Colin's Critters
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Colin Chapman
- Mist Elf
- Posts: 34
- Joined: Fri May 12, 2006 7:00 am
Colin's Critters
Blood Hound
NO. ENCOUNTERED: 1-4
SIZE: Medium
HD: 2 (d12)
MOVE: 40 ft.
AC: 15
ATTACKS: Tongue Lash (1d6), Claw (1d6)
SPECIAL: Trip, Blood Drain, Undead
SAVES: P
INT: Inferior
ALIGNMENT: Neutral Evil
TYPE: Undead
TREASURE: Nil
XP: 27+2
Created from a lithe human corpse, stripped of its skin so as to ease movement, the entrails removed to reduce weight, a blood hound is no hound at all, but a necromantic attack beast. The joints of the arms and legs are twisted and re-set, permitting the blood hound to deftly crawl swift and low to the ground. The tongue is set with a hollow tip of sharp bone, and reattached with its base inside the mouth rather than down the throat, giving the blood hound a piercing tongue attack that it can use in close quarters. This tongue is also used to drain a victim's blood, replenishing the blood hound's necrotic flesh and permitting it to retain its flexibility.
Combat: Blood hounds lash with their piercing tongue, and claw with ragged, filthy, bone-like talons. They often attempt to wrap their tongue around an opponent's leg and drag them down to the ground.
Blood Drain: Any tongue attack that inflicts the full 6 points of damage attaches to the victim and begins to drain its blood, automatically causing 1d4 points of damage per round. Pulling out the tongue requires a strength save, which may be made each round. Alternatively, the tongue may be severed by a slashing attack (AC 10, 6 damage to sever; this damage is not subtracted from the blood hound's HPs, but does prevent it using its tongue attack). For each point drained from a victim, a blood hound heals one hit point. A fully healed blood hound is satiated when it drains a victim of 36 hit points. A blood hound must use this ability every few weeks, or it will die.
Trip: A blood hound can attempt to drag an opponent to the ground when it makes a successful tongue lash. The opponent is allowed a save versus dexterity to resist being pulled to the ground, automatically losing initiative the next round.
NO. ENCOUNTERED: 1-4
SIZE: Medium
HD: 2 (d12)
MOVE: 40 ft.
AC: 15
ATTACKS: Tongue Lash (1d6), Claw (1d6)
SPECIAL: Trip, Blood Drain, Undead
SAVES: P
INT: Inferior
ALIGNMENT: Neutral Evil
TYPE: Undead
TREASURE: Nil
XP: 27+2
Created from a lithe human corpse, stripped of its skin so as to ease movement, the entrails removed to reduce weight, a blood hound is no hound at all, but a necromantic attack beast. The joints of the arms and legs are twisted and re-set, permitting the blood hound to deftly crawl swift and low to the ground. The tongue is set with a hollow tip of sharp bone, and reattached with its base inside the mouth rather than down the throat, giving the blood hound a piercing tongue attack that it can use in close quarters. This tongue is also used to drain a victim's blood, replenishing the blood hound's necrotic flesh and permitting it to retain its flexibility.
Combat: Blood hounds lash with their piercing tongue, and claw with ragged, filthy, bone-like talons. They often attempt to wrap their tongue around an opponent's leg and drag them down to the ground.
Blood Drain: Any tongue attack that inflicts the full 6 points of damage attaches to the victim and begins to drain its blood, automatically causing 1d4 points of damage per round. Pulling out the tongue requires a strength save, which may be made each round. Alternatively, the tongue may be severed by a slashing attack (AC 10, 6 damage to sever; this damage is not subtracted from the blood hound's HPs, but does prevent it using its tongue attack). For each point drained from a victim, a blood hound heals one hit point. A fully healed blood hound is satiated when it drains a victim of 36 hit points. A blood hound must use this ability every few weeks, or it will die.
Trip: A blood hound can attempt to drag an opponent to the ground when it makes a successful tongue lash. The opponent is allowed a save versus dexterity to resist being pulled to the ground, automatically losing initiative the next round.
