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Critters of Vvardenfell and beyond!

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Post  Saint Jiub Tue Apr 13, 2010 7:05 pm

First of all, use this thread to discuss how we want to handle monsters and non-human/non-mer creatures.
Second, a catalog of stuff you'd like to see in the game.

Questions to think about:
Do we want everything to have the same kind of stats as players, the way they do it in D&D from 3.0 onward? Or do we want monster statblocks to be different so people cant go about making monstrous characters (the bane of any new D&D player, who is almost never content to just play a gorram human and be done with it)?

Monsters I'd like to see
Silt Striders
Spriggans (for the trollface potential)
Guar
Alit
Kagouti
Reiklings
More strange fantastical creatures, less default fantasy monsters. You hear that, Daggerfall/Oblivion? LESS CLICHES, MORE ORIGINALITY.

Especially if playing a game somewhere really exotic, like Elsweyr or Black Marsh.
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Post  Dagoth Durr Wed Apr 14, 2010 6:41 am

Motherfucking dragons. We know they exist in at least some form. The Pocket Guide to the Empire (required reading for anyone on this forum) mentions river dragons basking in the waters of the Nibenay Basin.

I'd love to see a random corprus beast generation table. In the Morrowind concept art they came in more varieties than "zombie" and "fat zombie". I remember one guy crawling around on his hands dragging his massively bloated legs behind him. Real Silent Hill type stuff.
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Post  Dagoth Durr Fri Apr 16, 2010 4:37 am

Here's the image I was referring to, from the Morrowind art book:

Critters of Vvardenfell and beyond! Corprus

Here's something I knocked together in a few minutes.

All corprus beasts possess constant health regeneration, a considerable bonus to strength, and immunity to disease and many poisons.

Roll 1d100

1-5: Oculoblastic corprus. Large, translucent bundles of flesh cover this creatures eyes. Nonetheless, it can see better than any mortal creature, conferring the Night Eye ability and a -10 penalty to sneak tests made against it.

6-14: Femoral corprus. This beast's legs are bloated tremendously, each possessing considerably more volume than its torso. It can still drag itself forward with its arms, but its movement is halved.

15-20: Corprus informid: This creature's arms end in soft paddings of flesh. The beast halves all damage it deals.

21-25: Amoeboid corprus: This creature's form is so twisted that it no longer possesses a discernibly humanoid body. This creature moves at 1/4 speed, but its health regeneration is doubled.

26-34: Schlerodermatic corprus: The growths covering this unfortunate creature's skin has hardened considerably, the cracked, dry flesh, while no doubt extremely painful, provides increased protection. This corprus beast, while unarmored, is considered to be wearing bonemold armor for the purposes of defense rolls.

35-45: Heterobrachial corprus: One of this beast's arms has grown to such a degree that it now must be dragged along the ground behind it. It moves at 3/4 speed, but every other round may make a hand to hand attack as if its strength was twice its current value.

46-55: Pseudo-proboscid corprus:This creature's mouth now dangles in front of it like the proboscis of a fly. Nonetheless, it still possesses teeth. The corprus beast may make a bite attack each round even if it has already attacked this round.

56-65: Tempanic corprus: The creature's eardrums now protrude from its skull, hanging like a limp sack from its head. The beast is rendered deaf, +10 to any sneak roll made to avoid it.

66-70: Hyper-adrenal corprus: This beast's internal mutation has greatly increased its alarm response. It moves at two times its normal speed.

71-80: Osteoblastic corprus: The bones of the corprus beast have grown out of control. When hit by the beast, roll an agility test to see if you have been struck by a sharp protrusion of bone.

81-85: Hyper-lymphatic corprus: Vile lymph drips from sores on the skin of this corprus beast, considerably more fluid than in more common corprus weepings. Double the chance of catching a blight disease from this creature.

86-90: Corpus Calamum: Irregularly proportioned, tube shaped tendrils surround this creature's mouth. If attacked, a dissonant piping is issued by the beast, attracting allied creatures from the surrounding area.

91-95: Amplum Corprus: The creature's torso is covered in an extremely thick layer of fatty tissue. Halve any damage you deal to the beast.

96-100: Roll twice.
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Post  Hexx Fri Apr 16, 2010 4:51 am

That list is seven kinds of "fucking awesome". PROMOTIONS to Dagoth Durr!
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Post  Saint Jiub Sun Apr 18, 2010 8:50 pm

I want to find the goddamn Rep button.

This is fucking great!
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