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CR and ECL of novel monster?
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<blockquote data-quote="jeffwik" data-source="post: 843237" data-attributes="member: 9739"><p>Auruzes</p><p></p><p>These strange creatures are said to be natives of the Plane of </p><p>Concordant Opposition. In truth, an auruze is not a single creature at all, but single consciousness controlling a writhing mass of venomous wasps, which in their resting state bind together into a single, solid mass. When fused, the auruze resembles a Small goblinoid completely covered in wasps.</p><p></p><p>At will, the auruze can "awaken" some or all of its dormant components, detaching them from the central body (which gradually shrinks down to nothing as more of its mass is removed). This detatchment allows for a number of effects: "Firing" a single wasp as a projectile weapon, </p><p>sending out ~25% of its biomass to swarm and harry a target, even splitting its consciousness into two smaller clumps.</p><p></p><p>Small Outsider</p><p>3HD</p><p>Move 30’</p><p>AC 12 (+1 dex, +1 size)</p><p>melee +3 Slam d4-1 plus venom</p><p>Qualities: DR 5/+1, Darkvision 60', Fire resistance 15, Cold resistance </p><p>15, Venom (1 point strength damage, Fort save DC 17 negates)</p><p>Saves +3 Fort, +4 Refl, +3 Will</p><p></p><p>Detatchment abilities (all SU): </p><p></p><p>At will: fire off a single wasp. Ranged attack, range increment of 60' or so. Wasp penetrates DR as a +1 weapon, does 1d4-1 (strength bonus) damage, also does one point of strength damage (fort save DC 17 negates) due to venom. Firing a wasp is a standard action that does not provoke an attack of opportunity.</p><p></p><p>No more than 1/day (very tiring): disassemble into a cloud of wasps. Full-round action that provokes an attack of opportunity. While disassembled can fly with good maneuverability and a speed of 60', but cannot carry anything larger than a thimble. Note that any equipment will therefore remain behind. </p><p></p><p>Up to 3/day (tiring): send out a portion of self as an insect swarm. Largely duplicates the spell "Summon Swarm" as if cast by an 9th level druid. Unlike the spell, always "summons" a swarm of flying wasps. The duration of the effect is "Special," not "Concentration + 2 rounds," because the effect continues for as long as the auzure wants it to. </p><p>However, while dispersed, the auzure is Staggered and can take only partial actions. If the swarm is dispersed (by taking 18 points of damage from area-effect spells, for example) the auzure suffers 1d6 temporary Constitution damage and is no longer staggered. Sending out is a full-round action that provokes an attack of opportunity.</p><p></p><p>Up to 3/day (tiring): split into three Tiny auzurets, which share the single consciousness but can act independently. Each auzuret is capable of only a single partial action per round. Each auzuret is identical to the original auzure, except for Tiny size, slam attack does only d3 damage, and a -4 strength penalty. Auzurets are incapable of spellcasting. If one auzuret is destroyed, the others suffer no immediate penalties, but the auzure suffers 2d6 temporary Constitution damage when they re-form. If two auzurets are destroyed, the survivor becomes the original auzure, but suffers 3d6 temporary Constitution damage. Splitting is a full-round action that provokes an attack of opportunity. Note that auzurets are too small to use most equipment.</p><p></p><p></p><p>Str 8, Dex 13, Con 12, Int 11, Wis 10, Cha 11</p><p></p><p>Climb +5, Hide +11, Jump +5, Knowledge (the Planes) +6, Listen +10 (includes +4 racial bonus), Move Silently +7, Search +6, Spot +6</p><p></p><p>Auzures often have character levels. Their favored class is rogue.</p></blockquote><p></p>
[QUOTE="jeffwik, post: 843237, member: 9739"] Auruzes These strange creatures are said to be natives of the Plane of Concordant Opposition. In truth, an auruze is not a single creature at all, but single consciousness controlling a writhing mass of venomous wasps, which in their resting state bind together into a single, solid mass. When fused, the auruze resembles a Small goblinoid completely covered in wasps. At will, the auruze can "awaken" some or all of its dormant components, detaching them from the central body (which gradually shrinks down to nothing as more of its mass is removed). This detatchment allows for a number of effects: "Firing" a single wasp as a projectile weapon, sending out ~25% of its biomass to swarm and harry a target, even splitting its consciousness into two smaller clumps. Small Outsider 3HD Move 30’ AC 12 (+1 dex, +1 size) melee +3 Slam d4-1 plus venom Qualities: DR 5/+1, Darkvision 60', Fire resistance 15, Cold resistance 15, Venom (1 point strength damage, Fort save DC 17 negates) Saves +3 Fort, +4 Refl, +3 Will Detatchment abilities (all SU): At will: fire off a single wasp. Ranged attack, range increment of 60' or so. Wasp penetrates DR as a +1 weapon, does 1d4-1 (strength bonus) damage, also does one point of strength damage (fort save DC 17 negates) due to venom. Firing a wasp is a standard action that does not provoke an attack of opportunity. No more than 1/day (very tiring): disassemble into a cloud of wasps. Full-round action that provokes an attack of opportunity. While disassembled can fly with good maneuverability and a speed of 60', but cannot carry anything larger than a thimble. Note that any equipment will therefore remain behind. Up to 3/day (tiring): send out a portion of self as an insect swarm. Largely duplicates the spell "Summon Swarm" as if cast by an 9th level druid. Unlike the spell, always "summons" a swarm of flying wasps. The duration of the effect is "Special," not "Concentration + 2 rounds," because the effect continues for as long as the auzure wants it to. However, while dispersed, the auzure is Staggered and can take only partial actions. If the swarm is dispersed (by taking 18 points of damage from area-effect spells, for example) the auzure suffers 1d6 temporary Constitution damage and is no longer staggered. Sending out is a full-round action that provokes an attack of opportunity. Up to 3/day (tiring): split into three Tiny auzurets, which share the single consciousness but can act independently. Each auzuret is capable of only a single partial action per round. Each auzuret is identical to the original auzure, except for Tiny size, slam attack does only d3 damage, and a -4 strength penalty. Auzurets are incapable of spellcasting. If one auzuret is destroyed, the others suffer no immediate penalties, but the auzure suffers 2d6 temporary Constitution damage when they re-form. If two auzurets are destroyed, the survivor becomes the original auzure, but suffers 3d6 temporary Constitution damage. Splitting is a full-round action that provokes an attack of opportunity. Note that auzurets are too small to use most equipment. Str 8, Dex 13, Con 12, Int 11, Wis 10, Cha 11 Climb +5, Hide +11, Jump +5, Knowledge (the Planes) +6, Listen +10 (includes +4 racial bonus), Move Silently +7, Search +6, Spot +6 Auzures often have character levels. Their favored class is rogue. [/QUOTE]
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