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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 3211952" data-attributes="member: 2795"><p><strong>Avernal Ooze</strong></p><p></p><p><span style="color: lime">This is what happened when I sort of applied the half-fiend template to an ooze in order to create a monster that would irritate psionic characters.</span></p><p></p><p>[sblock=Avernal Ooze; CR 7]</p><p>NE Large ooze (extraplanar, evil)</p><p><strong>Init</strong> -3; <strong>Senses</strong> blindsight 60 ft., darkvision 60 ft.</p><p><strong>Languages</strong> Abyssal, Draconic, Infernal</p><p>-----</p><p><strong>AC</strong> 7 (-1 size, -3 Dex, +1 natural), touch 6, flat-footed 7; Psionic Hole</p><p><strong>hp</strong> 69 (6 HD); <strong>DR</strong> 5/magic; mental resistance</p><p><strong>Immune</strong> critical hits, electricity, flanking, poison, sleep effects, paralysis, polymorphing, stunning</p><p><strong>Resist</strong> ability damage and drain 5, acid 10, cold 10, fire 10</p><p><strong>SR</strong> 16</p><p><strong>Fort</strong> +11, <strong>Ref</strong> +1, <strong>Will</strong> +6; +2 to resist psionic powers</p><p>-----</p><p><strong>Spd</strong> 10 ft. (2 squares), climb 10 ft.</p><p><strong>Melee</strong> 2 slams +8 (1d6+4 plus 1d4 acid) and bite +3 melee (1d8+2 plus 1d4 acid)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 5 ft. (10 ft. with slam)</p><p><strong>Base Atk</strong> +6; <strong>Grp</strong> +14</p><p><strong>Atk Options</strong> acid, constrict (1d6+4 plus 1d4 acid), ghost touch, improved grab, smite good 1/day</p><p><strong>Special Actions</strong> split</p><p><strong>Spell-Like Abilities (CL 6th):</strong></p><p>3/day - <em>darkness</em></p><p>1/day - <em>desecrate, unholy blight</em> (Will DC 15)</p><p>-----</p><p><strong>Abilities</strong> Str 19, Dex 5, Con 24, Int 14, Wis 14, Cha 13</p><p><strong>Skills</strong> Bluff +10, Climb +21, Concentration +16, Diplomacy +5, Intimidate +12*, Knowledge (the planes) +11, Move Silently +6, Perform (sing) +10, Search +11, Sense Motive +11, Swim +13 (*Gains a +4 bonus to Intimidate checks for every size category larger than the target. An avernal ooze has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.)</p><p><strong>Feats</strong> Closed Mind, Mental Resistance, Psionic Hole</p><p>-----</p><p><strong>Acid (Ex):</strong> An avernal ooze secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.</p><p></p><p><strong>Blindsight (Ex):</strong> An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.</p><p></p><p><strong>Closed Mind (Ex):</strong> Due to this feat, an avernal ooze has a +2 bonus on saving throws to resist psionic powers.</p><p></p><p><strong>Constrict (Ex):</strong> An avernal ooze deals automatic claw and acid damage with a successful grapple check.</p><p></p><p><strong>Ghost Touch (Su):</strong> An avernal ooze can affect incorporeal creatures normally with its attacks. It doesn't suffer the normal 50% miss chance.</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, an avernal ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.</p><p></p><p><strong>Mental Resistance (Ex):</strong> DR 3/- against psionic attacks that do not deal energy damage.</p><p></p><p><strong>Psionic Hole (Ex):</strong> When a foe strikes the ooze in melee combat, the foe immediately loses its psionic focus, if any. Also, if targeted by a psionic power, the manifester of the power must spend 2 additional power points, or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power.</p><p></p><p><strong>Smite Good (Su):</strong> 1/day - Adds +6 unholy damage with one attack against a good creature. Prefers to use this with constriction.