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Colin Chapman
- Mist Elf
- Posts: 34
- Joined: Fri May 12, 2006 7:00 am
Bone Pile
NO. ENCOUNTERED: 1
SIZE: Large
HD: 5 (d12)
MOVE: 10 ft.
AC: 1 3
ATTACKS: Slash (2d6)
SPECIAL: Bone Mass, Undead
SAVES: P
INT: None
ALIGNMENT: Neutral
TYPE: Undead
TREASURE: 3
XP: 180+5
On rare occasions, when many animated skeletons are destroyed, the lingering necromantic energies coalesce, drawing the shattered fragments of bone and detritus towards them, creating an amorphous mass of broken bones and bone splinters that lashes out at any living things moving nearby. Adventurers have been surprised to find the shattered remnants of vanquished skeletons striking back at them.
Combat: Bone piles seldom move from the area in which they animated, only moving slowly towards living things nearby, striking out unthinkingly.
Bone Mass: Bone piles, being flexible, yielding collections of bone pieces, only take half damage from all weapons.
NO. ENCOUNTERED: 1
SIZE: Large
HD: 5 (d12)
MOVE: 10 ft.
AC: 1 3
ATTACKS: Slash (2d6)
SPECIAL: Bone Mass, Undead
SAVES: P
INT: None
ALIGNMENT: Neutral
TYPE: Undead
TREASURE: 3
XP: 180+5
On rare occasions, when many animated skeletons are destroyed, the lingering necromantic energies coalesce, drawing the shattered fragments of bone and detritus towards them, creating an amorphous mass of broken bones and bone splinters that lashes out at any living things moving nearby. Adventurers have been surprised to find the shattered remnants of vanquished skeletons striking back at them.
Combat: Bone piles seldom move from the area in which they animated, only moving slowly towards living things nearby, striking out unthinkingly.
Bone Mass: Bone piles, being flexible, yielding collections of bone pieces, only take half damage from all weapons.
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Colin Chapman
- Mist Elf
- Posts: 34
- Joined: Fri May 12, 2006 7:00 am
Flesh Hound
NO. ENCOUNTERED: 1-8
SIZE: Small
HD: 1 (d12)
MOVE: 50 ft.
AC: 1 3
ATTACKS: Bite (1d4), Tail Bite (1d4)
SPECIAL: Tail Attack, Undead
SAVES: P
INT: Animal
ALIGNMENT: Neutral Evil
TYPE: Undead
TREASURE: Nil
XP: 9+1
Created to serve as guardians, flesh hounds are disturbing creatures, skinless, reanimated hounds the heads of which have been removed and replaced by those of humanoids, the tail of which has been replaced with a sinuous, jaw-tipped orifice. The cunning exhibited by these necromantic guardians is rightly feared, and their wretched howl is said to be terrible.
Combat: Flesh hounds run down their victim's with animal-like cunning, biting with their mouth and tail, rending flesh.
Tail Attack: Because their tail is tipped with a vicious maw, flesh hounds can attack opponents in front and behind them simultaneously with no penalty.
NO. ENCOUNTERED: 1-8
SIZE: Small
HD: 1 (d12)
MOVE: 50 ft.
AC: 1 3
ATTACKS: Bite (1d4), Tail Bite (1d4)
SPECIAL: Tail Attack, Undead
SAVES: P
INT: Animal
ALIGNMENT: Neutral Evil
TYPE: Undead
TREASURE: Nil
XP: 9+1
Created to serve as guardians, flesh hounds are disturbing creatures, skinless, reanimated hounds the heads of which have been removed and replaced by those of humanoids, the tail of which has been replaced with a sinuous, jaw-tipped orifice. The cunning exhibited by these necromantic guardians is rightly feared, and their wretched howl is said to be terrible.
Combat: Flesh hounds run down their victim's with animal-like cunning, biting with their mouth and tail, rending flesh.
Tail Attack: Because their tail is tipped with a vicious maw, flesh hounds can attack opponents in front and behind them simultaneously with no penalty.
