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<blockquote data-quote="Cleon" data-source="post: 5331725" data-attributes="member: 57383"><p>Well since you're dead set against Aberration I'd be OK with Outsider (Extraplanar, Fire) like a Salamander.</p><p></p><p>I'd dropped their Int to 4, since their owner regards them as "semi-sentient".</p><p></p><p>Here's an outline:</p><p></p><p><strong>Flame Roper</strong></p><p><strong></strong>Medium Outsider (Extraplanar, Fire)</p><p>Hit Dice: 5d8+10 (32 hp)</p><p>Initiative: +6</p><p>Speed: 10 ft. (2 squares)</p><p>Armor Class: 20 (+2 Dex, +8 natural), touch 10, flat-footed 23</p><p>Base Attack/Grapple: +5/+7</p><p>Attack: Strand +7 ranged touch (1d6 fire plus drag) or bite +7 melee (1d8+3 plus 1d6 fire)</p><p>Full Attack: 6 strands +7 ranged touch (1d6 fire plus drag) and bite +7 melee (1d8+3 plus 1d6 fire)</p><p>Space/Reach: 5 ft./5 ft. (50 ft. with strand)</p><p>Special Attacks: Drag, heat, strands, weakness</p><p>Special Qualities: Darkvision 60 ft., immunity to electricity and fire, low-light vision, mimic fire tree, spell resistance 25?, vulnerability to cold</p><p>Saves: Fort +6, Ref +6, Will +7</p><p>Abilities: Str 15, Dex 15, Con 15, Int 4, Wis 16, Cha 12</p><p>Skills: 5 at 8 ranks (Climb, Hide, Listen, Move Silently, Spot?)</p><p>Feats: Alertness, Improved Initiative?</p><p>Environment: ?</p><p>Organization: Solitary, pair, or cluster (3-6)</p><p>Challenge Rating: 4?</p><p>Treasure: No coins; 50% goods (stone only); no items</p><p>Alignment: Usually chaotic evil</p><p>Advancement: 6-9 HD (Medium); 10-15 HD (Large)</p><p>Level Adjustment: —</p><p></p><p>Combat</p><p></p><p>Drag (Ex): If a flame roper hits with a strand attack, the strand latches onto the opponent's body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 18 Escape Artist check or a DC 14 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A flame roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 5 hit points (10 hit points for a Large flame roper) and can be attacked by making a successful sunder attempt. However, attacking a flame roper's strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the flame roper takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a flame roper.</p><p></p><p>Heat (Ex): A flame roper generates so much heat that its mere touch deals additional fire damage.</p><p></p><p>Mimic Fire Tree (Ex): or fiery camouflage?</p><p></p><p>Strands (Ex): Most encounters with a flame roper begin when it fires strong, sticky strands of solidified fire. The creature can have up to six strands at once, and they can strike up to 50 feet away (no range increment). If a strand is severed, the flame roper can extrude a new one on its next turn as a free action.</p><p></p><p>Weakness (Ex): A flame roper's strands can sap an opponent's strength. Anyone grabbed by a strand must succeed on a DC 18 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based.</p><p></p><p>Skills: *Flame ropers have a +8 racial bonus on Hide checks in stony or icy areas.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5331725, member: 57383"] Well since you're dead set against Aberration I'd be OK with Outsider (Extraplanar, Fire) like a Salamander. I'd dropped their Int to 4, since their owner regards them as "semi-sentient". Here's an outline: [B]Flame Roper [/B]Medium Outsider (Extraplanar, Fire) Hit Dice: 5d8+10 (32 hp) Initiative: +6 Speed: 10 ft. (2 squares) Armor Class: 20 (+2 Dex, +8 natural), touch 10, flat-footed 23 Base Attack/Grapple: +5/+7 Attack: Strand +7 ranged touch (1d6 fire plus drag) or bite +7 melee (1d8+3 plus 1d6 fire) Full Attack: 6 strands +7 ranged touch (1d6 fire plus drag) and bite +7 melee (1d8+3 plus 1d6 fire) Space/Reach: 5 ft./5 ft. (50 ft. with strand) Special Attacks: Drag, heat, strands, weakness Special Qualities: Darkvision 60 ft., immunity to electricity and fire, low-light vision, mimic fire tree, spell resistance 25?, vulnerability to cold Saves: Fort +6, Ref +6, Will +7 Abilities: Str 15, Dex 15, Con 15, Int 4, Wis 16, Cha 12 Skills: 5 at 8 ranks (Climb, Hide, Listen, Move Silently, Spot?) Feats: Alertness, Improved Initiative? Environment: ? Organization: Solitary, pair, or cluster (3-6) Challenge Rating: 4? Treasure: No coins; 50% goods (stone only); no items Alignment: Usually chaotic evil Advancement: 6-9 HD (Medium); 10-15 HD (Large) Level Adjustment: — Combat Drag (Ex): If a flame roper hits with a strand attack, the strand latches onto the opponent's body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 18 Escape Artist check or a DC 14 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A flame roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 5 hit points (10 hit points for a Large flame roper) and can be attacked by making a successful sunder attempt. However, attacking a flame roper's strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the flame roper takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a flame roper. Heat (Ex): A flame roper generates so much heat that its mere touch deals additional fire damage. Mimic Fire Tree (Ex): or fiery camouflage? Strands (Ex): Most encounters with a flame roper begin when it fires strong, sticky strands of solidified fire. The creature can have up to six strands at once, and they can strike up to 50 feet away (no range increment). If a strand is severed, the flame roper can extrude a new one on its next turn as a free action. Weakness (Ex): A flame roper's strands can sap an opponent's strength. Anyone grabbed by a strand must succeed on a DC 18 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based. Skills: *Flame ropers have a +8 racial bonus on Hide checks in stony or icy areas. [/QUOTE]
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