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=== Summon Monster II === ====Celestial Giant Bee==== Medium Magical Beast (); CR 1; HD 3d8+[[6]]; '''hp [[19]]'''; '''Init''' +2; '''Spd''' 20 ft., fly 80 ft. (good); '''Space/Reach''' 5 ft./5 ft.; '''AC''' 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; Base Atk +2; Grp +[[4]]; '''Atk''' Sting +[[4]] melee (1d4+[[2]] plus poison); '''Full Atk''' Sting +[[4]] melee (1d4+[[2]] plus poison); '''SA''' Poison, smite evil; '''SQ''' Darkvision 60 ft., vermin traits, resistance to acid 5 and cold 5 and electricity 5, SR 8; '''AL''' LG; SV '''Fort +[[5]], Ref +3, Will +2'''; [[Str 15]], Dex 14, [[Con 15]], Int 3, Wis 12, Cha 9 '''Skills:''' Spot +5, Survival +[[3]]* '''Skills():''' Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves. '''Poison(Ex):''' Injury, Fortitude DC [[13]], initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies. '''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +3 extra damage against an evil foe ====Celestial Giant Bombardier Beetle==== Medium Magical Beast (); CR 2; HD 2d8+[[8]]; '''hp [[17]]'''; '''Init''' +0; '''Spd''' 30 ft.; '''Space/Reach''' 5 ft./5 ft.; '''AC''' 16 (+6 natural), touch 10, flat-footed 16; Base Atk +1; Grp +[[4]]; '''Atk''' Bite +[[4]] melee (1d4+[[3]]); '''Full Atk''' Bite +[[4]] melee (1d4+[[3]]); '''SA''' Acid spray, smite evil; '''SQ''' Darkvision 60 ft., vermin traits, resistance to acid 5 and cold 5 and electricity 5, SR 7; '''AL''' NG; SV '''Fort +[[7]], Ref +0, Will +0'''; [[Str 17]], Dex 10, [[Con 18]], Int 3, Wis 10, Cha 9 '''Acid(Ex):''' When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC [[15]] Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based. '''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe ====Celestial Dog, Riding==== Medium Magical Beast (); CR 1; HD 2d8+[[8]]; '''hp [[17]]'''; '''Init''' +2; '''Spd''' 40 ft.; '''Space/Reach''' 5 ft./5 ft.; '''AC''' 16 (+2 Dex, +4 natural), touch 12, flat-footed 14; Base Atk +1; Grp +[[5]]; '''Atk''' Bite +[[5]] melee (1d6+[[5]]); '''Full Atk''' Bite +[[5]] melee (1d6+[[5]]); '''SA''' smite evil; '''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 7; '''AL''' NG; SV '''Fort +[[7]], Ref +5, Will +1'''; [[Str 19]], Dex 15, [[Con 19]], Int 3, Wis 12, Cha 6 '''Skills:''' Jump +8, Listen +5, Spot +5, Swim +3, Survival +1* '''Feats:''' Alertness, Track '''Carrying Capacity():''' A light load for a riding dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A riding dog can drag 1,500 pounds '''Trip(Ex):''' If trained for war, a dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dog. '''Skills():''' Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent. '''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe ====Celestial Eagle==== Small Magical Beast (); CR 1/2; HD 1d8+[[3]]; '''hp [[7]]'''; '''Init''' +2; '''Spd''' 10 ft., fly 80 ft. (average); '''Space/Reach''' 5 ft./5 ft.; '''AC''' 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12; Base Atk +0; Grp –[[2]]; '''Atk''' Talons +3 melee (1d4+[[2]]); '''Full Atk''' 2 talons +3 melee (1d4+[[2]]) and bite -2 melee (1d4+[[2]]); '''SA''' smite evil; '''SQ''' Low-light vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6; '''AL''' CG; SV '''Fort +[[5]], Ref +4, Will +2'''; [[Str 14]], Dex 15, [[Con 16]], Int 3, Wis 14, Cha 6 '''Skills:''' Listen +2, Spot +14 '''Feats:''' Weapon Finesse '''Skills():''' Eagles have a +8 racial bonus on Spot checks. '''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +1 extra damage against an evil foe ====Clockwork Mender==== Tiny construct (extraplanar, lawful);CR 1/2; HD 1d8; '''hp 5''' '''Init''' +4; '''Spd''' 10 ft., fly 30 ft.