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Colin Chapman
- Mist Elf
- Posts: 34
- Joined: Fri May 12, 2006 7:00 am
Grim Mantle
NO. ENCOUNTERED: 1 (Unique)
SIZE: Medium
HD: 8 (d8 )
MOVE: 40 ft.
AC: 20
ATTACKS: 2 Slams (1d6)
SPECIAL: Twilight Vision, Regeneration 4, Spell-Like Abilities, SR 10
SAVES: M, P
INT: High
ALIGNMENT: Chaotic Evil
TYPE: Fey
TREASURE: Nil
XP: 950+8
Grim Mantle stalks the lonely places of the world, a solitary figure, a being of unknowable origin, of unspeakable horror. Tall, gaunt, sinuous, limbs and fingers unnaturally long, seemingly possessed of far too many joints, Grim Mantle earned its name from its cloak, a ghoulish patchwork of stolen faces, faces sewn together with fresh sinews, faces stolen from all manner of sentients. Faces that still twist, gibber, and mouth silent screams. That Grim Mantle's face is a gaunt, smooth, and bereft of any features may explain its strange need to mystically flay the faces of others. Grim Mantle stalks its prey following some strange, unfathomable pattern, not resting until it has acquired its new cloak patch, or been banished in the process. Grim Mantle's movements are akin to the motions of a perverse marionette, utterly silent, and few hear its approach until it is much too late. Fewer still have escaped its relentless hunt, its quest to obtain 1 3 new faces for its cloak each year. While Grim Mantle has been defeated and banished in the past, such victories is partially hollow, for Grim Mantle always appears again after a year and a day, in some remote location, ready to refresh its garb.
Combat: Grim Mantle prefers victims that do not fight back, taking pains to isolate victims, attacking when they are at their weakest or most unsuspecting, even slaying poor souls in their sleep. It pulverises and crushes opponents, always taking care to leave the face undamaged, ripping it free as the death rattle issues in their throat.
Spell-Like Abilities: Charm Person, Sleep, Spider Climb. These abilities are useable once per day, at the 8th level of ability.
NO. ENCOUNTERED: 1 (Unique)
SIZE: Medium
HD: 8 (d8 )
MOVE: 40 ft.
AC: 20
ATTACKS: 2 Slams (1d6)
SPECIAL: Twilight Vision, Regeneration 4, Spell-Like Abilities, SR 10
SAVES: M, P
INT: High
ALIGNMENT: Chaotic Evil
TYPE: Fey
TREASURE: Nil
XP: 950+8
Grim Mantle stalks the lonely places of the world, a solitary figure, a being of unknowable origin, of unspeakable horror. Tall, gaunt, sinuous, limbs and fingers unnaturally long, seemingly possessed of far too many joints, Grim Mantle earned its name from its cloak, a ghoulish patchwork of stolen faces, faces sewn together with fresh sinews, faces stolen from all manner of sentients. Faces that still twist, gibber, and mouth silent screams. That Grim Mantle's face is a gaunt, smooth, and bereft of any features may explain its strange need to mystically flay the faces of others. Grim Mantle stalks its prey following some strange, unfathomable pattern, not resting until it has acquired its new cloak patch, or been banished in the process. Grim Mantle's movements are akin to the motions of a perverse marionette, utterly silent, and few hear its approach until it is much too late. Fewer still have escaped its relentless hunt, its quest to obtain 1 3 new faces for its cloak each year. While Grim Mantle has been defeated and banished in the past, such victories is partially hollow, for Grim Mantle always appears again after a year and a day, in some remote location, ready to refresh its garb.
Combat: Grim Mantle prefers victims that do not fight back, taking pains to isolate victims, attacking when they are at their weakest or most unsuspecting, even slaying poor souls in their sleep. It pulverises and crushes opponents, always taking care to leave the face undamaged, ripping it free as the death rattle issues in their throat.
Spell-Like Abilities: Charm Person, Sleep, Spider Climb. These abilities are useable once per day, at the 8th level of ability.
