new creature - the red strider (no, no communist party attachments)

Devon

First Post
Hi, folks,

I took a cue from the Tall Mouther(was that it's name?) from the FRCS, and made something like a low-level beholder with tentacles. Please let me know if the power levels of the dire strider are too insane.

Did the tall mouther remind anyone else of that ever-running alien-loooking bird from the Muppet Show? The one with the wheel-o'-legs?

Devon

Red strider (Medium-sized aberration)
Hit Dice: 4d8+8 (26 hp)
Initiative: +4 (Dex)
Speed: 50 ft.
AC: 16 (+4 dex, +2 natural)
Attacks: 2 tentacles +5 melee, bite +3 melee
Damage: tentacles 1d6+2, bite 1d4+1
Face/Reach: 5 ft. by 5 ft./ 10 ft.
Special attacks: confusion gaze
Special Qualities: arrow evasion
Saves: Fort +3, Ref +5, Will +5
Abilities: Str 14, Dex 18, Con 14, Int 6, Wis 12, Cha 10
Skills: 18
Feats: multiattack
Climate/Terrain: any
Organization: solitary, pair or gang (4-11)
Challenge Rating: 2
Treasure: none
Alignment: neutral evil
Advancement: 5 - 8 HD (Medium)

The red strider appears to be a knot of muscle as big as a man's chest, held up by three long, dense tentacles, with a beak and three glaring red eyes arranged radially around the beak. It is rust-colored, and it moves about by alternately using one tentacle and then the other two, like a pair of crutches. It is quick and vicious and will attack the weakest member of any group.

Combat:
In combat, the red strider will bound forward and stand on one tentacle, using its natural reach to keep folks away from its body, bringing its eye ray to bear on whomsoever it desires.

Arrow evasion (Ex): The gangly body of the red strider is mostly tentacle, and so it is difficult to hit with missile attacks, which have a 20% chance of missing the creature outright.

Confusion Gaze (Su): As a free action, the red strider can turn its gaze on one creature during its turn; should that creature fail a will save (DC 12), it will be affected as per the spell random action.

Improved Grab (Ex): The red strider can use this ability if it successfully hits an opponent with two tentacle attacks. Should it succeed at a grapple check, the red strider's bite has a +4 bonus to hit that opponent.


Dire strider (Large aberration)
Hit Dice: 9d8+18 (58 hp)
Initiative: +3 (Dex)
Speed: 60 ft.
AC: 15 (+3 dex, +4 natural, -2 size)
Attacks: 2 tentacles +11 melee, bite +9 melee
Damage: tentacles 1d8+5, bite 1d6+2
Face/Reach: 5 ft. by 5 ft./ 10 ft.
Special attacks: confusion gaze, eye rays
Special Qualities: arrow evasion
Saves: Fort +7, Ref +6, Will +8
Abilities: Str 22, Dex 16, Con 18, Int 6, Wis 14, Cha 13
Skills: 30
Feats: multiattack
Climate/Terrain: any
Organization: solitary, pair or gang (1-3 plus 3-12 red striders)
Challenge Rating: 6
Treasure: none
Alignment: neutral evil
Advancement: 10 -18 HD (Large), 19 - 27 HD (Huge)

The dire strider (or greater red strider) results when a normal red strider reaches 9 Hit dice. It becomes more intelligent, and gains greater magical power. They tend to lead groups of lesser red striders.

Combat:
The dire strider will send in red striders to soften up foes while it attacks with its eye rays.

Arrow evasion (Ex): See red strider.

Improved Grab (Ex): See red strider.

Confusion Gaze (Su): As with the red strider, except the DC is 16.

Eye rays (Su): As a standard action, the dire strider can use one of the following three powers--this is in addition to its confusion gaze (which is a free action). If for some reason one of its eyes is destroyed, randomly determine which power is lost:

- Heat Ray: Causes 2d8 points of heat damage to an opponent with a successful ranged touch attack (Fort save for half, DC 16).

- Enervation: Causes victim to lose 1d4 temporary STR with a successful ranged touch attack (Fort save negates, DC 16).

- Cellular attack: With a successful ranged touch attack, causes painful welts all over the victim's body, dealing 1d4 temporary CON (Fort save negates, DC 16).
 

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