(perfect); '''Space/Reach 2-1/2 ft./ 2-1/2 ft.; '''AC''' 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 14; Base Atk +0 Grp –[[10]]; '''Atk''' Sting +6 melee (ld2-[[2]] plus poison) '''Full Atk''' Sting +6 melee (ld2-[[2]] plus poison) '''SA''' aligned strike(lawful), repairing touch '''SQ''' construct traits, repairing touch, low-light vision, Darkvision 60 ft. '''AL''' LN; SV '''Fort +[[2]], Ref +4. Will +1'''; [[Str 7]], Dex 19, Con —, Int 4, Wis 12, Cha 10 '''Feats''' Skill Focus (Craft), Spring Attack, Weapon Finesse '''Skills''' Craft (any one) +4, Hide +12, Listen +1, Spot +1 '''Poison(Ex):''' Injury, Fortitude DC [[14]] initial and secondary damage 1d4 Dex. The save DC includes a +2 racial bonus. '''Repairing Touch(Su)''' Once per day as a standard action, a clockwork mender can touch an object or construct to repair ld8 points of damage. ====Devil, Lemure==== Medium Outsider (Evil, Extraplanar, Lawful); CR 1; HD 2d8+[[4]]; '''hp [[13]]'''; '''Init''' +0; '''Spd''' 20 ft.; '''Space/Reach''' 5 ft./5 ft.; '''AC''' 14 (+4 natural) touch 10, flat-footed 14; Base Atk +2; Grp +[[4]]; '''Atk''' Claw +[[4]] melee (1d4+[[2]]); '''Full Atk''' 2 claws +[[4]] melee (1d4+[[2]]); '''SA''' -; '''SQ''' Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, mindless, [[see in darkness;]] '''AL''' LE; SV '''Fort +[[5]], Ref +3, Will +3'''; [[Str 14]], Dex 10, [[Con 14]], Int 3, Wis 11, Cha 5 '''Mindless(Ex):''' Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). ====Fiendish Squid==== Medium Magical Beast (Aquatic); CR 1; HD 3d8+[[6]]; '''hp [[19]]'''; '''Init''' +3; '''Spd''' Swim 60 ft.; '''Space/Reach''' 5 ft./5 ft.; '''AC''' 16 (+3 Dex, +3 natural), touch 13, flat-footed 13; Base Atk +2; Grp +[[10]]*; '''Atk''' Arms +[[6]] melee (0); '''Full Atk''' Arms +[[6]] melee (0) and bite +[[1]] melee (1d6+[[3]]); '''SA''' Improved grab, smite good; '''SQ''' Ink cloud, jet, low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 8; '''AL''' LE; SV '''Fort +[[5]], Ref +6, Will +2'''; [[Str 18]], Dex 17, [[Con 15]], Int 3, Wis 12, Cha 2 '''Skills: ''' Listen +7, Spot +7, Swim +[[12]] '''Feats: ''' Alertness, Endurance '''Improved Grab(Ex): ''' To use this ability, a squid must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. *A squid has a +4 racial bonus on grapple checks. '''Ink Cloud(Ex): ''' A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured. '''Jet(Ex): ''' A squid can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. '''Skills():''' A squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line '''Smite Good(Su): ''' Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe ====Fiendish Wolf==== Medium Magical Beast (); CR 1; HD 2d8+[[8]]; '''hp [[17]]'''; '''Init''' +2; '''Spd''' 50 ft.; '''Space/Reach''' 5 ft./5 ft.; '''AC''' 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +[[4]]; '''Atk''' Bite +[[5]] melee (1d6+[[3]]); '''Full Atk''' Bite +[[5]] melee (1d6+[[3]]); '''SA''' Trip, smite good; '''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 7; '''AL''' LE; SV '''Fort +[[7]], Ref +5, Will +1'''; [[Str 17]], Dex 15, [[Con 19]], Int 3, Wis 12, Cha 6 '''Skills: ''' Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +[[3]]* '''Feats: ''' Track, Weapon Focus (bite) '''Skills():''' *Wolves have a +4 racial bonus on Survival checks when tracking by scent. '''Trip(Ex): ''' A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. '''Smite