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Colin Chapman
- Mist Elf
- Posts: 34
- Joined: Fri May 12, 2006 7:00 am
Necropede
NO. ENCOUNTERED: 1-2
SIZE: Large
HD: 6 (d10)
MOVE: 40 ft., 15 ft. (climb)
AC: 15
ATTACKS: 3 Slam (1d8), Constrict (6d4)
SPECIAL: Constrict, Undead
SAVES: P
INT: None
ALIGNMENT: Neutral Evil
TYPE: Undead
TREASURE: Nil
XP: 330+6
A necropede is a terrible abomination, the necromantic fusion of multiple humanoid torsos, stitched in-line, the creation's many arms serving as legs, propelling the foul thing swiftly across all manner of terrain, and even up walls and cliffs! Most necropede's are constructed using six torsos, but they may be made with more or less.
Combat: In combat half of a necropede's torsos rear up, striking out with many limbs, or twisting around an opponent, binding and crushing with its many arms.
Constrict: When a necropede strikes with half or more of its slam attacks, it automatically wraps itself around the opponent. The victim must make a successful strength save to avoid a constricting hold. On the round immediately following the use of this ability, the victim suffers the effects of the constriction automatically. A new save is allowed to escape the necropede's clutches every round. A necropede constricts its victim for 6d4 points of crushing damage per round. Breaking free requires a successful strength check against challenge level 9.
NO. ENCOUNTERED: 1-2
SIZE: Large
HD: 6 (d10)
MOVE: 40 ft., 15 ft. (climb)
AC: 15
ATTACKS: 3 Slam (1d8), Constrict (6d4)
SPECIAL: Constrict, Undead
SAVES: P
INT: None
ALIGNMENT: Neutral Evil
TYPE: Undead
TREASURE: Nil
XP: 330+6
A necropede is a terrible abomination, the necromantic fusion of multiple humanoid torsos, stitched in-line, the creation's many arms serving as legs, propelling the foul thing swiftly across all manner of terrain, and even up walls and cliffs! Most necropede's are constructed using six torsos, but they may be made with more or less.
Combat: In combat half of a necropede's torsos rear up, striking out with many limbs, or twisting around an opponent, binding and crushing with its many arms.
Constrict: When a necropede strikes with half or more of its slam attacks, it automatically wraps itself around the opponent. The victim must make a successful strength save to avoid a constricting hold. On the round immediately following the use of this ability, the victim suffers the effects of the constriction automatically. A new save is allowed to escape the necropede's clutches every round. A necropede constricts its victim for 6d4 points of crushing damage per round. Breaking free requires a successful strength check against challenge level 9.
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Colin Chapman
- Mist Elf
- Posts: 34
- Joined: Fri May 12, 2006 7:00 am
Ocular Sentinel
NO. ENCOUNTERED: 1-4
SIZE: Small
HD: 1 (d2)
MOVE: 20 ft.
AC: 1 3
ATTACKS: Nil
SPECIAL: Cannot be Surprised, Darkvision 60 ft., Necromantic Bond, Undead
SAVES: P
INT: None
ALIGNMENT: Neutral
TYPE: Undead
TREASURE: Nil
XP: 9+1
Created by taking up to a dozen eyeballs, complete with stalks, and necromantically congealing them into a roughly spherical mass atop a wriggling clump of stalks, an ocular sentinel serves as guardian and spy. Seeing in all directions at once, moving about by scurrying atop its eye-stalks, it is inoffensive but ever-watchful, and its creator may choose to see what it sees.
Combat: Ocular sentinels avoid combat, and are too small, weak, and unequipped to be able to deal damage to other beings.
Cannot be Surprised: Due to their darkvision and mass of eyes pointing in every direction, ocular sentinels cannot be back attacked, sneak attacked, or otherwise surprised by opponents not somehow utterly obscured from view or invisible.
Necromantic Bond: The creator of an ocular sentinel is instantly alerted if the sentinel sees an intruder or is damaged or slain. They may also opt to concentrate for a round to see what the ocular sentinel sees as if they were standing in the same spot, providing the sentinel is within 100 ft.
NO. ENCOUNTERED: 1-4
SIZE: Small
HD: 1 (d2)
MOVE: 20 ft.
