BigFreekinGoblinoid
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Sarkleshock
Tiny Abberation
Hit Dice: 1d8+2 (6 hp)
Initiative: +6
Speed: Fly 50 ft. (perfect)
AC: 18 (+2 size, +6 Dex), touch 18, flat-footed 12
Base Attack/Grapple: +3/-5
Attack: Shock +7 melee touch (1d6 electricity)
Full Attack: Shock +7 melee touch (1d6 electricity)
Space/Reach: 2 ½ ft./0 ft.
Special Attacks: -
Special Qualities: Alien Anatomy, Darkvision 60 ft., Weapon Immunity
Saves: Fort +0, Ref +9, Will +4
Abilities: Str 2, Dex 22, Con 15, Int 5, Wis 12, Cha 10
Skills: Bluff +4, Listen +5, Spot +5
Feats: Dodge, Spring Attack (b)
Environment: Any
Organization: Solitary, String (3-6)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 2 - 6 HD (Tiny)
Level Adjustment: -
Sparkleshocks are bizarre nocturnal pests that have a natural attraction to fire. They are about a foot and a half tall; with an intricate bright yellow external mesh skeleton that conducts and pulses with electricity. Those who have encountered them believe that Sparkleshocks somehow sustain themselves from the energy given off of flames, absorbing that energy and using it to fuel their shock ability.
Little is understood regarding the ecology of the Sparkleshock. They usually travel together in small groups, and have never been known to shown signs of intelligence such as speech or other types of communication.
Combat
Sparleshocks will usually never attack, but will defend themselves if molested when trying to approach a heated light source such as a torch, lantern, or an open fire at night. These creatures will disengage from combat if the light source they were attracted to has been extinguished. Their innate speed (Spring Attack ability) usually keeps them safe from harm.
Alien Anatomy (Ex): A Sparkleshock has an unusual anatomy, allowing it immunity to critical hits.
Weapon Immunity (Ex): With its unusual anatomy, and as it is not rooted to the ground during melee, a Sparkleshock can take less damage than usual from certain types of blows. Bludgeoning weapons only do half damage to these creatures on a successful hit.
-- With props to FFG's Monster Handbook and Mike Mearls
Tiny Abberation
Hit Dice: 1d8+2 (6 hp)
Initiative: +6
Speed: Fly 50 ft. (perfect)
AC: 18 (+2 size, +6 Dex), touch 18, flat-footed 12
Base Attack/Grapple: +3/-5
Attack: Shock +7 melee touch (1d6 electricity)
Full Attack: Shock +7 melee touch (1d6 electricity)
Space/Reach: 2 ½ ft./0 ft.
Special Attacks: -
Special Qualities: Alien Anatomy, Darkvision 60 ft., Weapon Immunity
Saves: Fort +0, Ref +9, Will +4
Abilities: Str 2, Dex 22, Con 15, Int 5, Wis 12, Cha 10
Skills: Bluff +4, Listen +5, Spot +5
Feats: Dodge, Spring Attack (b)
Environment: Any
Organization: Solitary, String (3-6)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 2 - 6 HD (Tiny)
Level Adjustment: -
Sparkleshocks are bizarre nocturnal pests that have a natural attraction to fire. They are about a foot and a half tall; with an intricate bright yellow external mesh skeleton that conducts and pulses with electricity. Those who have encountered them believe that Sparkleshocks somehow sustain themselves from the energy given off of flames, absorbing that energy and using it to fuel their shock ability.
Little is understood regarding the ecology of the Sparkleshock. They usually travel together in small groups, and have never been known to shown signs of intelligence such as speech or other types of communication.
Combat
Sparleshocks will usually never attack, but will defend themselves if molested when trying to approach a heated light source such as a torch, lantern, or an open fire at night. These creatures will disengage from combat if the light source they were attracted to has been extinguished. Their innate speed (Spring Attack ability) usually keeps them safe from harm.
Alien Anatomy (Ex): A Sparkleshock has an unusual anatomy, allowing it immunity to critical hits.
Weapon Immunity (Ex): With its unusual anatomy, and as it is not rooted to the ground during melee, a Sparkleshock can take less damage than usual from certain types of blows. Bludgeoning weapons only do half damage to these creatures on a successful hit.
-- With props to FFG's Monster Handbook and Mike Mearls
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