Good(Su): ''' Once per day a fiendish creature can make a normal melee attack to deal +2 extra damage against a good foe ====Fiendish Monstrous Centipede, Large==== Large Magical Beast (); CR 1; HD 3d8+[[6]]; '''hp [[19]]'''; '''Init''' +2; '''Spd''' 40 ft., climb 40 ft.; '''Space/Reach''' 10 ft./5 ft.; '''AC''' 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12; Base Atk +2; Grp +[[9]]; '''Atk''' Bite +[[4]] melee (1d8+[[3]] plus poison); '''Full Atk''' Bite +[[4]] melee (1d8+[[3]] plus poison); '''SA''' Poison, smite good; '''SQ''' Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; '''AL''' NE; SV '''Fort +[[5]], Ref +3, Will +1'''; [[Str 17]], Dex 15, [[Con 14]], Int 3, Wis 10, Cha 2 '''Skills: ''' Climb +[[12]], Hide +6, Spot +4 '''Feats: ''' Weapon Finesse '''Poison(Ex): ''' A monstrous centipede has a poisonous bite. Fort DC [[13]], 1d4 Dex initial and secondary The save DCs are Constitution-based. '''Skills():''' Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted. '''Smite Good(Su): ''' Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe ====Fiendish Monstrous Crab, Medium==== Medium Vermin (Aquatic); CR 2; HD 3d8+[[12]]; '''hp [[25]]''' '''Init''' +0 '''Spd''' 20 ft. '''Space/Reach''' 5 ft./5 ft. '''AC''' 16 (+6 natural), touch 10, flat-looted 16 Base Atk +2; Grp +[[10]]; '''Atk''' Claw +[[6]] melee (1d6+[[4]]) '''Full Atk''' 2 claws +[[6]] melee (ld6+[[4]]) '''SA''' Constrict 2d6+[[4]], Improved Grab '''SQ''' Amphibious, low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 8; '''AL''' N; SV '''Fort +[[6]], Ref+1, Will +1''' [[Str 19]], Dex 11, [[Con 16]], Int 3, Wis 11, Cha 2 '''Skills: ''' Hide +4, Spot +4 '''Feats: ''' Toughnes '''Constrict (Ex): ''' A monstrous crab deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check. '''Improved Grab (Ex): ''' To use this ability, a monstrous crab must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Monstrous crabs have a +4 racial bonus on grapple checks. '''Amphibious (Ex): ''' Although monstrous crabs arc aquatic, they can survive indefinitely on land. '''Vermin Traits: ''' A monstrous crab is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). '''Skills(): ''' A monstrous crab has a +4 racial bonus on Hide and Spot checks. '''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe. ====Fiendish Shark, Medium==== Medium Magical Beast (Aquatic); CR 1; HD 3d8+[[9]]; '''hp [[22]]'''; '''Init''' +2; '''Spd''' Swim 60 ft.; '''Space/Reach''' 5 ft./5 ft. '''AC''' 15 (+2 Dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp +[[5]]; '''Atk''' Bite +[[5]] melee (1d6+[[3]]); '''Full Atk''' Bite +[[5]] melee (1d6+[[3]]); '''SA''' smite good; '''SQ''' Blindsense, keen scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 8; '''AL''' NE; SV '''Fort +[[6]], Ref +5, Will +2'''; [[Str 17]], Dex 15, [[Con 17]], Int 3, Wis 12, Cha 2 '''Skills: ''' Listen +6, Spot +6, Swim +[[11]] '''Feats: ''' Alertness, Weapon Finesse '''Blindsense(Ex): ''' A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater. '''Keen Scent(Ex): ''' A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile. '''Skills():''' A shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. '''Smite Good(Su): ''' Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe ====Fiendish Monstrous Spider, Medium==== Medium Magical Beast (); CR 1; HD 2d8+[[6]]; '''hp [[15]]'''; '''Init''' +3; '''Spd''' 30 ft., climb 20 ft.; '''Space/Reach''' 5 ft./5 ft. '''AC''' 14 (+3 Dex, +1 natural), touch 13, flat-footed 11; Base Atk +1; Grp +[[3]]; '''Atk''' Bite +4 melee (1d6+[[2]] plus poison); '''Full Atk''' Bite +4 melee (1d6+[[2]] plus poison); '''SA''' Poison, web, smite good; '''SQ''' Darkvision 60 ft., tremorsense 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 7; '''AL''' CE; SV '''Fort +[[6]], Ref +3, Will +0'''; [[Str 15]], Dex 17, [[Con 16]], Int 3, Wis 10, Cha 2 '''Skills: ''' Climb +[[13]], Hide +7*, Jump +[[2]]*, Spot +4* '''Feats: ''' Weapon Finesse '''Poison(Ex): ''' A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. Fort DC [[14]], 1d4 Str initial and secondary '''Skills():''' Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. '''Tremorsense(Ex): ''' A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs. '''Web(Ex): ''' Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Escape DC [[14]]; Break DC [[18]]; HP 6 '''Smite Good(Su): ''' Once per day a fiendish creature can make a normal melee attack to deal +2 extra damage against a good foe ====Fiendish Sea Snake, Medium Viper==== Medium Magical Beast (); CR 1; HD 2d8+[[4]]; '''hp [[13]]'''; '''Init''' +3; '''Spd''' 10 ft., climb 20 ft., swim 30 ft.; '''Space/Reach''' 5 ft./5 ft. '''AC''' 16 (+3 Dex, +3 natural), touch 13, flat-footed 13; Base Atk +1; Grp +[[2]]; '''Atk''' Bite +4 melee (1d4+[[1]] plus poison); '''Full Atk''' Bite +4 melee (1d4+[[1]] plus poison); '''SA''' Poison, smite good; '''SQ''' Scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 7; '''AL''' CE; SV '''Fort +[[5]], Ref +6, Will +1'''; [[Str 12]], Dex 17, [[Con 15]], Int 3, Wis 12, Cha 2 '''Skills: ''' Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +[[9]]* '''Feats: ''' Weapon Finesse '''Poison(Ex): ''' A sea snake's poison is extraordinarily virulent. It has a +2 racial bonus on the poison's save DC. A sea snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC [[15]]. The save DCs are Constitution-based. '''Hold Breath (Ex): ''' A sea snake can hold its breath for a number of rounds equal to 6 x its Constitution score before if risks drowning. For a typical sea snake, this is [[90]] rounds, or [[9]] minutes. '''Skills: ''' A sea snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even il distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. '''Smite Good(Su): ''' Once per day a fiendish creature can make a normal melee attack to deal +2 extra damage against a good foe ====Nerra, Varoot==== Medium-Size Outsider (Extraplanar); CR 1; HD 1d8+[[3]]; '''[[7]] hp''' '''Init:''' +6 '''Spd''' 30 ft. '''Space/Reach''' 5 ft./5 ft. '''AC''' 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 Base At +1/ Grp +[[3]] '''Atk''' Shard longsword +[[5]] melee (1d8+[[4]] plus wounding), or shard dagger +5 ranged (1d4+[[4]] plus wounding). '''Full Atk''' Shard longsword +[[5]] melee (1d8+[[4]] plus wounding), or shard dagger +5 ranged (1d4+[[4]] plus wounding). '''SA''' Spell-like abilities '''SQ''' Cold resistance 5, electricity resistance 5, fire resistance 5, mirror jump, outsider traits, reflective spell resistance 13, sonic vulnerability '''AL''' N; SV '''Fort +[[5]], Ref +4, Will +4''' [[Str 14]], Dex 15, [[Con 16]], Int 11, Wis 14, Cha 17 '''Skills:''' Bluff +7, Diplomacy +7, Disguise +7 (+9 acting), Gather Information +7, Intimidate +5, Listen +6, Knowledge (any one) +4, Sense Motive +6, Sleight of Hand +8. Spot +6 '''Feats: ''' Exotic Weapon Proficiency (shard longsword) (B), Exotic Weapon Proficiency (shard dagger) (B), Improved Initiative. '''Spell-Like Abilities: ''' 3/day - change self; l/day - mirror image. Caster level 12th; save DC 13 + spell level. '''Mirror Jump (Su):''' Nerras can