Ferret
Explorer
Ok, I upped the size, added spell-like abilities, added other things too. I also straightened out the text and clarified things. Comments of any sort are welcome and appreciated.
[edt: The olde version of them is below, the newest version is further down, I've shrunk this one to get it out of the way.
[sblock]Ribbons
Tiny Aberration (Swarm)
Hit Dice: 7d8
Initiative: +5
Speed: Fly 50ft
Armour Class: 19 (+5 dex, +4 size)
Base Attack/Grapple: +5/--
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10ft/0ft
Special Attacks: Deafen, Distraction, Stun
Special Qualities: Blind sight 120ft., Detect thoughts, half damage from slashing and piercing, Partial ethereality, Spell-like abilities, Swarm Traits
Saves: Fort +3, Refl +6, Will +5
Abilities: Str 1, Dex 17, Con 14, Int 12, Wis 10, Cha 15
Skill: Hide +9, Move Silently +9, Listen +12, Spot +12
Feats: Alertness, Improved initiative, Great Fortitude
Environment: Any land
Organization: Solitary, String (2-4 swarms), Tangle (5-6), Hive (9-16)
Challenge rating: 6
Treasure: None
Alignment: Neutral
Advancement: None
Level Adjustment: --
A swirling mass of ribbon-like creatures winds towards you, darting about like a school of fish.
Ribbons appear to be long, thin streams of rubbery ‘creature’ with no discernable anatomy. The colour ranges though the spectrum, but mostly all appear pale and almost translucent, and they are always reflectively shiny. Those that survive attacks describe the ‘skin’ to be slimy, like seaweed, and the smell like ozone. The more observant have noted a faint pop and crackling noise with the beings approach.
Ribbons appear to be completely random in there location; you are just as likely to encounter these swarms in a ruined jungle temple as you are on a busy trade route. In recent years Ribbon hives have been found in sewers, and smaller Tangles in abandoned cellars. Ribbons are theorized to come from another plane although no proof has been found, on alternate planes or how they moved to the prime. Other sages dispute that they are a primal manifestation of ethereal energy.
Ribbons have a seeming fascination with magic, whether stored in items or otherwise. As such Ribbons, whilst not trying to face overpowering opponents, often seek out opponents based on the level of magic they use.
COMBAT:
When provoked Ribbons head straight for their attackers, and when unprovoked Ribbons may head for the first creature in sight. They seek to surround and overcome their victims. Ribbons deal 2d6 point of damage to any creature whose space it occupies at the end of the round. When seeking prey they often stalk and mislead their victims before attacking using their many spell-like abilities.
Deafen (Ex): Whilst inside the Ribbons space, a deafening buzz and crackle block out all other sounds, causing any creature within the Ribbons space to be deafened with a save, furthermore this penalty extends for a round after they leave the space if they fail a DC 15 fort save.
Detect Thoughts(Su): Ribbons can continuously detect thoughts as the spell, (DC 14 will save). It can suppress or resume this ability as a free action. The DC is charisma based.
Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based
Partial Ethreality (Su): As the ribbons swarm about they flicker into the ethereal, causing all attacks on them to suffer a 20% miss chance.
Spell-like Abilities: At will — Dancing Lights (DC 12), Ghost sound (DC 12), Arcane Sight (DC 15); 3/Day — Obscuring mist (DC 13), Silent Image (DC 13); 1/Day — Shatter* (DC 15) The ribbons Caster Level is equal to HD and all the DCs are charisma based.
*Shatter is only effective within the creatures space.
Stun (Ex): Upon entering the Ribbons space all living creatures are confronted with a tortuous experience of sounds and lights and must make a DC 15 Will Save or be stunned for a round.[/sBlock]
Any feedback on this would be cool, what I'm worried about is that it is a very random creature, but then I don't want it to be chaotic, just to have motive and plans beyond the normal. I could make them mindless but I want them to have minds, but I also don't want to up the Int loads. :\ <-sorted.
Read on for further problems/questions.
[edt: The olde version of them is below, the newest version is further down, I've shrunk this one to get it out of the way.
[sblock]Ribbons
Tiny Aberration (Swarm)
Hit Dice: 7d8
Initiative: +5
Speed: Fly 50ft
Armour Class: 19 (+5 dex, +4 size)
Base Attack/Grapple: +5/--
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10ft/0ft
Special Attacks: Deafen, Distraction, Stun
Special Qualities: Blind sight 120ft., Detect thoughts, half damage from slashing and piercing, Partial ethereality, Spell-like abilities, Swarm Traits
Saves: Fort +3, Refl +6, Will +5
Abilities: Str 1, Dex 17, Con 14, Int 12, Wis 10, Cha 15
Skill: Hide +9, Move Silently +9, Listen +12, Spot +12
Feats: Alertness, Improved initiative, Great Fortitude
Environment: Any land
Organization: Solitary, String (2-4 swarms), Tangle (5-6), Hive (9-16)
Challenge rating: 6
Treasure: None
Alignment: Neutral
Advancement: None
Level Adjustment: --
A swirling mass of ribbon-like creatures winds towards you, darting about like a school of fish.
Ribbons appear to be long, thin streams of rubbery ‘creature’ with no discernable anatomy. The colour ranges though the spectrum, but mostly all appear pale and almost translucent, and they are always reflectively shiny. Those that survive attacks describe the ‘skin’ to be slimy, like seaweed, and the smell like ozone. The more observant have noted a faint pop and crackling noise with the beings approach.
Ribbons appear to be completely random in there location; you are just as likely to encounter these swarms in a ruined jungle temple as you are on a busy trade route. In recent years Ribbon hives have been found in sewers, and smaller Tangles in abandoned cellars. Ribbons are theorized to come from another plane although no proof has been found, on alternate planes or how they moved to the prime. Other sages dispute that they are a primal manifestation of ethereal energy.
Ribbons have a seeming fascination with magic, whether stored in items or otherwise. As such Ribbons, whilst not trying to face overpowering opponents, often seek out opponents based on the level of magic they use.
COMBAT:
When provoked Ribbons head straight for their attackers, and when unprovoked Ribbons may head for the first creature in sight. They seek to surround and overcome their victims. Ribbons deal 2d6 point of damage to any creature whose space it occupies at the end of the round. When seeking prey they often stalk and mislead their victims before attacking using their many spell-like abilities.
Deafen (Ex): Whilst inside the Ribbons space, a deafening buzz and crackle block out all other sounds, causing any creature within the Ribbons space to be deafened with a save, furthermore this penalty extends for a round after they leave the space if they fail a DC 15 fort save.
Detect Thoughts(Su): Ribbons can continuously detect thoughts as the spell, (DC 14 will save). It can suppress or resume this ability as a free action. The DC is charisma based.
Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based
Partial Ethreality (Su): As the ribbons swarm about they flicker into the ethereal, causing all attacks on them to suffer a 20% miss chance.
Spell-like Abilities: At will — Dancing Lights (DC 12), Ghost sound (DC 12), Arcane Sight (DC 15); 3/Day — Obscuring mist (DC 13), Silent Image (DC 13); 1/Day — Shatter* (DC 15) The ribbons Caster Level is equal to HD and all the DCs are charisma based.
*Shatter is only effective within the creatures space.
Stun (Ex): Upon entering the Ribbons space all living creatures are confronted with a tortuous experience of sounds and lights and must make a DC 15 Will Save or be stunned for a round.[/sBlock]

Read on for further problems/questions.
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