Kitsunekaboom
First Post
Taking a que from Knightfall I wish to start a thread for humanoids, I too have a dream, a dream of animals, and vermin, have their moment in the sun for the evil of templation. Yes! It doesn't matter what type they become, just start with an animal of some sort. I plan to get the book of templates for this guy and add metalivore to it.
Rust Hummer (Giant Bee + Half-Rust Dragon)
Medium Vermin
Hit Dice: 3d10+3 (19)
Initiative: +2 (Dex)
Speed: 20 Ft, Fly 80 Ft. (good)
AC: 18 (+2 Dex, +6 Natural)
Attacks: Sting +6 melee, Bite +2 melee; or 6 Claw +6 melee
Damage: Sting 1d4+4 and poison, Bite 1d6+2; or Claw 1d4+4
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Breath Weapon, Poison
Special Qualities: Darkvision 60’, Low-Light vision, Immunities, Vermin
Saves: Fort: +4 Ref: +3 Will: +2
Abilities: Str:19, Dex:14, Con:13, Int:2, Wis:12, Cha:11
Skills: Intuit Direction +4, Spot +4
Feats: Nil
Climate/Terrain: Any Land and Underground, (Acheron)
Organization: Solitary, swarm (2-5), or hive (11-20)
Challenge Rating: 2
Treasure: No coins, ¼ goods (honey only); no items
Alignment: Always Neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Rust hummers are a strange creature that thrive on the dust of decayed metal. They collect it as a normal bee does honey, and make a rust red honey from it. They are a threat to any metal using civilization, once they make a hive they don’t leave it until they have depleted the area of all metal.
Combat
Rust hummers only attack if provoked, unless a party carries metal. If they have a lot of metal the rust hummers are attracted and will attack with their breath weapon first, their stinger second. Their low intelligence allows them to assess threats, and they particularly dislike spellcasters.
Breath Weapon (Ex): A rust hummer can breath a cone of rusting liquid 30 ft. long that destroys all metal. A reflex save DC: 14 will negate. This is usable once every 1d4 rounds.
Immunities: A rust hummer is immune to sleep and paralysis effects and all damage from Acid.
Poison (Ex): 1d6 Con, DC: 13.
Vermin: Immune to mind-influencing effects.
Rust Hummer (Giant Bee + Half-Rust Dragon)
Medium Vermin
Hit Dice: 3d10+3 (19)
Initiative: +2 (Dex)
Speed: 20 Ft, Fly 80 Ft. (good)
AC: 18 (+2 Dex, +6 Natural)
Attacks: Sting +6 melee, Bite +2 melee; or 6 Claw +6 melee
Damage: Sting 1d4+4 and poison, Bite 1d6+2; or Claw 1d4+4
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Breath Weapon, Poison
Special Qualities: Darkvision 60’, Low-Light vision, Immunities, Vermin
Saves: Fort: +4 Ref: +3 Will: +2
Abilities: Str:19, Dex:14, Con:13, Int:2, Wis:12, Cha:11
Skills: Intuit Direction +4, Spot +4
Feats: Nil
Climate/Terrain: Any Land and Underground, (Acheron)
Organization: Solitary, swarm (2-5), or hive (11-20)
Challenge Rating: 2
Treasure: No coins, ¼ goods (honey only); no items
Alignment: Always Neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Rust hummers are a strange creature that thrive on the dust of decayed metal. They collect it as a normal bee does honey, and make a rust red honey from it. They are a threat to any metal using civilization, once they make a hive they don’t leave it until they have depleted the area of all metal.
Combat
Rust hummers only attack if provoked, unless a party carries metal. If they have a lot of metal the rust hummers are attracted and will attack with their breath weapon first, their stinger second. Their low intelligence allows them to assess threats, and they particularly dislike spellcasters.
Breath Weapon (Ex): A rust hummer can breath a cone of rusting liquid 30 ft. long that destroys all metal. A reflex save DC: 14 will negate. This is usable once every 1d4 rounds.
Immunities: A rust hummer is immune to sleep and paralysis effects and all damage from Acid.
Poison (Ex): 1d6 Con, DC: 13.
Vermin: Immune to mind-influencing effects.
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