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Ceremorphe (Template)
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<blockquote data-quote="Devon" data-source="post: 123245" data-attributes="member: 1446"><p><strong>a ceremorphic troglodyte</strong></p><p></p><p>Hey folks,</p><p></p><p>I made this as an exercise of the Ceremorph template. I hope it managed to capture the right spirit:</p><p></p><p>Grimwind (Ceremorphic Troglodyte)</p><p>Medium-Size Aberration</p><p>Hit Dice: 2d8+4 (13 hp)</p><p>Initiative: (Dex)</p><p>Speed: 30 ft.</p><p>AC: 19 (+1 Dex, +9 natural)</p><p>Attacks: 2 claws +2 melee, 4 tentacles +0 melee; or javelin +2 ranged</p><p>Damage: claw 1d4+1, tentacles 1d3; or javelin 1d6</p><p>Face/Reach: 5 ft. by 5 ft./5 ft. </p><p>Special Attacks: Stench, darkvision 90 ft., mind blast, psionics, improved grab</p><p>Special Qualities: Telepathy, SR 25</p><p>Saves: Fort +3, Ref +1, Will +6</p><p>Abilities: Str 10+2, Dex 9+4, Con 14+2, Int 8+8, Wis 10+6, Cha 10+6</p><p>Skills: Concentration +8, Hide +8*, Listen +8, Move Silently +4, Spot +8, KS: any one +7</p><p>Feats: Alertness, multiattack</p><p>Climate/Terrain: Any underground. </p><p>Organization: Solitary, pair, inquisition (3-5), cult (3-5 plus 6-10 thralls) </p><p>Challenge rating: 9</p><p>Treasure: Double standard </p><p>Alignment: Usually lawful evil. </p><p>Advancement: By character class. </p><p></p><p>A grimwind is created when an illithid tadpole is inserted into a troglodyte brain. </p><p></p><p>Grimwinds are often used as clerical support--although they are usually a liability in melee combat, due to their stench ability, they can serve as magical backup, as well as healing when the battle is over. Grimwinds are also used as infiltrators when subtlety is not a priority.</p><p></p><p>If anything, a grimwind is even more gaunt and slimy than its reptilian brethren, and its long, saurian face ends in a small beak surrounded by 4 slimy tentacles. Its flesh changes color like that of a normal troglodyte, but is tougher, and lacks scales. They still have a tail, which they use for balance.</p><p></p><p>Grimwinds speak Draconic and Common.</p><p></p><p>Combat</p><p>Stench (Ex): When a grimwind is angry or frightened, it secretes an oily, musklike chemical that nearly every form of animal life finds offensive. All creatures (except troglodytes and other grimwinds) within 30 feet of the grimwind must succeed at a Fortitude save (DC 14) or be overcome with nausea. This lasts for 10 rounds and deals 1d6 points of temporary Strength damage.</p><p></p><p>Mind Blast: This attack is a cone 60 feet long. Anyone caught in this cone must succeed in a Will save (DC 14) or be stunned for 3d4 rounds. </p><p></p><p>Psionics: At will -- astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. These abilities are as the spells cast by a 2nd-level sorceror. </p><p></p><p>Improved Grab: To use this ability, the Grimwind must hit a creature that is either equal in size, or one size either bigger or smaller, with a tentacle attack. If it gets a hold, it attaches the tentacle to the opponent's head. After a successful grab, the Grimwind can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Grimwind gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn. </p><p></p><p>Extract: A Grimwind that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts its opponents brain, instantly killing the creature. </p><p></p><p>Telepathy: Grimwinds can communicate telepathically with any creature within 100 feet that has a language. </p><p></p><p>Spell Resistance: A Grimwind possesses a natural spell resistance of 25. </p><p></p><p>Skills: The skin of a grimwind changes color somewhat, allowing it to blend in with surroundings like a chameleon and conferring a +4 racial bonus to Hide checks. *In rocky or subterranean settings, this bonus improves to +8.</p><p></p><p>Grimwind Characters</p><p>A grimwind's favored class is cleric. Grimwind clerics can choose any two of the following domains: Chaos, Death, Destruction, and Evil.</p></blockquote><p></p>
[QUOTE="Devon, post: 123245, member: 1446"] [b]a ceremorphic troglodyte[/b] Hey folks, I made this as an exercise of the Ceremorph template. I hope it managed to capture the right spirit: Grimwind (Ceremorphic Troglodyte) Medium-Size Aberration Hit Dice: 2d8+4 (13 hp) Initiative: (Dex) Speed: 30 ft. AC: 19 (+1 Dex, +9 natural) Attacks: 2 claws +2 melee, 4 tentacles +0 melee; or javelin +2 ranged Damage: claw 1d4+1, tentacles 1d3; or javelin 1d6 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Stench, darkvision 90 ft., mind blast, psionics, improved grab Special Qualities: Telepathy, SR 25 Saves: Fort +3, Ref +1, Will +6 Abilities: Str 10+2, Dex 9+4, Con 14+2, Int 8+8, Wis 10+6, Cha 10+6 Skills: Concentration +8, Hide +8*, Listen +8, Move Silently +4, Spot +8, KS: any one +7 Feats: Alertness, multiattack Climate/Terrain: Any underground. Organization: Solitary, pair, inquisition (3-5), cult (3-5 plus 6-10 thralls) Challenge rating: 9 Treasure: Double standard Alignment: Usually lawful evil. Advancement: By character class. A grimwind is created when an illithid tadpole is inserted into a troglodyte brain. Grimwinds are often used as clerical support--although they are usually a liability in melee combat, due to their stench ability, they can serve as magical backup, as well as healing when the battle is over. Grimwinds are also used as infiltrators when subtlety is not a priority. If anything, a grimwind is even more gaunt and slimy than its reptilian brethren, and its long, saurian face ends in a small beak surrounded by 4 slimy tentacles. Its flesh changes color like that of a normal troglodyte, but is tougher, and lacks scales. They still have a tail, which they use for balance. Grimwinds speak Draconic and Common. Combat Stench (Ex): When a grimwind is angry or frightened, it secretes an oily, musklike chemical that nearly every form of animal life finds offensive. All creatures (except troglodytes and other grimwinds) within 30 feet of the grimwind must succeed at a Fortitude save (DC 14) or be overcome with nausea. This lasts for 10 rounds and deals 1d6 points of temporary Strength damage. Mind Blast: This attack is a cone 60 feet long. Anyone caught in this cone must succeed in a Will save (DC 14) or be stunned for 3d4 rounds. Psionics: At will -- astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. These abilities are as the spells cast by a 2nd-level sorceror. Improved Grab: To use this ability, the Grimwind must hit a creature that is either equal in size, or one size either bigger or smaller, with a tentacle attack. If it gets a hold, it attaches the tentacle to the opponent's head. After a successful grab, the Grimwind can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Grimwind gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn. Extract: A Grimwind that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts its opponents brain, instantly killing the creature. Telepathy: Grimwinds can communicate telepathically with any creature within 100 feet that has a language. Spell Resistance: A Grimwind possesses a natural spell resistance of 25. Skills: The skin of a grimwind changes color somewhat, allowing it to blend in with surroundings like a chameleon and conferring a +4 racial bonus to Hide checks. *In rocky or subterranean settings, this bonus improves to +8. Grimwind Characters A grimwind's favored class is cleric. Grimwind clerics can choose any two of the following domains: Chaos, Death, Destruction, and Evil. [/QUOTE]
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