AC: 1 3
ATTACKS: Nil
SPECIAL: Cannot be Surprised, Darkvision 60 ft., Necromantic Bond, Undead
SAVES: P
INT: None
ALIGNMENT: Neutral
TYPE: Undead
TREASURE: Nil
XP: 9+1
Created by taking up to a dozen eyeballs, complete with stalks, and necromantically congealing them into a roughly spherical mass atop a wriggling clump of stalks, an ocular sentinel serves as guardian and spy. Seeing in all directions at once, moving about by scurrying atop its eye-stalks, it is inoffensive but ever-watchful, and its creator may choose to see what it sees.
Combat: Ocular sentinels avoid combat, and are too small, weak, and unequipped to be able to deal damage to other beings.
Cannot be Surprised: Due to their darkvision and mass of eyes pointing in every direction, ocular sentinels cannot be back attacked, sneak attacked, or otherwise surprised by opponents not somehow utterly obscured from view or invisible.
Necromantic Bond: The creator of an ocular sentinel is instantly alerted if the sentinel sees an intruder or is damaged or slain. They may also opt to concentrate for a round to see what the ocular sentinel sees as if they were standing in the same spot, providing the sentinel is within 100 ft.
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Colin Chapman
- Mist Elf
- Posts: 34
- Joined: Fri May 12, 2006 7:00 am
Skin Sack
NO. ENCOUNTERED: 1-4
SIZE: Medium
HD: 2 (d6)
MOVE: 20 ft.
AC: 14
ATTACKS: Grab (None), Constrict (1d4 + Suffocation)
SPECIAL: Constrict, Improved Grab, Undead, Yielding
SAVES: P
INT: None
ALIGNMENT: Neutral Evil
TYPE: Undead
TREASURE: Nil
XP: 30+2
Painstakingly removed intact from a humanoid corpse, the skin may be imbued with necromantic energies, animating it and thereby creating a skin sack. Moving with a fluid, sagging motion, a skin sack attacks by twisting itself around or engulfing a foe, slowly crushing and suffocating it, the victim's struggles clearly visible within.
Combat: Skin sacks attack by grabbing and engulfing their opponents, crushing and suffocating them within their folds.
Improved Grab: An opponent struck by a skin sack must make a successful strength save to avoid being engulfed. An engulfed target cannot move, but may attempt to break free of the skin sack's embrace, or attack the skin sack itself. After being engulfed, the victim begins suffering the effects of the skin sack's constrict ability. On each subsequent round, after taking damage from constriction, a victim is allowed to make a strength save to try to break free.
Constrict: Any victim engulfed by a skin sack automatically takes damage on subsequent rounds, and begins to suffocate. A skin sack constricts its victim for 1d4 points of crushing damage per round. If the skin sack is not slain, or the opponent otherwise released within three rounds, the victim is unable to breathe and blacks out. Three rounds after losing consciousness, the victim will die. There is no saving throw. Attacks that hit an engulfing skin sack deal half damage to the monster and half to the trapped victim.
Yielding: Because of their malleable, yielding nature, any blunt weapons do half damage, while slashing and piercing weapons do normal damage.
NO. ENCOUNTERED: 1-4
SIZE: Medium
HD: 2 (d6)
MOVE: 20 ft.
AC: 14
ATTACKS: Grab (None), Constrict (1d4 + Suffocation)
SPECIAL: Constrict, Improved Grab, Undead, Yielding
SAVES: P
INT: None
ALIGNMENT: Neutral Evil
TYPE: Undead
TREASURE: Nil
XP: 30+2
Painstakingly removed intact from a humanoid corpse, the skin may be imbued with necromantic energies, animating it and thereby creating a skin sack. Moving with a fluid, sagging motion, a skin sack attacks by twisting itself around or engulfing a foe, slowly crushing and suffocating it, the victim's struggles clearly visible within.
Combat: Skin sacks attack by grabbing and engulfing their opponents, crushing and suffocating them within their folds.
