Cleon
Legend
Fearsome Critters from Lumberjack Tales - The Agropelter
Agropelter
Medium Magical Beast
Hit Dice: 5d10+5 (32 hp)
Initiative: +4
Speed: 30 ft. (6 squares), climb 50 ft.
Armor Class: 20 (+4 Dex, +4 dodge [only in trees], +2 natural), touch 18, flat-footed 12
Base Attack/Grapple: +5/+9
Attack: club +9 melee (1d6+4/19-20) or claw +9 melee (1d4+4) or club +9 ranged (1d6+6/19-20) [club +10 ranged (1d6+7/19-20) up to 30' range, due to Point Blank Shot]
Full Attack: club +9 melee (1d6+4) or claw +9 melee (1d4+4) or club +9 ranged (1d6+6/19-20) [club +10 ranged (1d6+7/19-20) up to 30' range, due to Point Blank Shot]
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Catapult arms, sneak attack +3d6
Special Qualities: Arboreal dodge, arboreal evasion, arboreal sniping, low-light vision, pass through forest, scent, whip-thin build, wood shaping
Saves: Fort +5, Ref +8, Will +6
Abilities: Str 19, Dex 19, Con 12, Int 5, Wis 15, Cha 3
Skills: Balance +12, Climb +12*(+16 in trees), Escape Artist +12, Jump +12, Hide +16*(+20 in trees), Listen +10, Move Silently +12, Spot +10
Feats: Alertness, Improved Critical (Club)B, Point Blank Shot
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral evil
Advancement: 6-9 HD (Medium)
Level Adjustment: —
The creature ducks in and out of cover too fast to show more than an impression of a slender, wiry body, a malevolent apelike face, and overlong arms like muscular whiplashes.
Agropelters are apelike creatures with abnormally flexible arms which dwells in dense forests. An agropelter of ordinary size is some five feet in height and weighs around 120 pounds.
Unlike other dangerous critters of the lumber woods, which as a rule are merely hungry, agropelters are vindictive and actively malicious, going out of their way to assault humans and sabotage their camps and equipment. The whiplash arms of agropelters grants them a gift for slinging logs or rocks through the air with tremendous force and accuracy, and they can easily knock a hoot owl from the sky or crush a lumberjack's skull with such projectiles. An agropelter keeps stashes of clubs in tree-hollows throughout its territory, so it is seldom long without ammunition.
When not making timberfolk's existence a misery, agropelters lead solitary lives patrolling their territories and resting in hollow trees. These creatures are omnivorous, eating a simian-style diet of fruit, nuts, leaves and small animals. They love the taste of birds and eggs, their favourite meals being owls and woodpeckers. Although agropelters have a propensity for killing humans, they do not make a habit of eating them, which adds credence to the theory that these creatures hatred towards humanity is at least partly due to extreme territoriality.
These creatures possess modest but effective supernatural powers. They can pass through the thickest forests without hindrance or leaving a trail, and can magically shape wood with their bare hands and mouths. An agropelter can break off a dead branch and form it into a serviceable club in a few seconds, or enlarge a hole in a trunk into a lair with a few minutes work. They seldom use this gift in battle, since they'd need to touch an enemy's wooden weapons to warp them, thereby exposing themselves to an attach of opportunity. However, they often use it for acts of malice, such as creating deadfall traps or sabotaging equipment - i.e. breaking wheels, ruining wagon-axles or merely fixing camp-chairs to collapse when sat upon.
Combat
Agropelters will fight from the trees whenever possible. They prefer to stealthily approach to within thirty feet of a foe and hurl a log at them as a surprise sneak attack, then dash away using their incredible brachiating speed. For a prolonged fight they rely on hit-and-fade tactics, repeatedly sniping from the tree-tops and trying to reposition themselves without their opponents reckoning where they're moved too.
Note that an Advanced agropelter increases its sneak attack damage by +1d6 for every two Hit Dice of Advancement it gains.
Arboreal Dodge (Ex)
While climbing a tree, an agropelter retains its Dexterity bonus to AC, even when caught flat-footed or struck by an invisible attacker, just as if it possessed a rogue's uncanny dodge class feature. In addition, an agropelter gains a +4 dodge bonus to its armour class when in a tree.
Arboreal Evasion (Ex)
An agropelter in a tree can avoid even magical and unusual attacks by ducking behind a tree limb or trunk. Except for working only while climbing a tree, this functions exactly like a rogue's evasion class feature. i.e. so long as an agropelter is not helpless, if it makes a successful Reflex saving throw against an attack that normally would deal half damage on a successful save, it takes no damage instead.
