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Ethereal Ripper
Medium sized Aberration [negative energy]
Hit die: 11d8-11 ( 37 hp)
Initiative: +5
Speed: 30 Ft. glide 10 ft.
Armor Class: 23 ( +5 Dex, +8 Natural)
Base Attack/ Grapple: +10 / +16
Attack: Claw +16 melee (2d6+6)
Full Attack: Claw +16 melee (2d6+6), or Bite +14 melee (1d4+6)
Space/ Reach: 5Ft./ 5 Ft.
Special Attacks: Armor damage, Ethereal strike, Improved Grab, Rend 2d6+6
Special Qualities: Darkvision 60ft, Ethereal Jaunt, Detect Magic,Nondetection, Rejuvenation, DR 20/+2, SR 20, Immunities.
Saves: Fort +10 Ref +10 Will +19
Abilities: Str 22 Dex 20 Con 9 Int 10 Wis 14 Cha 11
Skills: Listen +37, Search +37, Spot + 36
Feats: Cleave, Expertise, Power Attack, sunder
Environments: Any land, underground, ethereal plane
Organization: Solitary, pair, or pod (3-10)
Challenge Rating: 12
Treasure: No coins; standard goods; double items.
Alignment: Usually chaotic evil
Advancement: 12-20 HD (Medium) 21-33 HD (Large)
Combat:
Armor Damage (Ex): An ethereal ripper's claws can catch and tear an opponent's armor. If the opponent has both armor and a shield roll 1d6: A roll of 1-4 affects the armor and a roll of 5-6 affects the shield. Make a grapple check (grapple bonus for this ability +19) Whenever the ethereal ripper hits with its claw attack, adding to the opponent's roll any bonus for the armor or shield because of magic. If the ethereal ripper wins the armor or shield is torn away and ruined.
Ethereal Strike (Ex): An ethereal ripper is capable of attacking foes it detects from the ethereal plane without being required to shift to the material plane for the duration of the attack. This is only able to be done with its claw attack.
Improved Grab (Ex): To use this ability, an ethereal ripper must hit with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Foes that are grappled by an ethereal ripper while it is still ethereal are drawn into the ethereal plane for the duration of the grapple.
Rend (Ex): An ethereal ripper that wins a grapple check after a successfull claw attack establishes a hold, latching onto its opponent's body and tearing armor and flesh. This attack automatically deals 2d6+6 points of damage.
Detect Magic (Su): Ethereal Rippers can detect magic as the spell (caster level 5th) at will.
Ethereal Jaunt (Su): Am ethereal ripper can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1d4 Rounds before returning to the Material Plane. The ability is otherwise similar to the ethereal jaunt spell (caster level 15th).
Nondetection (Sp): Ethereal rippers are always under the effect of a nondetection spell as per the spell from the PHB. The save DC to detect an ethereal ripper is DC 32.
Rejuvenation (Su): A destroyed ripper restores itself in 2d4 days if it makes a successful fortitude check DC 24.
Immunities: An ethereal ripper is immune to the following; Death from massive damage, critical hits, death spells and effects. However it takes double damage from attacks that also deal possitive energy damage.
See below picture for an idea of what It looks like. (Note the art below is Copyrighted to Scott Purdy all rights reserved by him, his gallery can be found at epilogue.com)
Medium sized Aberration [negative energy]
Hit die: 11d8-11 ( 37 hp)
Initiative: +5
Speed: 30 Ft. glide 10 ft.
Armor Class: 23 ( +5 Dex, +8 Natural)
Base Attack/ Grapple: +10 / +16
Attack: Claw +16 melee (2d6+6)
Full Attack: Claw +16 melee (2d6+6), or Bite +14 melee (1d4+6)
Space/ Reach: 5Ft./ 5 Ft.
Special Attacks: Armor damage, Ethereal strike, Improved Grab, Rend 2d6+6
Special Qualities: Darkvision 60ft, Ethereal Jaunt, Detect Magic,Nondetection, Rejuvenation, DR 20/+2, SR 20, Immunities.
Saves: Fort +10 Ref +10 Will +19
Abilities: Str 22 Dex 20 Con 9 Int 10 Wis 14 Cha 11
Skills: Listen +37, Search +37, Spot + 36
Feats: Cleave, Expertise, Power Attack, sunder
Environments: Any land, underground, ethereal plane
Organization: Solitary, pair, or pod (3-10)
Challenge Rating: 12
Treasure: No coins; standard goods; double items.
Alignment: Usually chaotic evil
Advancement: 12-20 HD (Medium) 21-33 HD (Large)
Combat:
Armor Damage (Ex): An ethereal ripper's claws can catch and tear an opponent's armor. If the opponent has both armor and a shield roll 1d6: A roll of 1-4 affects the armor and a roll of 5-6 affects the shield. Make a grapple check (grapple bonus for this ability +19) Whenever the ethereal ripper hits with its claw attack, adding to the opponent's roll any bonus for the armor or shield because of magic. If the ethereal ripper wins the armor or shield is torn away and ruined.
Ethereal Strike (Ex): An ethereal ripper is capable of attacking foes it detects from the ethereal plane without being required to shift to the material plane for the duration of the attack. This is only able to be done with its claw attack.
Improved Grab (Ex): To use this ability, an ethereal ripper must hit with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Foes that are grappled by an ethereal ripper while it is still ethereal are drawn into the ethereal plane for the duration of the grapple.
Rend (Ex): An ethereal ripper that wins a grapple check after a successfull claw attack establishes a hold, latching onto its opponent's body and tearing armor and flesh. This attack automatically deals 2d6+6 points of damage.
Detect Magic (Su): Ethereal Rippers can detect magic as the spell (caster level 5th) at will.
Ethereal Jaunt (Su): Am ethereal ripper can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1d4 Rounds before returning to the Material Plane. The ability is otherwise similar to the ethereal jaunt spell (caster level 15th).
Nondetection (Sp): Ethereal rippers are always under the effect of a nondetection spell as per the spell from the PHB. The save DC to detect an ethereal ripper is DC 32.
Rejuvenation (Su): A destroyed ripper restores itself in 2d4 days if it makes a successful fortitude check DC 24.
Immunities: An ethereal ripper is immune to the following; Death from massive damage, critical hits, death spells and effects. However it takes double damage from attacks that also deal possitive energy damage.
See below picture for an idea of what It looks like. (Note the art below is Copyrighted to Scott Purdy all rights reserved by him, his gallery can be found at epilogue.com)
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