The Vorpal Tribble
First Post
Heres a cold-weather critter for a low-leveled encounter I'm going to be using in an artic-based game I'm starting up. Its CR look about right?
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Coatiecuck
Type: Medium Vermin
Hit Dice: 2d8+8 (16)
Initiative: +1
Speed: 30 ft., 20 ft. (climb), 10 ft. (burrow [snow only])
AC: 16 (+1 dex, +5 natural)
BAB/Grapple: +1/+5
Space: 5 ft./5 ft.
Attack: Gore +2 melee (1d6 and bloodburn)
Full attack: 3 gore +2 melee (1d6 and bloodburn)
Special Attacks: Bloodburn, Improved Grab
Special Qualities: Blindsight 80 ft., Camouflaged, Resistance to bludgeoning/2, Vermin Traits
Saves: Fort +7, Ref +1, Will +2
Abilities: Str 10, Dex 12, Con 18, Int -, Wis 14, Cha 10
Skills: Climb +8, Escape Artist +8
Feats: Weapon finesse(B), Stand Still(B)
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Environment: Cold forest and plains
Organization: Solitary
CR: 2-3
Alignment: Always True Neutral
Treasure: None
Advancement: -
This large, odd-looking creature resembles a harmless furry slug. With its long white hair trailing the ground and hiding its dozens of wide feet and head, it appears to glide across the snow. Sprouting from the hairs on its back in random spots are much longer and thicker hairs sticking out at angles, of a black or dark silvery color.
Frostfell pests, coatiecucks are to be avoided at all costs, stinging their victims to produce heat and attaching sacks of eggs to be warmed by the body of the stung.
Combat:
Though quick and flexible, a coatiecuck prefers to sting its victims in the night or by stealth. If it meets potential hosts in the day however it will not hesitate to rush forward and wrap its body about the legs of its victim, stinging repeatedly (affects of repeated stings do not stack). Their long stingers are made for getting through the thick fur of larger beasts but they will go after creatures down to Small if need be.
Blindsight (Ex):
With its sensitivity to heat and its feel of touch and ability to sense changes in air pressure, a coatiecuck gains the Blindsight ability out to 80 feet.
Bloodburn (Ex):
For every gore attack the defender must make a DC 14 fortitude save or begin to feel like his very body is on fire, burning from the inside out. His body temperature raises fiercely as well as his metabolism goes into overdrive. Unless immersed in snow or icy water, he must make a Fortitude saving throw every 10 minutes (DC 15+1 for each previous check) or take 1d4 points of nonlethal damage and is considered Heatstroked. Characters wearing heavy armor or clothing of any kind get a -4 penalty on their saves. Characters reduced to unconsciousness from this start taking lethal damage (1d4 every 10 minutes). The character effectively gains the Cold Endurance feat to overcome the frigid temperatures, though if in direct contact with snow or ice still remains vulnerable to frostbite.
As well, he must now eat at least a day's worth of food every hour. If not he must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of subdual damage and are considered Fatigued.
Bloodburn lasts for a week, and is not subject to Healing spells as it deals no damage itself, only by its effects, though spells such as Delay Poison gives temporary relief.
Camouflage (Ex):
A coatiecucks natural pure white coloring give it a +14 bonus to hide checks in icy or snowy terrain.
Improved Grab (Ex):
To use this ability, a coaticuck must hit with one of its gore attacks. A coatiecuck that wins the ensuing grapple check establishes a hold and can use its sacking ability.
Sacked (Ex):
After using its Bloodburn ability a Coatiecuck will try to get a hold on its opponent. If successful it quickly reguritates 1d4 large, sticky sacks to the exposed skin of its victim (even if this means chewing off pieces of clothing) which seems composed of many of its own hairs and an off-white substance that hardens to rock hardness in one round. This sack fuses with the flesh beneath it and requires a DC 12 strength check to remove. This deals 1d6 damage as the sack brings along all that it is attached to. An unsuccessful strength check results in 1d4 nonlethal damage.
After a week these sacks soften and 3-6 thumb-sized versions of the parent emerge and cling to the host for warmth, though are easily plucked off. Though heat seeking, they do not die from being immersed in snow and burrow quickly within it.
