The Vorpal Tribble
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Necrospede
Tiny Vermin
Hit Dice: 1d8+4 (8 hp)
Initiative: +2
Speed: 15 ft., burrow 10 ft. climb 20 ft.
AC: 18(+2 dex, +4 natural, +2 size), flat-footed 16, touch 14
BAB/Grapple: +0/-11
Space/Reach: 0 ft./0 ft.
Attack: Bite +4 melee (1d2-3 plus 1d4 necrosis)
Full attack: Bite +4 melee (1d2-3 plus 1d4 necrosis)
Special Attacks: Necrosis
Special Qualities: Darkvision 60 ft., Negative energy resistance 5, Poison resistance 5, Tremorsense 20 ft.
Saves: Fort +4, Ref +2, Will -1
Abilities: Str 4, Dex 14, Con 12, Int 2, Wis 8, Cha 9
Skills: Balance +11, Climb +10, Hide +10, Jump +2, Move Silently +7
Feats: Toughness(B), Weapon Finesse
Environment: Warm Forest and Marsh
Organization: Solitary, Pair, or Hive (3-40)
CR: 2
Alignment: Always Neutral
Treasure: Half-standard
Advancement: 1-3 HD (Tiny), 4-6 HD (Small)
Level Adjustment: -
Necrospedes are vicious little creatures resembling long millipedes covered with milky, pus-colored chitin. Hundreds of tiny black legs grow out from its sides with miniscule grasping claws. One end can be assumed to be its head for it has two large, black eyes and a set of sharp mouthparts.
These vermin hail from steamy jungles or fetid swamps, building nests in the thick mulch formed by mud and rotting vegetation or within rotting trees. They are also known to live within the carcasses of larger animals until all edible parts have been eaten or rotted away.
The larvae of a necrospede appears as a pale, fist-sized grub, and if fed with rotting meat and vegetables will bond with its benefactor. Having the intelligence roughly that of a cat they are quite trainable, and are favored by assassins.
Combat:
Necrospedes are very territorial when it comes to non-necrospedes, and take specific offense at those whom fall within the loose soil above their lairs. The creatures will then burrow their way to the surface and rearing up on their back legs or slithering up their foes, they will deliver many painful nips. If more than one has nested the necrospedes will gang up against the intruder with almost sentient deviousness.
Necrosis (Ex):
The bite area of a necrospede quickly turns black and soft as the flesh begins to rot, dealing the equivalent of 1d4 negative energy damage and giving off a foul odor. Those whom are bitten must make a DC 12 fortitude save the next round or take an additional 1d4 damage and become sickened for an hour. Upon a second bite and failed save this condition worsens and the victim becomes nauseated.
Skills:
Necrosipede's have a +6 racial bonus on climb and balance checks, and a +4 bonus to sneak checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. A Necrosipede can always choose to take 10 on Climb checks, even if rushed or threatened.
Tiny Vermin
Hit Dice: 1d8+4 (8 hp)
Initiative: +2
Speed: 15 ft., burrow 10 ft. climb 20 ft.
AC: 18(+2 dex, +4 natural, +2 size), flat-footed 16, touch 14
BAB/Grapple: +0/-11
Space/Reach: 0 ft./0 ft.
Attack: Bite +4 melee (1d2-3 plus 1d4 necrosis)
Full attack: Bite +4 melee (1d2-3 plus 1d4 necrosis)
Special Attacks: Necrosis
Special Qualities: Darkvision 60 ft., Negative energy resistance 5, Poison resistance 5, Tremorsense 20 ft.
Saves: Fort +4, Ref +2, Will -1
Abilities: Str 4, Dex 14, Con 12, Int 2, Wis 8, Cha 9
Skills: Balance +11, Climb +10, Hide +10, Jump +2, Move Silently +7
Feats: Toughness(B), Weapon Finesse
Environment: Warm Forest and Marsh
Organization: Solitary, Pair, or Hive (3-40)
CR: 2
Alignment: Always Neutral
Treasure: Half-standard
Advancement: 1-3 HD (Tiny), 4-6 HD (Small)
Level Adjustment: -
Necrospedes are vicious little creatures resembling long millipedes covered with milky, pus-colored chitin. Hundreds of tiny black legs grow out from its sides with miniscule grasping claws. One end can be assumed to be its head for it has two large, black eyes and a set of sharp mouthparts.
These vermin hail from steamy jungles or fetid swamps, building nests in the thick mulch formed by mud and rotting vegetation or within rotting trees. They are also known to live within the carcasses of larger animals until all edible parts have been eaten or rotted away.
The larvae of a necrospede appears as a pale, fist-sized grub, and if fed with rotting meat and vegetables will bond with its benefactor. Having the intelligence roughly that of a cat they are quite trainable, and are favored by assassins.
Combat:
Necrospedes are very territorial when it comes to non-necrospedes, and take specific offense at those whom fall within the loose soil above their lairs. The creatures will then burrow their way to the surface and rearing up on their back legs or slithering up their foes, they will deliver many painful nips. If more than one has nested the necrospedes will gang up against the intruder with almost sentient deviousness.
Necrosis (Ex):
The bite area of a necrospede quickly turns black and soft as the flesh begins to rot, dealing the equivalent of 1d4 negative energy damage and giving off a foul odor. Those whom are bitten must make a DC 12 fortitude save the next round or take an additional 1d4 damage and become sickened for an hour. Upon a second bite and failed save this condition worsens and the victim becomes nauseated.
Skills:
Necrosipede's have a +6 racial bonus on climb and balance checks, and a +4 bonus to sneak checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. A Necrosipede can always choose to take 10 on Climb checks, even if rushed or threatened.
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