Mark Chance
Boingy! Boingy!
Because even kuo-toa deserve a mutant champion!
Death-Who-Hops, tauric kuo-toa/advanced dire toad Ftr8: CR 14; Large Monstrous Humanoid (Aquatic); HD 10d8+40 plus 8d10+32; hp 161; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft., swim 50 ft.; AC 22 (-1 size, +2 Dex, +6 natural, +1 large steel shield, ring of protection +2), touch 13, flat-footed 20; Atks +24/+19/+14/+9 melee (1d10+7/crit 17-20, +1 bastard sword) and +17 (1d6+2 and poison, bite), or +22/+17/+12/+7 ranged (1d8+6/crit x3, +1 mighty [Str 18] composite longbow with +1 arrows); Face/Reach 5 ft. by 5 ft./10 ft.; SA poison; SQ keen sight, slippery, adhesive, immunities, electricity resistance 30, light blindness, amphibious, low-light vision, darkvision 60 ft.; SV Fort +16, Ref +13, Will +12; Str 18, Dex 14, Con 19, Int 13, Wis 14, Cha 8; AL NE.
Skills: Climb +11*, Craft (weaponsmithing) +6, Escape Artist +21*, Hide +6*, Jump +26*, Listen +13, Move Silently +6*, Search +6, Spot +13, Swim +20. Includes +4 racial bonus on Hide, Listen, and Spot checks, a +8 racial bonus on Jump and Swim checks, and a +15 racial bonus to Escape Artist checks. Can always take 10 on Swim checks. *Includes -1 armor check penalty for +1 large steel shield.
Feats: Alertness, Cleave, Great Cleave, Great Fortitude, Improved Critical (bastard sword), Improved Initiative, Lightning Reflexes, Point Blank Shot, Power Attack (BAB +18), Precise Shot, Weapon Focus (bastard sword), Weapon Specialization (bastard sword).
SA - Poison (Ex): Bite, Fortitude save DC 16, initial and secondary damage 1d6 points of temporary Constitution damage.
SQ - Keen Sight (Ex): Can spot a moving object or creature even if it is invisible, ethereal, or astral.
SQ - Slippery (Ex): Webs, magical or otherwise, do not affect Death-Who-Hops.
SQ - Adhesive (Ex): Anyone who makes an unsuccessful melee attack against Death-Who-Hops must succeed at a Reflex save (DC 16) or the attacker's weapon sticks to Death-Who-Hops's shield and is yanked out of the wielder's grasp. Creatures using natural weapons are automatically grappled if stuck.
SQ - Immunities (Ex): Immune to paralysis, poison, and figments.
SQ - Light Blindess (Ex): Abrupt exposure to bright light blinds Death-Who-Hops for 1 round. Suffers a -1 circumstance bonus to attack rolls, saves, and checks while operating in bright light.
SQ - Amphibious (Ex): Breathes by means of gills, but can survive indefinitely on land.
Possessions: +1 bastard sword, +1 large steel shield, +1 mighty [Str 18] composite longbow, 25 +1 arrows, potion of cure moderate wounds, potion of endurance, cloak of resistance +1, ring of protection +2.
Death-Who-Hops, tauric kuo-toa/advanced dire toad Ftr8: CR 14; Large Monstrous Humanoid (Aquatic); HD 10d8+40 plus 8d10+32; hp 161; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft., swim 50 ft.; AC 22 (-1 size, +2 Dex, +6 natural, +1 large steel shield, ring of protection +2), touch 13, flat-footed 20; Atks +24/+19/+14/+9 melee (1d10+7/crit 17-20, +1 bastard sword) and +17 (1d6+2 and poison, bite), or +22/+17/+12/+7 ranged (1d8+6/crit x3, +1 mighty [Str 18] composite longbow with +1 arrows); Face/Reach 5 ft. by 5 ft./10 ft.; SA poison; SQ keen sight, slippery, adhesive, immunities, electricity resistance 30, light blindness, amphibious, low-light vision, darkvision 60 ft.; SV Fort +16, Ref +13, Will +12; Str 18, Dex 14, Con 19, Int 13, Wis 14, Cha 8; AL NE.
Skills: Climb +11*, Craft (weaponsmithing) +6, Escape Artist +21*, Hide +6*, Jump +26*, Listen +13, Move Silently +6*, Search +6, Spot +13, Swim +20. Includes +4 racial bonus on Hide, Listen, and Spot checks, a +8 racial bonus on Jump and Swim checks, and a +15 racial bonus to Escape Artist checks. Can always take 10 on Swim checks. *Includes -1 armor check penalty for +1 large steel shield.
Feats: Alertness, Cleave, Great Cleave, Great Fortitude, Improved Critical (bastard sword), Improved Initiative, Lightning Reflexes, Point Blank Shot, Power Attack (BAB +18), Precise Shot, Weapon Focus (bastard sword), Weapon Specialization (bastard sword).
SA - Poison (Ex): Bite, Fortitude save DC 16, initial and secondary damage 1d6 points of temporary Constitution damage.
SQ - Keen Sight (Ex): Can spot a moving object or creature even if it is invisible, ethereal, or astral.
SQ - Slippery (Ex): Webs, magical or otherwise, do not affect Death-Who-Hops.
SQ - Adhesive (Ex): Anyone who makes an unsuccessful melee attack against Death-Who-Hops must succeed at a Reflex save (DC 16) or the attacker's weapon sticks to Death-Who-Hops's shield and is yanked out of the wielder's grasp. Creatures using natural weapons are automatically grappled if stuck.
SQ - Immunities (Ex): Immune to paralysis, poison, and figments.
SQ - Light Blindess (Ex): Abrupt exposure to bright light blinds Death-Who-Hops for 1 round. Suffers a -1 circumstance bonus to attack rolls, saves, and checks while operating in bright light.
SQ - Amphibious (Ex): Breathes by means of gills, but can survive indefinitely on land.
Possessions: +1 bastard sword, +1 large steel shield, +1 mighty [Str 18] composite longbow, 25 +1 arrows, potion of cure moderate wounds, potion of endurance, cloak of resistance +1, ring of protection +2.
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