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<blockquote data-quote="Knight Otu" data-source="post: 708538" data-attributes="member: 192"><p><strong>Memory Web</strong></p><p><strong>Large Aberration</strong></p><p><strong>Hit Dice:</strong> 6d8+6+15 (48 hp)</p><p><strong>Initiative:</strong> +9</p><p><strong>Speed:</strong> 10 ft.</p><p><strong>AC:</strong> 18 (+9 Dex, -1 size), touch 18, flat-footed 10</p><p><strong>Attacks:</strong> Vaulting +12 ranged</p><p><strong>Damage:</strong> Vaulting 0 plus grab</p><p><strong>Face/Reach:</strong> 2.5 ft. by 2.5 ft./0 ft.</p><p><strong>Special Attacks:</strong> Constrict, improved grab, vault</p><p><strong>Special Qualities:</strong> Amorphous, blind-sight 180 ft., compress, death throes, DR 10/+1, fire resistance 15</p><p><strong>Saves:</strong> Fort +, Ref +, Will +</p><p><strong>Abilities:</strong> Str 13, Dex 28, Con 13, Int 11, Wis 14, Cha 10</p><p><strong>Skills:</strong> Hide+13*, Jump +21, Listen +9, Spot +9</p><p><strong>Climate/Terrain:</strong> Any underground</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 6</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 7 - 12 HD (Large); 13 - 17 HD (Huge)</p><p>Memory webs are an intelligent relative of living webs, gaining nourishment from both the flesh and mind of heir prey.</p><p>A memory web looks much like a web created by the spell of the same name, but there are a few differences. It can compress itself to hide, and it does not need walls or roofs to cling to.</p><p><strong>Combat</strong></p><p>Memory webs attack by vaulting at oppponents, trying to grab and constrict them.</p><p><strong>Constrict (Ex):</strong> With a successful grapple check, a memory web can crush a grabbed opponent, dealing 1d8+1 points of bludgeoning damage and 1d2 points of temporary Intelligence damage.</p><p><strong>Improved Grab (Ex):</strong> If a bronze serpents successfully vaults at an opponent that is of its own size category or smaller, it attempts to start a grapple as a free action without provoking an attack of opportunity. (grapple bonus +8). If it gets a hold, it can also constrict in the same round. Thereafter, the memory web has the option to conduct the grapple normally, or simply use its body to hold the opponent (-20 penalty on grapple check, but the memory web is not considered grappled). In either case, each successful grapple check it makes during successful rounds automatically deals constrict damage.</p><p><strong>Vault:</strong> A living web can attempt to vault itself against at a creature. In order to do so, it must first succeed at a Jump check against a DC equal to the target’s AC, and then at a vaulting attack. If both rolls are successful, the living web can grab its opponent. The vault attack never deals damage.</p><p><strong>Amorphous:</strong> A memory web shares many qualities with oozes due to the special structure of its body. A memory web is immune to poison, <em>sleep</em>, paralysis, stunning and polymorphing. It is not subject to critical hits or flanking. A memory web has no natural armor, instead receiving bonus hit points as an ooze according to its size.</p><p><strong>Blindsight (Ex):</strong> A memory web is blind, but blind-sight allows it to maneuver and fight as well as a sighted creature. Through this ability, it can discern objects and creatures within 180 feet. The memory web usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.</p><p><strong>Compress (Ex):</strong> A memory web can compress itself into a tiny ball to hide. If it does so, it is treated as a tiny creature in all ways except for ability scores. These ability scores remain unchanged. Its Hide check bonus as a tiny ball is +25.</p><p><strong>Death Throes (Su):</strong> A memory web that is killed releases all memories that it has absorbed in its life. All creatures within 200 feet must make a Will save (DC 15) or act <em>confused</em> for 2d6 rounds.</p><p><strong>Skills:</strong> A memory web uses its Dexterity modifier for jump checks instead of its Strength modifier. It is not limited by its height when making Jump checks, but it cannot jump further than 180 feet. A memory web receives a +4 racial bonus to Jump checks.</p></blockquote><p></p>