Arboreal Sniping (Ex)
While in a tree, an agropelter can use the sniping option of the Hide skill with a -10 penalty on its skill check to conceal itself after the shot, instead of the standard -20 penalty. In addition, it can move both before and after making a ranged attack as if it possesses the Shot On The Run feat, so long as the agropelter only moves through trees.
Catapult Arms (Ex)
An agropelter's whiplash arms makes it a living catapult. When hurling throwing weapons, an agropelter increases their range increment by 20 ft. and applies one and a half times its Strength bonus as its damage adjustment from Strength.
Pass Through Forest (Su)
An agropelter can travel through forest terrain without leaving a trail or suffering any hindrance or damage from non-magical undergrowth, no matter how thick. Apart from being a supernatural power that only functions in woodland, this works like the Druid's class features Woodland Stride and Trackless Step.
Whip-Thin Build (Ex)
An agropelter is considered one size category smaller for purposes of concealing itself and squeezing into confined spaces (this is in addition to the agropelter racial bonus on Hide checks, and is included in the Hide skill bonus given in its statistics, above.)
Wood Shaping (Su)
An agropelters possesses a supernatural power equivalent to the spell wood shape usableat will (caster level equal to agropelter's Hit Dice). Amongst other things, this allows an agropelter to craft a throwing club from a suitably sized piece of wood as a standard action.
Skills
Agropelters have a +8 racial bonus on Balance, Climb, Escape Artist and Jump checks, and a +4 racial bonus to Hide, Listen, Move Silently and Spot checks. An agropelter can always choose to take 10 on Climb checks, even if rushed or threatened. While in a tree, an agropelter's racial bonuses on Climb and Hide checks increase to +12.
Lore Checks
DC 15 - Agropelters are stealthy menaces of the forest, who smash in the heads of lumberjacks with hurled logs without ever revealing themselves.
DC 20 - Agropelters are highly territorial and hate human intrusion. They will sabotage unattended gear and ambush stragglers.
DC 25 - An agropelter loves the taste of owl and woodpecker, so such birds could be used as bait for a agropelter trap. In appearance, an agropelter resembles a wiry chimpanzee with flexible whiplike arms and a fiendish face.
Agropelter
Medium Magical Beast
Hit Dice: 5d10+5 (32 hp)
Initiative: +4
Speed: 30 ft. (6 squares), climb 50 ft.
Armor Class: 20 (+4 Dex, +4 dodge [only in trees], +2 natural), touch 18, flat-footed 12
Base Attack/Grapple: +5/+9
Attack: club +9 melee (1d6+4/19-20) or claw +9 melee (1d4+4) or club +9 ranged (1d6+6/19-20) [club +10 ranged (1d6+7/19-20) up to 30' range, due to Point Blank Shot]
Full Attack: club +9 melee (1d6+4) or claw +9 melee (1d4+4) or club +9 ranged (1d6+6/19-20) [club +10 ranged (1d6+7/19-20) up to 30' range, due to Point Blank Shot]
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Catapult arms, sneak attack +3d6
Special Qualities: Arboreal dodge, arboreal evasion, arboreal sniping, low-light vision, pass through forest, scent, whip-thin build, wood shaping
Saves: Fort +5, Ref +8, Will +6
Abilities: Str 19, Dex 19, Con 12, Int 5, Wis 15, Cha 3
Skills: Balance +12, Climb +12*(+16 in trees), Escape Artist +12, Jump +12, Hide +16*(+20 in trees), Listen +10, Move Silently +12, Spot +10
Feats: Alertness, Improved Critical (Club)B, Point Blank Shot
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral evil
Advancement: 6-9 HD (Medium)
Level Adjustment: —
The creature ducks in and out of cover too fast to show more than an impression of a slender, wiry body, a malevolent apelike face, and overlong arms like muscular whiplashes.
Agropelters are apelike creatures with abnormally flexible arms which dwells in dense forests. An agropelter of ordinary size is some five feet in height and weighs around 120 pounds.
Unlike other dangerous critters of the lumber woods, which as a rule are merely hungry, agropelters are vindictive and actively malicious, going out of their way to assault humans and sabotage their camps and equipment. The whiplash arms of agropelters grants them a gift for slinging logs or rocks through the air with tremendous force and accuracy, and they can easily knock a hoot owl from the sky or crush a lumberjack's skull with such projectiles. An agropelter keeps stashes of clubs in tree-hollows throughout its territory, so it is seldom long without ammunition.
