gamecat
Explorer
FEATHER DEVIL
Small Outsider (Evil)
Hit Dice: 3d8 (13 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft, Fly 60 ft
AC: 16 (+3 Dex, +1 size, +2 natural)
Attacks: Feather +7 melee touch
Damage: Feather Tickle
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Tickle
Special Qualities: Darkvision
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 8, Dex 16, Con 10, Int 6, Wis 11, Cha 12
Skills: Hide +13, Knowledge (The Planes) +4, Listen +6, Move Silently +9, Perform (Comedy) +9 , Spot +6
Feats: Weapon Finesse (Feather)
Climate/Terrain: Any land and underground
Challenge Rating: 1
Treasure: Standard (plus feather)
Alignment: Usually neutral evil
What is before you resembles a winged human child clutching a very large feather and bearing a malicious grin.
Unaligned to the baatezu or the tanar’ri, feather devils exist to torment mortals with laughter. They do so by tickling with a magical feather.
Tickle (Su): If a feather devil successfully makes a melee touch attack with his feather, the opponent must make a will save (DC 14) or be stricken with a Hideous Laughter spell as cast by a sorcerer of the feather devil’s hit dice. (The save DC formula is ½ the Feather Devil’s HD + the Feather devil’s dexterity modifier). The feather devil may continue to tickle the opponent in the following rounds, which then calls for another will save. If the opponent fails the second save he is considered helpless, in which case the feather devil will typically flip his feather around and gorily coup de grace the opponent.
Darkvision: This creature can see in complete darkness, up to 60.
Inspired by Bartmanhomer's thread over in general. I like it, but im shaky on my CR estimation.
Small Outsider (Evil)
Hit Dice: 3d8 (13 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft, Fly 60 ft
AC: 16 (+3 Dex, +1 size, +2 natural)
Attacks: Feather +7 melee touch
Damage: Feather Tickle
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Tickle
Special Qualities: Darkvision
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 8, Dex 16, Con 10, Int 6, Wis 11, Cha 12
Skills: Hide +13, Knowledge (The Planes) +4, Listen +6, Move Silently +9, Perform (Comedy) +9 , Spot +6
Feats: Weapon Finesse (Feather)
Climate/Terrain: Any land and underground
Challenge Rating: 1
Treasure: Standard (plus feather)
Alignment: Usually neutral evil
What is before you resembles a winged human child clutching a very large feather and bearing a malicious grin.
Unaligned to the baatezu or the tanar’ri, feather devils exist to torment mortals with laughter. They do so by tickling with a magical feather.
Tickle (Su): If a feather devil successfully makes a melee touch attack with his feather, the opponent must make a will save (DC 14) or be stricken with a Hideous Laughter spell as cast by a sorcerer of the feather devil’s hit dice. (The save DC formula is ½ the Feather Devil’s HD + the Feather devil’s dexterity modifier). The feather devil may continue to tickle the opponent in the following rounds, which then calls for another will save. If the opponent fails the second save he is considered helpless, in which case the feather devil will typically flip his feather around and gorily coup de grace the opponent.
Darkvision: This creature can see in complete darkness, up to 60.
Inspired by Bartmanhomer's thread over in general. I like it, but im shaky on my CR estimation.