Abyssal Hunter
Large Outsider
HD 6d8+12
Init +7
Speed: 40 ft., fly 40 ft. (poor)
AC: 18 (-1 size, +3 Dex, +6 natural)
Atk: Claws +10 melee, bite +8 melee
Dmg: Claws 1d8+4, bite 1d6+2
Reach/f 5 ft. by 10 ft./5 ft.
SA Improved grab, squeeze, Acid Blood, Rupture, Spit
Saves: Fort +7, Ref +8, Will +7
Abiliies Str 19, Dex 16, Con 15, Int 8, Wis 14, Cha 11
Feats: Improved Initiative
Skills: Hide +14 Spot +13 Listen +13
AL NE
Cr: 6
The Abyssal Hunter looks like a 7' tall, 11' long black Praying Mantis. Although it has spines along the elbow juts, as well as over the dark carapace. Their mouths are aligned with gruesome looking cutting impliments, able to saw through flesh. The insectious eyes have a malevolent glow to their multi-faceted appearance.
These predators often stalk the lower planes, or become the minons of more powerful demons, used as guard dogs. They communicate to one other (only working together under a more powerful fiend) by clicks, chirps and hisses.
Combat: These fiends are stalkers first, prefering to hide and blend into the shadows or their surroundings. Then often open up with a spit to glue their prey to the ground, and launch into combat. Often from higher vantage points, flying downward. They are fierce, agile, and fearsome opponents in combat.
Improved Grab (Ex): To use this ability, the creature must hit an opponent of Medium-size or smaller with its claws attack. If it gets a hold, it squeezes.
Squeeze (Ex): An Abyssal Hunter that gets a hold on a Medium-size or smaller opponent automatically deals 1d8+4 points of claw damage and bites at its full attack value of +12 each round the hold is maintained.
Spit (Ex) It may spit a glob of sticky substance every 1d4+1 which follows the same rules as a tanglefoot bag, up to 30ft. Any person failing their save recieves 1 point of acid damage per round.
Acidic Blood (Ex) If struck by a slashing or piercing weapon, all within 5' of the Abyssal Hunter must make a Reflex Save (DC 15) or take 1d6 points of acid damage, as the internal fluids of the Abyssal Hunter is acidic.
Rupture (Ex) If reduced below -1 by any physical means, the Abysall Hunter explodes, spraying blood in a 10' radius, dealing 3d6 points of damage to anyone who fails a ref save (DC 15).
Basicly, I designed these suckers as a nasty hybrid between a Praying Mantis, the Bugs from Starship Troopers and an Alien. They're fast, vicious, and I want to scare the bejesus out of the party.
I took the initial stats from the Giant Praying Mantis, but instead made it an outsider. Wasn't sure how to do the base skills.
Does it look good? Any CR suggestions? I'm not sure if it's too powerful or not enough, regarding the CR. What about the HD? Do they seem too light for this kind've combat bruiser?
And, does Rupture seem a little powerful?
I need answers by tomorrow; Saturday's gameday, and I'm going to have two of these and a Drider holed up in a guardpoint.
Large Outsider
HD 6d8+12
Init +7
Speed: 40 ft., fly 40 ft. (poor)
AC: 18 (-1 size, +3 Dex, +6 natural)
Atk: Claws +10 melee, bite +8 melee
Dmg: Claws 1d8+4, bite 1d6+2
Reach/f 5 ft. by 10 ft./5 ft.
SA Improved grab, squeeze, Acid Blood, Rupture, Spit
Saves: Fort +7, Ref +8, Will +7
Abiliies Str 19, Dex 16, Con 15, Int 8, Wis 14, Cha 11
Feats: Improved Initiative
Skills: Hide +14 Spot +13 Listen +13
AL NE
Cr: 6
The Abyssal Hunter looks like a 7' tall, 11' long black Praying Mantis. Although it has spines along the elbow juts, as well as over the dark carapace. Their mouths are aligned with gruesome looking cutting impliments, able to saw through flesh. The insectious eyes have a malevolent glow to their multi-faceted appearance.
These predators often stalk the lower planes, or become the minons of more powerful demons, used as guard dogs. They communicate to one other (only working together under a more powerful fiend) by clicks, chirps and hisses.
Combat: These fiends are stalkers first, prefering to hide and blend into the shadows or their surroundings. Then often open up with a spit to glue their prey to the ground, and launch into combat. Often from higher vantage points, flying downward. They are fierce, agile, and fearsome opponents in combat.
Improved Grab (Ex): To use this ability, the creature must hit an opponent of Medium-size or smaller with its claws attack. If it gets a hold, it squeezes.
Squeeze (Ex): An Abyssal Hunter that gets a hold on a Medium-size or smaller opponent automatically deals 1d8+4 points of claw damage and bites at its full attack value of +12 each round the hold is maintained.
Spit (Ex) It may spit a glob of sticky substance every 1d4+1 which follows the same rules as a tanglefoot bag, up to 30ft. Any person failing their save recieves 1 point of acid damage per round.
Acidic Blood (Ex) If struck by a slashing or piercing weapon, all within 5' of the Abyssal Hunter must make a Reflex Save (DC 15) or take 1d6 points of acid damage, as the internal fluids of the Abyssal Hunter is acidic.
Rupture (Ex) If reduced below -1 by any physical means, the Abysall Hunter explodes, spraying blood in a 10' radius, dealing 3d6 points of damage to anyone who fails a ref save (DC 15).
Basicly, I designed these suckers as a nasty hybrid between a Praying Mantis, the Bugs from Starship Troopers and an Alien. They're fast, vicious, and I want to scare the bejesus out of the party.
I took the initial stats from the Giant Praying Mantis, but instead made it an outsider. Wasn't sure how to do the base skills.
Does it look good? Any CR suggestions? I'm not sure if it's too powerful or not enough, regarding the CR. What about the HD? Do they seem too light for this kind've combat bruiser?
And, does Rupture seem a little powerful?
I need answers by tomorrow; Saturday's gameday, and I'm going to have two of these and a Drider holed up in a guardpoint.
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