Apatelodes torrefacta, a moth thingey

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Apatelodes torrefacta (Hunter Moth)
Small vermin
Hit dice: 1d8+2 (6 hp)
Initiative: +1
Speed: 20ft. Fly 60ft. Poor
Armour Class: 15 (+1 Dex, +1 size, +3 Natural Armour)
Base attack/Grapple: +0/-6
Attack: Talon melee +2 (1d6-2)
Full attack: 2 Talons melee +2 (1d6-2) Or Sting +2 (1d4 -2 +poison)
Space/Reach: 5ft/5ft
Special Attacks: Poison
Special Qualities: Chitter, Dark vision 60ft
Saves: Fort +4, Refl +1, Will +1
Abilities: Str 7, Dex 12, Con 14, Int 1, Wis 12, Cha 16
Skills: Intimidate +3(+7 with wings raised), Listen +3, Move silently +4, Spot +3
Feats: Alertness, Weapon finesse (B)
Environment: Temperate Forest
Organization: Solitary, Gang (2-6)
Challenge rating: 1
Treasure: None
Advancement: 2-5 HD (Small), 6-10 HD (Medium), 11-15 (Large)
Level adjustment: --

A pair of eyes stare at you, emblazoned black on light grey wings. The creatures tail sways back and forth as you hear a chittering rattle, it approaches wings raised.

The Apatelodes Torrefacta or Hunter moth, resembles a moth, albeit the size of a small dog, grey in colour except two black splodges on its wings. It walks on six sleek talons, connected to fluffy segmented legs. The bulbous head, hardly distinguishable from the body, hold two beady compound eyes of dark green. The body is thick and covered in a slight fuzz, the body tapers into a blunt looking tail, but it houses a long shiny black stinger.

The Hunter moth is an aggressive creature for a moth, at this often hunting down small creatures like squirrels or rats, however when it grows larger it can take down dogs, dear and sometimes humans.

After if has hatched from its cocoon it is about a two and a half foot long, and weighs around 10 pounds, however it can grow up to 9 feet long and up to 700 pounds.

Combat

As a predator it prefers to ambush from above, flying from tree to tree until it finds landscape it can use to corner its prey.

Poison (Ex): The poison is delivered by the stinger and acts as a coagulant (causes the blood to clot), this causes drowsiness and possible death.

Primary damage, 1d4 points of con damage; Secondary damage 1d6 con damage.
Also 1d4 minutes after being stung, the victim takes a penalty to skills and attacks equal to half the amount of constitution lost, the penalty is lifted when the constitution is restored. The DC (12) for the Poison is Con based.

Chitter (Ex): As a full round action a hunter moth can raise and shake its wings, giving a +4 to intimidate, and make an awful chittering, rattling noise, because of this it may attempt to cow down one opponent. They make an intimidate check against the creatures will save or the creature must cower for 1d4 rounds, or until the Moth makes an attack. This ability only works on creatures with less hit dice then the Moth.
 
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Some feedback:

At least at v3.5, Weapon Finess applies to all attacks. So Sting should be +2 melee also I believe.

Vermin usually don't get an Int score, so they'd have no skill points or feats. But that's your call. :)

Since you gave it Alertness, I was wondering why you didn't add in the Listen +3 and Spot +3 skills. That would make it easier to look up.

I think the Poison DC is 12.

Im unclear on whether the 1d4 minutes means that's when the penalty takes effect or that is the duration. If the later, then is the penalty for secondary damage applied when the poison takes effect, assuming the duration is > 1 minute?

Is "cower" a condition? I'd don't recall that one. Chitter description should probably mention the +4 Intimidate skill bonus.

Shouldn't Poison and Chitter be (Ex)?

Is this really a CR 1 monster? It seems a bit weak for that. I guess it would depend on the duration of the penalties due to the poison.

Hope this was helpful. Thanks. :)
 


robjh said:
Some feedback:

At least at v3.5, Weapon Finesse applies to all attacks. So Sting should be +2 melee also I believe.

Good point, I added it after finising the sting attack, I wanted to give them the Finesse as a Bonus feat but couldn't due to the int score....

robjh said:
Vermin usually don't get an Int score, so they'd have no skill points or feats. But that's your call. :)

Not usually, but I guessed it because more vermin don't hunt or need to think, the Vermin part in the MM glossery seems to infer only mindless Vermin lack an intelligence score. It also says that they can get skills unless they are mindless...

robjh said:
Since you gave it Alertness, I was wondering why you didn't add in the Listen +3 and Spot +3 skills. That would make it easier to look up.

I think the Poison DC is 12.

Silly me, I added the feats nearly last in the stats. And I rounded up (not down like I should have) when I calculated the Half a hit die)

robjh said:
Im unclear on whether the 1d4 minutes means that's when the penalty takes effect or that is the duration. If the later, then is the penalty for secondary damage applied when the poison takes effect, assuming the duration is > 1 minute?

It takes 1d4 minutes to kick in after being stung, it's a rough guess at what would happen if some of the blood in the body where to clot.

robjh said:
Is "cower" a condition? I'd don't recall that one. Chitter description should probably mention the +4 Intimidate skill bonus.

Shouldn't Poison and Chitter be (Ex)?

It is, the opponent is "Frozen in fear and cannot take any actions. A cowering character takes a -2 penelty on AC and looses dex bonus". The ability states the bonus now.

robjh said:
Is this really a CR 1 monster? It seems a bit weak for that. I guess it would depend on the duration of the penalties due to the poison.

Hope this was helpful. Thanks. :)

No, thank you.

I don't know if it is, I though if it gets initiative and hits with the sting your seriously injured, and you can become drowsy etc, I dunno if that could take out a 1st leveler.
 




I missed this one before somehow. :)

I like it; I would give it a CR 1. That poison's very nasty for low-level pcs. It's definitely more dangerous than a goblin or orc (imho).
 


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