When not making timberfolk's existence a misery, agropelters lead solitary lives patrolling their territories and resting in hollow trees. These creatures are omnivorous, eating a simian-style diet of fruit, nuts, leaves and small animals. They love the taste of birds and eggs, their favourite meals being owls and woodpeckers. Although agropelters have a propensity for killing humans, they do not make a habit of eating them, which adds credence to the theory that these creatures hatred towards humanity is at least partly due to extreme territoriality.
These creatures possess modest but effective supernatural powers. They can pass through the thickest forests without hindrance or leaving a trail, and can magically shape wood with their bare hands and mouths. An agropelter can break off a dead branch and form it into a serviceable club in a few seconds, or enlarge a hole in a trunk into a lair with a few minutes work. They seldom use this gift in battle, since they'd need to touch an enemy's wooden weapons to warp them, thereby exposing themselves to an attach of opportunity. However, they often use it for acts of malice, such as creating deadfall traps or sabotaging equipment - i.e. breaking wheels, ruining wagon-axles or merely fixing camp-chairs to collapse when sat upon.
Combat
Agropelters will fight from the trees whenever possible. They prefer to stealthily approach to within thirty feet of a foe and hurl a log at them as a surprise sneak attack, then dash away using their incredible brachiating speed. For a prolonged fight they rely on hit-and-fade tactics, repeatedly sniping from the tree-tops and trying to reposition themselves without their opponents reckoning where they're moved too.
Note that an Advanced agropelter increases its sneak attack damage by +1d6 for every two Hit Dice of Advancement it gains.
Arboreal Dodge (Ex)
While climbing a tree, an agropelter retains its Dexterity bonus to AC, even when caught flat-footed or struck by an invisible attacker, just as if it possessed a rogue's uncanny dodge class feature. In addition, an agropelter gains a +4 dodge bonus to its armour class when in a tree.
Arboreal Evasion (Ex)
An agropelter in a tree can avoid even magical and unusual attacks by ducking behind a tree limb or trunk. Except for working only while climbing a tree, this functions exactly like a rogue's evasion class feature. i.e. so long as an agropelter is not helpless, if it makes a successful Reflex saving throw against an attack that normally would deal half damage on a successful save, it takes no damage instead.
Arboreal Sniping (Ex)
While in a tree, an agropelter can use the sniping option of the Hide skill with a -10 penalty on its skill check to conceal itself after the shot, instead of the standard -20 penalty. In addition, it can move both before and after making a ranged attack as if it possesses the Shot On The Run feat, so long as the agropelter only moves through trees.
Catapult Arms (Ex)
An agropelter's whiplash arms makes it a living catapult. When hurling throwing weapons, an agropelter increases their range increment by 20 ft. and applies one and a half times its Strength bonus as its damage adjustment from Strength.
Pass Through Forest (Su)
An agropelter can travel through forest terrain without leaving a trail or suffering any hindrance or damage from non-magical undergrowth, no matter how thick. Apart from being a supernatural power that only functions in woodland, this works like the Druid's class features Woodland Stride and Trackless Step.
Whip-Thin Build (Ex)
An agropelter is considered one size category smaller for purposes of concealing itself and squeezing into confined spaces (this is in addition to the agropelter racial bonus on Hide checks, and is included in the Hide skill bonus given in its statistics, above.)
Wood Shaping (Su)
An agropelters possesses a supernatural power equivalent to the spell wood shape usableat will (caster level equal to agropelter's Hit Dice). Amongst other things, this allows an agropelter to craft a throwing club from a suitably sized piece of wood as a standard action.
Skills
Agropelters have a +8 racial bonus on Balance, Climb, Escape Artist and Jump checks, and a +4 racial bonus to Hide, Listen, Move Silently and Spot checks. An agropelter can always choose to take 10 on Climb checks, even if rushed or threatened. While in a tree, an agropelter's racial bonuses on Climb and Hide checks increase to +12.
Lore Checks
DC 15 - Agropelters are stealthy menaces of the forest, who smash in the heads of lumberjacks with hurled logs without ever revealing themselves.
DC 20 - Agropelters are highly territorial and hate human intrusion. They will sabotage unattended gear and ambush stragglers.
DC 25 - An agropelter loves the taste of owl and woodpecker, so such birds could be used as bait for a agropelter trap. In appearance, an agropelter resembles a wiry chimpanzee with flexible whiplike arms and a fiendish face.
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