</p><p></p><p><strong>Split (Ex):</strong> Slashing and piercing weapons and electricity attacks deal no damage to an avernal ooze. Instead the creature splits into two identical oozes, each with half of the original’s current hit points (round down). An ooze with 10 hit points or less cannot be further split and dies if reduced to 0 it points. Splits do not duplicate spell-like abilities or smite good ability; those abilities remain with the original ooze. An avernal ooze can absorb a split as a move action.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3211952, member: 2795"] [b]Avernal Ooze[/b] [color=lime]This is what happened when I sort of applied the half-fiend template to an ooze in order to create a monster that would irritate psionic characters.[/color] [sblock=Avernal Ooze; CR 7] NE Large ooze (extraplanar, evil) [b]Init[/b] -3; [b]Senses[/b] blindsight 60 ft., darkvision 60 ft. [b]Languages[/b] Abyssal, Draconic, Infernal ----- [b]AC[/b] 7 (-1 size, -3 Dex, +1 natural), touch 6, flat-footed 7; Psionic Hole [b]hp[/b] 69 (6 HD); [b]DR[/b] 5/magic; mental resistance [b]Immune[/b] critical hits, electricity, flanking, poison, sleep effects, paralysis, polymorphing, stunning [b]Resist[/b] ability damage and drain 5, acid 10, cold 10, fire 10 [b]SR[/b] 16 [b]Fort[/b] +11, [b]Ref[/b] +1, [b]Will[/b] +6; +2 to resist psionic powers ----- [b]Spd[/b] 10 ft. (2 squares), climb 10 ft. [b]Melee[/b] 2 slams +8 (1d6+4 plus 1d4 acid) and bite +3 melee (1d8+2 plus 1d4 acid) [b]Space[/b] 10 ft.; [b]Reach[/b] 5 ft. (10 ft. with slam) [b]Base Atk[/b] +6; [b]Grp[/b] +14 [b]Atk Options[/b] acid, constrict (1d6+4 plus 1d4 acid), ghost touch, improved grab, smite good 1/day [b]Special Actions[/b] split [b]Spell-Like Abilities (CL 6th):[/b] 3/day - [i]darkness[/i] 1/day - [i]desecrate, unholy blight[/i] (Will DC 15) ----- [b]Abilities[/b] Str 19, Dex 5, Con 24, Int 14, Wis 14, Cha 13 [b]Skills[/b] Bluff +10, Climb +21, Concentration +16, Diplomacy +5, Intimidate +12*, Knowledge (the planes) +11, Move Silently +6, Perform (sing) +10, Search +11, Sense Motive +11, Swim +13 (*Gains a +4 bonus to Intimidate checks for every size category larger than the target. An avernal ooze has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.) [b]Feats[/b] Closed Mind, Mental Resistance, Psionic Hole ----- [b]Acid (Ex):[/b] An avernal ooze secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage. [b]Blindsight (Ex):[/b] An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet. [b]Closed Mind (Ex):[/b] Due to this feat, an avernal ooze has a +2 bonus on saving throws to resist psionic powers. [b]Constrict (Ex):[/b] An avernal ooze deals automatic claw and acid damage with a successful grapple check. [b]Ghost Touch (Su):[/b] An avernal ooze can affect incorporeal creatures normally with its attacks. It doesn't suffer the normal 50% miss chance. [b]Improved Grab (Ex):[/b] To use this ability, an avernal ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. [b]Mental Resistance (Ex):[/b] DR 3/- against psionic attacks that do not deal energy damage. [b]Psionic Hole (Ex):[/b] When a foe strikes the ooze in melee combat, the foe immediately loses its psionic focus, if any. Also, if targeted by a psionic power, the manifester of the power must spend 2 additional power points, or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power. [b]Smite Good (Su):[/b] 1/day - Adds +6 unholy damage with one attack against a good creature. Prefers to use this with constriction. [b]Split (Ex):[/b] Slashing and piercing weapons and electricity attacks deal no damage to an avernal ooze. Instead the creature splits into two identical oozes, each with half of the original’s current hit points (round down). An ooze with 10 hit points or less cannot be further split and dies if reduced to 0 it points. Splits do not duplicate spell-like abilities or smite good ability; those abilities remain with the original ooze. An avernal ooze can absorb a split as a move action.[/sblock] [/QUOTE]
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