Improved Grab: An opponent struck by a skin sack must make a successful strength save to avoid being engulfed. An engulfed target cannot move, but may attempt to break free of the skin sack's embrace, or attack the skin sack itself. After being engulfed, the victim begins suffering the effects of the skin sack's constrict ability. On each subsequent round, after taking damage from constriction, a victim is allowed to make a strength save to try to break free.
Constrict: Any victim engulfed by a skin sack automatically takes damage on subsequent rounds, and begins to suffocate. A skin sack constricts its victim for 1d4 points of crushing damage per round. If the skin sack is not slain, or the opponent otherwise released within three rounds, the victim is unable to breathe and blacks out. Three rounds after losing consciousness, the victim will die. There is no saving throw. Attacks that hit an engulfing skin sack deal half damage to the monster and half to the trapped victim.
Yielding: Because of their malleable, yielding nature, any blunt weapons do half damage, while slashing and piercing weapons do normal damage.
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Colin Chapman
- Mist Elf
- Posts: 34
- Joined: Fri May 12, 2006 7:00 am
Tyrant
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 12 (d10)
MOVE: 40 ft. (fly)
AC: 18
ATTACKS: 1d4 Bites (1d6)
SPECIAL: Spells, Darkvision 60 ft., SR 16, Multi-Cast
SAVES: M, P
INT: Genius
ALIGNMENT: Neutral Evil
TYPE: Aberration
TREASURE: 10
XP: 3840+12
A strange product of sorcerous experimentation, a Tyrant is a floating sphere some 3-ft. in diameter, its flesh thick, gnarled, run-through with pulsating veins, the front of the sphere set with a multitude of maws, each replete with twisted fangs. Spaced randomly about its surface, up to a dozen tentacles twist obscenely, each tipped with a dextrous, tentacular hand. Intelligent, and malevolent, a Tyrant observes the world through many cruel eyes set around its mouths, but its greatest power comes from its command of the arcane arts, for Tyrants are able to learn and cast spells. Possessed as it is of multiple limbs and mouths, a Tyrant can cast multiple spells simultaneously, making it a severe threat to any beings it encounters. As they grow in age and power, Tyrants are said to develop more mouths and tentacles, enabling them to cast ever more spells at the same time.
Tyrants are selfish, cruel, and self-serving, but are also not above cooperating with others when it furthers their interests. As a result, many are often found in the company of evil allies, or directing henchmen and underlings. They only seem unwilling to bear the company of others of their kind.
These details reflect the abilities of a typical Tyrant with six limbs; older, more powerful Tyrants may possess up to twelve limbs and commensurately greater abilities.
Combat: Although Tyrants can lunge and bite with several maws at the same time, they generally eschew physical combat as unbecoming, engaging in it only reluctantly, much preferring to strike with spells and magical items from a safe vantage point or distance, making good tactical use of their ability to fly and hover to avoid most harm.
Multi-Cast: By virtue of their alien physiology, the typical Tyrant can cast up to 3 spells simultaneously (1 spell per pair of limbs), if desired, using spell slots normally. Tyrants may also use their multiple limbs to wield several magical items at the same time, instead of casting spells, if they possess such devices. Unfortunately, their limbs are too weak to make effective physical attacks, however.
Special: Tyrants are considered 12th level wizards and have all the abilities of that class.
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 12 (d10)
MOVE: 40 ft. (fly)
AC: 18
ATTACKS: 1d4 Bites (1d6)
SPECIAL: Spells, Darkvision 60 ft., SR 16, Multi-Cast
SAVES: M, P
INT: Genius
ALIGNMENT: Neutral Evil
TYPE: Aberration
TREASURE: 10
XP: 3840+12
A strange product of sorcerous experimentation, a Tyrant is a floating sphere some 3-ft. in diameter, its flesh thick, gnarled, run-through with pulsating veins, the front of the sphere set with a multitude of maws, each replete with twisted fangs. Spaced randomly about its surface, up to a dozen tentacles twist obscenely, each tipped with a dextrous, tentacular hand. Intelligent, and malevolent, a Tyrant observes the world through many cruel eyes set around its mouths, but its greatest power comes from its command of the arcane arts, for Tyrants are able to learn and cast spells. Possessed as it is of multiple limbs and mouths, a Tyrant can cast multiple spells simultaneously, making it a severe threat to any beings it encounters. As they grow in age and power, Tyrants are said to develop more mouths and tentacles, enabling them to cast ever more spells at the same time.