move through mirrored and reflective surfaces at will. This effect is similar to shadow walk, but the nerra travels along the Plane of Mirrors. As a standard action, the nerra must touch a mirror or other highly reflective surface. The nerra then exits from another mirror that is no larther than 1 mile away. If a nerra touches a regular mirror, the mirror jump happens automatically. A nerra can also touch a highly reflective surface, such as a polished metal shield or armor. This surface must be clear glass, a still pool of water, or shiny metal. There is a 30% chance that the surface is reflective enough lor the nerra to make the mirror jump. However, a nerra can only enter a nonmirrored surface—it can return only through a normal mirror. If another mirror is not within the range of the mirror jump, the nerra must wander the Plane of Mirrors and exit through another random mirror portal. '''Outsider Traits: ''' Nerras have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life). '''Reflective Spell Resistance (Sp): ''' A nerra has a special type of spell resistance that causes any targeted spell it successfully resists to bounce off and reflect back at the caster. The caster becomes either the spell's target or the point of origin for the spell's effect, as appropriate. In addition, nerras are immune to gaze attacks, and such an effect is reflected back to its origin. '''Shard Weapon Specialty: ''' All nerra receive a bonus Exotic Weapon Proficiency feat with at least one shard weapon. Many also gain a bonus Weapon Focus feat for one or more types of shard weapon. '''Sonic Vulnerability (Ex): ''' All nerras take half again as much (+50%) damage as normal from an attack involving sonic energy, regardless of whether a saving throw is allowed, or if the save is a success or a failure. '''Shard Weapons;''' Shard weapons are +2 wounding weapons. In the hands of someone without the appropriate Exotic Weapon Proficiency feat, the weapon is awkward (-4 penalty wielder's on attack rolls) and contributes only its enhancement bonus, not the wounding ability, on any attacks made with it. ====Kaorti==== Medium-Size Outsider (Evil, Extraplanar); CR 1; HD 2d8+[[4]]; '''hp [[13]]''' '''Init''' +2 '''Spd''' 30 ft. '''Space/Reach''' 5 ft./5 ft. '''AC''' 18 (+2 Dex, +2 natural, +4 resin scale armor), touch 12, flat-footed 16 Base Atk +2; Grp +0 '''Atk''' Bite +1 melee (Vile ld6+[[0]]), or ribbon dagger +4 melee (ld4+[[0]]/x4), or darts +4 ranged (ld4+[[0]]). '''Full Atk''' Bite +1 melee (Vile ld6+[[0]]), or ribbon dagger +4 melee (ld4+[[0]]/x4), or darts +4 ranged (ld4+[[0]]). '''SA''' Spell-like abilities, vile transformation '''SQ''' Material vulnerability, outsider traits, poison immunity '''AL''' NE; SV '''Fort +[[5]], Ref +5, Will +3'''; [[Str 11]], Dex 14, [[Con 15]], Int 14, Wis 11, Cha 16 '''Skills:''' Concentration +5. Craft (any two) +7, Heal +13, Intimidate +8, Knowledge (arcana) +7, Knowledge (the planes) +7, Spellcraft +9 (+11 decipher spells on scrolls), Survival +[[7]] (+[[9]] on other planes), Use Magical Device +7 (+9 scrolls) '''Feats:''' Exotic Weapon Proficiency (ribbon dagger) (B), Weapon Finesse '''Spell-Like Abilities:''' 1/day—alter self, color spray, feather (all, ray of enfeeblement, reduce, spider climb. Caster level 2nd; save DC 14 + spell level. '''Vile Transformation (Su):''' A kaorti can infuse any living creature with otherworldly essence from the Far Realm, permanently transforming the target into a mockery of its previous form. This process takes 8 hours, during which