes forward to crush prey with its enormous mandibles.

Morale The tiger beetle fights until reduced to a quarter of its normal hit points.

Statistics

Str 11, Dex 14, Con 13, Int –, Wis 10, Cha 9

Base Atk +2, Grp +2

Feats Weapon Finesse B

Ecology

Environment warm and temperate forests, marshes, and underground

Organization cluster (1–4), colony (5–8)

Treasure none

Advancement 4–6 HD (Medium), 7–9 HD (Large)

5e

Giant Tiger Beetle
Medium beast, unaligned
Armor Class 14 (natural armor)
Hit Points 38 (5d8 + 10)
Speed 40 ft.
StrDexConIntWisCha
11 (+0)12 (+1)15 (+2)1 (-5)10 (+0)2 (-4)
Senses darkvision 60 ft.; passive Perception 10
Languages –
Challenge Challenge 1 (200 XP)
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8+1) piercing and bludgeoning damage.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Monday, April 10, 2017

Aberrant Ropers

The roper is an iconic D&D monster that premiered way back in the old Strategic Review. And yet, where is the love for this classic monster?  OK, I admit the roper’s got its shortcomings, starting with an incredibly silly name. “Roper” does not exactly inspire fear, now does it? And yet, and yet . . . in pure game mechanics, the roper is a downright nasty monster in almost any edition. In 3.5e it has six ranged touch attacks, each doing 2d8 points of Strength damage. And then it reels you in to chomp off your head with its bite attack.

And there are glimmers of potential here: the roper is a fairly intelligent monster from the Underdark, and just proximity to the Underdark makes everything cooler. In his great Drow of the Underdark book, Ed Greenwood tried, and largely succeeded, to forge a connection between ropers and the worship of the being known variously as the Elder Elemental God, the Elder Eye, That Which Lurks, or Ghaunadaur. And with this connection, Greenwood ties ropers to the Cthulhu Mythos, which is probably where they belong—a servitor race to some ancient, incomprehensible, and implacable horror.

The 3e D&D designers chose to make the iconic roper a magical beast since that creature type has a better base attack bonus and better saving throws than the more intuitive type, aberration. Despite the mechanical advantages of this decision, the logic sticks in the craw of many right-thinking DMs. So presented here is a revised 3.5e roper, recast as an aberration. The following text is Open Game Content.

Roper

The large stone formation seems to twist and shudder, rising up from the darkness. A series of thin, whipping tendrils sprouts from the rock, as a single, yellow eye glares open above a saw-toothed maw.

They Rule the Dark. Ropers inhabit the darkest, most forlorn caves beneath the earth, feasting on the flesh of anyone foolish or ignorant enough to trespass. Roper territory riddles the crust of the world.

A Patient Hunger. Ropers hide among outcroppings of rock or skulk around stalactites, lashing out of the darkness with wiry strands of powerful sinew, dragging men like screaming babes into maws of grinding stony teeth.

Cryptic Killers. Though these predators possess the strength to tear a man in quarters or bite him clean in half, ropers also possess a canny intellect and a strange philosophy spurred by darkness and agony.

A roper stands some 9 feet tall and tapers from 3 or 4 feet in diameter at the base to 1 foot across at the top. It weighs 2,200 pounds. A roper’s coloration and temperature change to match the features of the surrounding cave.

Roper CR 12

Usually CE Large aberration

Init +5; Senses darkvision 60 ft., low-light vision; Listen +13, Spot +13

Languages Terran, Undercommon

Defense

AC 24, touch 10, flat-footed 23
(+1 Dex, +14 natural, -1 size)

hp 75 (10d8+30 HD)

Fort +8, Ref +4, Will +10

Immune electricity; Resist cold 10; SR 30

Weakness vulnerability to fire

Offense

Spd 10 ft.

Melee bite +10 (2d6+6)

Space 10 ft.; Reach 10 ft. (50 ft. with strand)

Special Attacks strands (+8 ranged touch, weakness and drag)

Tactics

Before Combat A roper hunts by standing very still and imitating a bit of rock. This tactic often allows it to attack with surprise.