Tyrants are selfish, cruel, and self-serving, but are also not above cooperating with others when it furthers their interests. As a result, many are often found in the company of evil allies, or directing henchmen and underlings. They only seem unwilling to bear the company of others of their kind.
These details reflect the abilities of a typical Tyrant with six limbs; older, more powerful Tyrants may possess up to twelve limbs and commensurately greater abilities.
Combat: Although Tyrants can lunge and bite with several maws at the same time, they generally eschew physical combat as unbecoming, engaging in it only reluctantly, much preferring to strike with spells and magical items from a safe vantage point or distance, making good tactical use of their ability to fly and hover to avoid most harm.
Multi-Cast: By virtue of their alien physiology, the typical Tyrant can cast up to 3 spells simultaneously (1 spell per pair of limbs), if desired, using spell slots normally. Tyrants may also use their multiple limbs to wield several magical items at the same time, instead of casting spells, if they possess such devices. Unfortunately, their limbs are too weak to make effective physical attacks, however.
Special: Tyrants are considered 12th level wizards and have all the abilities of that class.
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Colin Chapman
- Mist Elf
- Posts: 34
- Joined: Fri May 12, 2006 7:00 am
Venous Skitterling
NO. ENCOUNTERED: 1-2
SIZE: Medium
HD: 2 (d8 )
MOVE: 30 ft.
AC: 15
ATTACKS: 1d6 Slashes (1d4)
SPECIAL: Blood Drain, Undead
SAVES: P
INT: None
ALIGNMENT: Neutral Evil
TYPE: Undead
TREASURE: Nil
XP: 28+2
The necromantically-animated heart and veins of a humanoid, a venous skitterling is a terrible, alien thing, a pulsing heart set at the center of a mass of writhing, sharp-tipped veins. It skitters forth obscenely on many of these veins, while using others to slash and pierce foes, draining them of their vital fluids like a ghastly pump.
Combat: A venous skitterling slashes and stabs with numerous sharp veins each round, making 1d6 attacks, each inflicting 1d4 damage. Veins that pierce flesh effectively begin to drain the victim of blood.
Blood Drain: Any attack that inflicts the full 4 points of damage attaches to the victim and begins to drain its blood, automatically causing 1 point of damage per round. Multiple strikes of this nature can drain blood from the same victim. Pulling out the vein requires a strength save, which may be made each round. Alternatively, the vein may be severed by a slashing attack (AC 10, 4 damage to sever; this damage is not subtracted from the skitterling's HPs).
NO. ENCOUNTERED: 1-2
SIZE: Medium
HD: 2 (d8 )
MOVE: 30 ft.
AC: 15
ATTACKS: 1d6 Slashes (1d4)
SPECIAL: Blood Drain, Undead
SAVES: P
INT: None
ALIGNMENT: Neutral Evil
TYPE: Undead
TREASURE: Nil
XP: 28+2
The necromantically-animated heart and veins of a humanoid, a venous skitterling is a terrible, alien thing, a pulsing heart set at the center of a mass of writhing, sharp-tipped veins. It skitters forth obscenely on many of these veins, while using others to slash and pierce foes, draining them of their vital fluids like a ghastly pump.
Combat: A venous skitterling slashes and stabs with numerous sharp veins each round, making 1d6 attacks, each inflicting 1d4 damage. Veins that pierce flesh effectively begin to drain the victim of blood.
Blood Drain: Any attack that inflicts the full 4 points of damage attaches to the victim and begins to drain its blood, automatically causing 1 point of damage per round. Multiple strikes of this nature can drain blood from the same victim. Pulling out the vein requires a strength save, which may be made each round. Alternatively, the vein may be severed by a slashing attack (AC 10, 4 damage to sever; this damage is not subtracted from the skitterling's HPs).