time the kaorti's jaws must be locked onto the victim, who must be either willing or helpless for the duration. After 8 hours, the victim must make a Fortitude save (DC 11). Failure indicates that the victim transforms into a kaorti (if the victim was a humanoid), or into a kaorti thrall. II the victim succeeds at the save, the kaorti can attempt the transformation again; each additional attempt to transform a victim increases the save DC by +1. Creatures transformed into kaortis retain any class abilities and modify their ability scores as follows: Str -4, Dex +4, Int +4, Cha +6. They become neutral evil and embrace the racial ethos of the kaortis. They gain all of the other abilities and disadvantages of a standard kaorti. This transformation is the only way the kaorti can propagate their kind. A victim transformed into a kaorti thrall gains the fiendish creature template, except that instead of gaining the smite good special attack, it gains the ability to cast true strike on itself once per day. '''Material Vulnerability (Ex):''' The Material Plane is painful to an unprotected kaorti. An unprotected kaorti must make a Fortitude save each hour (DC 15, +1 per previous check) or take ld6 points of subdual damage and become fatigued. The fatigued condition persists until the kaorti recovers all the subdual damage it took from its exposure to the Material Plane. If a kaorti is rendered unconscious through the accumulation of subdual damage (from this ability or from any other source), the Material Plane environs begin to deal normal damage at the same rate (Fort save negates; save DC continues to increase per check as stated above). A kaorti wearing a resin suit, or a kaorti inside a cyst, is protected from the effects of the Material Plane. '''Outsider Traits:''' Kaortis have darkvision (60-foot range), and they cannot be raised or resurrected (though a wish or miracle spell can restore life). '''Skills():''' Kaortis have a +8 racial bonus on Heal checks. ====Howler Wasp==== Small aberration; CR 1; HD 2d8+[[8]]; '''hp [[17]]''' '''Init''' +1; '''Spd''' 10 ft., fly 60 ft. (good) '''Space/Reach''' 5 ft./5 ft. '''AC''' 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13 Base Atk +1; Grp +[[0]] '''Atk''' Bite +[[5]] melee (ld4+[[3]]), or Claw +[[3]] melee (ld3+[[2]]), or Sting +[[5]] melee (ld3+[[3]] plus poison) '''Full Atk''' Bite +[[5]] melee (ld4+[[3]]) and 2 Claws +[[3]] melee (ld3+[[2]]) or Sting +[[5]] melee (ld3+[[3]] plus poison) '''SA''' poison (DC [[15]], ld6 Dex/ld6 Dex) '''SQ''' inciting pheromone, darkvision 60 ft. '''AL''' CE; SV '''Fort +[[4]], Ref +l, Will+4'''; [[Str 16]], Dex 13, [[Con 19]], Int 3, Wis 13, Cha 6 '''Feats''' Multiattack '''Skills''' Listen +3, Spot +4 '''Inciting Pheromone (Ex) ''' If a melee attack reduces a howler wasp to 0 or fewer hit points, or if the wasp takes a critical hit from a melee attack, it can attempt to douse its foe with a pheromone (+[[5]] melee touch). The wasp uses this ability as an immediate action before resolving the effect of the damage. The pheromone draws other howler wasps to the target, inciting them into a fearsome rage. AH howler wasps within 60 feet of a creature doused with the pheromone gain a +1 bonus on attack rolls and a +2 bonus on damage rolls against the doused creature. Howler wasps detect the doused creature as if they had blindsense. The pheromone's effects last for 10 minutes, though a doused creature can wash the substance off by submerging in water.
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