During Combat Once as many targets as possible are in range, a roper lashes out with six strands and drags prey to its waiting maw, sapping its victims’ strength as it does so.

Morale A roper, with limited mobility, usually fights to the death.

Statistics

Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12

Base Atk +7; Grp +15

Feats Alertness, Great Fortitude, Improved Initiative, Weapon Focus (strand)

Skills Climb +12, Hide +10 (+18 in stony or icy areas), Listen +13, Spot +13

Ecology

Environment underground

Organization solitary, pair, or cluster (3–6)

Treasure no coins; 50% goods (stone only); no items

Advancement 11–15 HD (Large); 16–30 HD (Huge)

Special Abilities

Blindsense (Ex) A roper notices and locates creatures within 30 feet. Opponents still have 100% concealment against a creature with blindsense.

Drag (Ex) If a roper hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 23 Escape Artist check or a DC 19 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a roper’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a roper.

Strands (Ex) Most encounters with a roper begin when it fires strong, sticky strands as a ranged touch attack. A strand can strike up to 50 feet away (no range increment). Each round a roper can fire a single strand as a standard action or, using the full attack action, the roper can fire up to six strands and also make a bite attack. The creature cannot have more than six strands extruded at once. If a strand is severed, the roper can extrude a new one on its next turn as a free action.

Weakness (Ex) A roper’s strands can sap an opponent’s strength. Anyone grabbed by a strand must succeed on a DC 18 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based.

Skills Ropers have a +8 racial bonus on Hide checks in stony or icy areas.

Roper Feats

Silent as Stone [General]

Prerequisite: Roper, Stealthy.

Benefit: The creature gains a +4 bonus to all Move Silently checks in rocky environments and may use Move Silently at no penalty while climbing. If the creature attacks with its strands in the surprise round, it may automatically choke the opponent and cover the opponent’s mouth with a strand to quell any sound. If the creature hits with a strand in the surprise round, on its next turn it must make a Move Silently check at –5 opposed by the Listen check of nearby creatures. If the creature succeeds, it silently drags the opponent 10 feet toward itself, and the opponent’s allies are unaware the opponent is missing (barring precautions or activities that would make this obvious, such as being tied together, the target carrying the only light source, the target speaking before the attack, and so on).

Stone Clinger [General]

Prerequisites: Roper.

Benefit: The creature gains a climb speed of 10 feet and all the benefits of having a climb speed. The creature may hang upside down indefinitely from the ceiling, and then fall on any opponent passing below, dealing 2d6+6 crushing or piercing damage (the creature's choice).

Advanced Roper

Elder Roper CR 15

CE Huge aberration

Init +5; Senses darkvision 60 ft., low-light vision; Listen +21, Spot +21

Defense

AC 26, touch 9, flat-footed 25
(+1 Dex, +17 natural, -2 size)

hp 210 (20d8+120 HD)

Fort +12, Ref +7, Will +15

Immune electricity; Resist cold 10; SR 30

Weakness vulnerability to fire

Offense

Spd 10 ft., climb 10 ft.

Melee bite +22 (3d6+13/19–20)

Space 15 ft.; Reach 15 ft. (60 ft. with strand)

Special Attacks strands (+15 ranged touch, weakness and drag), Stone Clinger

Statistics

Str 28, Dex 12, Con 22, Int 12, Wis 16, Cha 12

Base Atk +15; Grp +32

Feats Combat Reflexes, Improved Critical (bite), Improved Initiative, Silent as Stone, Skill Focus (Move Silently), Stealthy, Stone Clinger

Skills Climb +27, Hide +18 (+26 on stony or icy areas), Listen +21, Move Silently +6 (+10 in stony areas), Spot +21

Languages Terran, Undercommon

Special Abilities

Drag (Ex) Breaking free from an elder roper’s strand requires a DC 33 Escape Artist check or a DC 29 Strength check.

Weakness (Ex) Anyone grabbed by a strand must succeed on a DC 26 Fortitude save or take 2d8 points of Strength damage.

Stone Clinger An elder roper has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. An elder roper may hang upside down indefinitely from the ceiling, and then fall on any creature passing below, dealing 2d6+6 crushing or piercing damage.

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