Vermin Traits:
No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Skills: Coatiecucks have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. They also gain a +8 racial bonus to Escape Artist checks.
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Coatiecuck
Type: Medium Vermin
Hit Dice: 2d8+8 (16)
Initiative: +1
Speed: 30 ft., 20 ft. (climb), 10 ft. (burrow [snow only])
AC: 16 (+1 dex, +5 natural)
BAB/Grapple: +1/+5
Space: 5 ft./5 ft.
Attack: Gore +2 melee (1d6 and bloodburn)
Full attack: 3 gore +2 melee (1d6 and bloodburn)
Special Attacks: Bloodburn, Improved Grab
Special Qualities: Blindsight 80 ft., Camouflaged, Resistance to bludgeoning/2, Vermin Traits
Saves: Fort +7, Ref +1, Will +2
Abilities: Str 10, Dex 12, Con 18, Int -, Wis 14, Cha 10
Skills: Climb +8, Escape Artist +8
Feats: Weapon finesse(B), Stand Still(B)
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Environment: Cold forest and plains
Organization: Solitary
CR: 2-3
Alignment: Always True Neutral
Treasure: None
Advancement: -
This large, odd-looking creature resembles a harmless furry slug. With its long white hair trailing the ground and hiding its dozens of wide feet and head, it appears to glide across the snow. Sprouting from the hairs on its back in random spots are much longer and thicker hairs sticking out at angles, of a black or dark silvery color.
Frostfell pests, coatiecucks are to be avoided at all costs, stinging their victims to produce heat and attaching sacks of eggs to be warmed by the body of the stung.
Combat:
Though quick and flexible, a coatiecuck prefers to sting its victims in the night or by stealth. If it meets potential hosts in the day however it will not hesitate to rush forward and wrap its body about the legs of its victim, stinging repeatedly (affects of repeated stings do not stack). Their long stingers are made for getting through the thick fur of larger beasts but they will go after creatures down to Small if need be.
Blindsight (Ex):
With its sensitivity to heat and its feel of touch and ability to sense changes in air pressure, a coatiecuck gains the Blindsight ability out to 80 feet.
Bloodburn (Ex):
For every gore attack the defender must make a DC 14 fortitude save or begin to feel like his very body is on fire, burning from the inside out. His body temperature raises fiercely as well as his metabolism goes into overdrive. Unless immersed in snow or icy water, he must make a Fortitude saving throw every 10 minutes (DC 15+1 for each previous check) or take 1d4 points of nonlethal damage and is considered Heatstroked. Characters wearing heavy armor or clothing of any kind get a -4 penalty on their saves. Characters reduced to unconsciousness from this start taking lethal damage (1d4 every 10 minutes). The character effectively gains the Cold Endurance feat to overcome the frigid temperatures, though if in direct contact with snow or ice still remains vulnerable to frostbite.
As well, he must now eat at least a day's worth of food every hour. If not he must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of subdual damage and are considered Fatigued.
Bloodburn lasts for a week, and is not subject to Healing spells as it deals no damage itself, only by its effects, though spells such as Delay Poison gives temporary relief.
Camouflage (Ex):
A coatiecucks natural pure white coloring give it a +14 bonus to hide checks in icy or snowy terrain.
Improved Grab (Ex):
To use this ability, a coaticuck must hit with one of its gore attacks. A coatiecuck that wins the ensuing grapple check establishes a hold and can use its sacking ability.
Sacked (Ex):
After using its Bloodburn ability a Coatiecuck will try to get a hold on its opponent. If successful it quickly reguritates 1d4 large, sticky sacks to the exposed skin of its victim (even if this means chewing off pieces of clothing) which seems composed of many of its own hairs and an off-white substance that hardens to rock hardness in one round. This sack fuses with the flesh beneath it and requires a DC 12 strength check to remove. This deals 1d6 damage as the sack brings along all that it is attached to. An unsuccessful strength check results in 1d4 nonlethal damage.
After a week these sacks soften and 3-6 thumb-sized versions of the parent emerge and cling to the host for warmth, though are easily plucked off. Though heat seeking, they do not die from being immersed in snow and burrow quickly within it.
Vermin Traits:
No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Skills: Coatiecucks have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. They also gain a +8 racial bonus to Escape Artist checks.