This is a creature that actually came to me a couple of days ago on my walk to the bus, impressive considering it's like a 30 second walk and I hadn't been thinking of dnd until right then. I kept the idea in my head and worked on it a little and then set it aside. I finished most of it last night and essentially added a tiny bit to the end right now. Ecology isn't particularly clever, but I'll try to think of something to make these more interesting. Can anyone guess which creature I took and modified to make this? Hint: this did not start out as an Aberration.
Pinein
Size/Type: Huge Aberration
Hit Dice: 9d8+45 (101 hp)
Initiative: +2
Speed: 40 ft, burrow 10 ft.
Armor Class: 22 (-2 size, +2 Dex, +12 natural), touch 10, flat-footed 20
Base Attack/Grapple: +6/+24
Attack: Bite +13 melee (2d8+8)
Full Attack: Bite +13 melee (2d8+8) and 2 claws +11 melee (2d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft, DR 10/non-magic, fast healing 5, scent, SR 24, tremorsense 60 ft.
Saves: Fort +8, Ref +5, Will +7
Abilities: Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6
Skills: Jump +18, Listen +9, Spot +3
Feats: Alertness, Delay Potion (B), Multiattack, Track, Weapon Focus (bite)
Environment: Any
Organization: Solitary or pair
Challenge Rating: 9
Treasure: See Below
Alignment: Always neutral
Advancement: 10-16 HD (Huge); 17-27 HD (Gargantuan)
Level Adjustment: —
Drink Potion (Su): As a Standard Action, Peneins can drink one of the potions inside it's back. It can choose to gain the benefits immediately or store it as with the Delay Potion feat to drink later as a Swift Action. At the beginning of battle, a Penein will always have one potion ready for this feat. It can choose any potion at will to use to gain a positive effect.
Potion Splash (Su): Whenever a Penein is struck by a weapon, a potion will splash out of it's back. It affects targets only within 5 feet of it. The potion is random [use the chart below] and because of the special nature of the Penein, it will always have the opposite effect upon the attacker, as on the chart below. The DCs of the potion effects are 19 and are Con-based. The duration of the effects, except for those which have instantaneous damaging effects, are as a 9th level caster.
Code:
Potions If Splashes
1 Cure Light Wounds Inflict Light Wounds
2 Endure Elements 5 Elemental Damage
3 Mage Armor 4 Force Damage
4 Remove Fear Cause Fear
5 Barkskin Morale penalty on defense
6 Bull's Strength -4 Strength penalty
7 Cat's Grace -4 Dex penalty
8 Cure Moderate Wounds Inflict Moderate Wounds
9 Eagle's Splendor -4 Cha penalty
10 Fox's Cunning -4 Int penalty
11 Owl's Wisdom -4 Wis penalty
12 Remove Paralysis Cause Paralysis
13 Resist Energy 10 Elemental Damage
14 Cure Serious Wounds Inflict Serious Wounds
15 Haste Slow
16 Rage Calm Emotions
17 Remove Blindness/Deafness Cause Blindness/Deafness
18 Remove Curse Bestow Curse
19 Remove Disease Cause Disease
20 Magic Fang Morale penalty on attacks
Note: If a 5 or 20 is rolled, roll another 1d20.
Roll Result
1-6 +/- 1
7-11 +/- 2
12-15 +/- 3
16-18 +/- 4
19-20 +/- 5
DR (Su): A Penein's DR is special. It is protected from magical attacks and in fact reduces the damage from magical attacks. Only normal weapons are capable of damaging a Penein normally.
Peneins are magical experimentations that have apparently learned how to procreate and thus have been slowly increasing in numbers. Their lifestyles, however, are known to none because the few times they have been encountered, combats have errupted ending in either the death of the Pinein or the death of those looking for them.
Their bodies are turtle-like though the shells upon their back are covered with numerous soft spots which frequently expand and retract due to the liquid moving around within them. Dark green scales covers the rest of their bodies, though these scales aren't as protective as the one upon their back.
Treasure
The liquid upon the back of the Penein can be taken and used as a potion, though some people might not like the idea of drinking liquid which came from the inside of another creature. Each creature after the battle has 1d4 doses of potions [roll on the table above to determine which kind; repeats are possible]. The person must succeed at a Craft [Alchemy] check DC 15 to successfully remove the potion. This potion grants the beneficial effect. Failure on this check means that the potion is actually a negative potion and will instead cause harm to the imbiber.