[QUOTE="Knight Otu, post: 708538, member: 192"] [b]Memory Web Large Aberration Hit Dice:[/b] 6d8+6+15 (48 hp) [b]Initiative:[/b] +9 [b]Speed:[/b] 10 ft. [b]AC:[/b] 18 (+9 Dex, -1 size), touch 18, flat-footed 10 [b]Attacks:[/b] Vaulting +12 ranged [b]Damage:[/b] Vaulting 0 plus grab [b]Face/Reach:[/b] 2.5 ft. by 2.5 ft./0 ft. [b]Special Attacks:[/b] Constrict, improved grab, vault [b]Special Qualities:[/b] Amorphous, blind-sight 180 ft., compress, death throes, DR 10/+1, fire resistance 15 [b]Saves:[/b] Fort +, Ref +, Will + [b]Abilities:[/b] Str 13, Dex 28, Con 13, Int 11, Wis 14, Cha 10 [b]Skills:[/b] Hide+13*, Jump +21, Listen +9, Spot +9 [b]Climate/Terrain:[/b] Any underground [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 6 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral [b]Advancement:[/b] 7 - 12 HD (Large); 13 - 17 HD (Huge) Memory webs are an intelligent relative of living webs, gaining nourishment from both the flesh and mind of heir prey. A memory web looks much like a web created by the spell of the same name, but there are a few differences. It can compress itself to hide, and it does not need walls or roofs to cling to. [b]Combat[/b] Memory webs attack by vaulting at oppponents, trying to grab and constrict them. [b]Constrict (Ex):[/b] With a successful grapple check, a memory web can crush a grabbed opponent, dealing 1d8+1 points of bludgeoning damage and 1d2 points of temporary Intelligence damage. [b]Improved Grab (Ex):[/b] If a bronze serpents successfully vaults at an opponent that is of its own size category or smaller, it attempts to start a grapple as a free action without provoking an attack of opportunity. (grapple bonus +8). If it gets a hold, it can also constrict in the same round. Thereafter, the memory web has the option to conduct the grapple normally, or simply use its body to hold the opponent (-20 penalty on grapple check, but the memory web is not considered grappled). In either case, each successful grapple check it makes during successful rounds automatically deals constrict damage. [b]Vault:[/b] A living web can attempt to vault itself against at a creature. In order to do so, it must first succeed at a Jump check against a DC equal to the target’s AC, and then at a vaulting attack. If both rolls are successful, the living web can grab its opponent. The vault attack never deals damage. [b]Amorphous:[/b] A memory web shares many qualities with oozes due to the special structure of its body. A memory web is immune to poison, [i]sleep[/i], paralysis, stunning and polymorphing. It is not subject to critical hits or flanking. A memory web has no natural armor, instead receiving bonus hit points as an ooze according to its size. [b]Blindsight (Ex):[/b] A memory web is blind, but blind-sight allows it to maneuver and fight as well as a sighted creature. Through this ability, it can discern objects and creatures within 180 feet. The memory web usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight. [b]Compress (Ex):[/b] A memory web can compress itself into a tiny ball to hide. If it does so, it is treated as a tiny creature in all ways except for ability scores. These ability scores remain unchanged. Its Hide check bonus as a tiny ball is +25. [b]Death Throes (Su):[/b] A memory web that is killed releases all memories that it has absorbed in its life. All creatures within 200 feet must make a Will save (DC 15) or act [i]confused[/i] for 2d6 rounds. [b]Skills:[/b] A memory web uses its Dexterity modifier for jump checks instead of its Strength modifier. It is not limited by its height when making Jump checks, but it cannot jump further than 180 feet. A memory web receives a +4 racial bonus to Jump checks. [/QUOTE]
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