Kunimatyu
First Post
(for those who aren't familiar with the hallucigenia: go here.)
Original stats:
AC 5
MV 4
HD 5
THAC0 15
No. of attacks: 13(7 pincer spines, 6 front legs)
Damage/attack 1d4 (x13)
SA: Acid jet(save v. breath, 2d8 acid, line)
Size: L(8")
Converted stats:
Hallucigenia, acidic
Large Abberation
Hit Dice: 5d8+10
Initiative: +3
Speed: 20 ft
AC: 16 (T 12, FF 13)
Attacks: 7 pincers +5, 6 legs +5
Damage: Pincer 1d6, leg 1d4
Face/Reach: 10ft by 10 ft/10ft
Special Attacks: Acid jet
Special Qualities: Tremorsense, immune acid
Saves: Fort +3, Reflexes +4, Will +6
Abilities: S10, D16, C14, I3, W14, Ch5
Skills: Spot +6(4 ranks +2 Wis), Listen +5(3 ranks + 2 Wis)
Feats: Weapon Finesse, Combat Reflexes
Climate: Moist underground
Organization: Solitary
CR: 3
Treasure: None
Alignment: Neutral
Advancement: 5-7(Large) 8-16 HD(Huge)
A bizzare wormlike creature with pincer-tipped tentacles and sharp spines shambles towards you, filling the air with a faint acidic smell.
Acidic hallucigenia live near subterranean waterways, looking for live prey to dissolve and consume.
Tremorsense(Ex): An acidic hallucigenia can detect and pinpoint any creature or object within 60 feet in contact with the ground.
COMBAT:
Acidic hallucigenia use their tremorsense to detect potential prey; the rhythmic motions associated with the somatic components of certain spells will often draw a hallucigenia's attention.
Once in combat, a hallucigenia will use its array of pincer-tipped tentacles and spiked legs to attack until its opponents are unable to retaliate. Then, the hallucigenia will use its acid jet attack to dissolve its prey, absorbing nutrients through the pincer-tentacles on its top side. If a hallucigenia is seriously wounded, it will use its acid jet attack on living opponents.
Acid jet(Ex): 3 times per day, in addition to its normal attacks, the hallucigenia can make a +5 ranged touch attack that deals 2d8 points of acid damage.
Original stats:
AC 5
MV 4
HD 5
THAC0 15
No. of attacks: 13(7 pincer spines, 6 front legs)
Damage/attack 1d4 (x13)
SA: Acid jet(save v. breath, 2d8 acid, line)
Size: L(8")
Converted stats:
Hallucigenia, acidic
Large Abberation
Hit Dice: 5d8+10
Initiative: +3
Speed: 20 ft
AC: 16 (T 12, FF 13)
Attacks: 7 pincers +5, 6 legs +5
Damage: Pincer 1d6, leg 1d4
Face/Reach: 10ft by 10 ft/10ft
Special Attacks: Acid jet
Special Qualities: Tremorsense, immune acid
Saves: Fort +3, Reflexes +4, Will +6
Abilities: S10, D16, C14, I3, W14, Ch5
Skills: Spot +6(4 ranks +2 Wis), Listen +5(3 ranks + 2 Wis)
Feats: Weapon Finesse, Combat Reflexes
Climate: Moist underground
Organization: Solitary
CR: 3
Treasure: None
Alignment: Neutral
Advancement: 5-7(Large) 8-16 HD(Huge)
A bizzare wormlike creature with pincer-tipped tentacles and sharp spines shambles towards you, filling the air with a faint acidic smell.
Acidic hallucigenia live near subterranean waterways, looking for live prey to dissolve and consume.
Tremorsense(Ex): An acidic hallucigenia can detect and pinpoint any creature or object within 60 feet in contact with the ground.
COMBAT:
Acidic hallucigenia use their tremorsense to detect potential prey; the rhythmic motions associated with the somatic components of certain spells will often draw a hallucigenia's attention.
Once in combat, a hallucigenia will use its array of pincer-tipped tentacles and spiked legs to attack until its opponents are unable to retaliate. Then, the hallucigenia will use its acid jet attack to dissolve its prey, absorbing nutrients through the pincer-tentacles on its top side. If a hallucigenia is seriously wounded, it will use its acid jet attack on living opponents.
Acid jet(Ex): 3 times per day, in addition to its normal attacks, the hallucigenia can make a +5 ranged touch attack that deals 2d8 points of acid damage.
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