Wolf72
Explorer
new and improved with more hp!
eek Krish!
soo you want more HD?
um lets see, I could rename this immature or minor madcoils ... and then use higher HD/size as older ones.
Lets just say at the time of contact that is what it looked like, and since they only encountered one there's no telling what else is out there.
[oops have to edit critter, forgot to take -1 attk for size. And if you noticed it has ultrablast at 1x/day ... a 9th lvl power for 3x/day in a CR 6 critter looked a bit strong]
large to Huge 7-18HD: -1 AC/attk, +8 str, -2 dex, +4 con. +3 nat armor.
add't psionic powers
7HD: none
8-12HD: +3 powers, +1 attk/def mode
13-15HD: +6 powers, all/all attk/def modes (sans mindblast), PR 15
16-18HD: +10 powers, all/all attk/def modes (con mindblast), PR 25
and all the other stuff would have to be recalculated ...
a CR6 Madcoil is more than enought to decimate a band of wild elves. They did win in the end, however.
Mad Coil
Huge Beast [dire template jaguar hybrid w/ dire snake +psi-template adv to 16HD]
HD: 16d10 +96 (184hp)
Initiative: +4 (dex)
Speed: 30’, swim 20’
AC: 20 (-2 size, +4 dex, +8 natural)
Attacks: bite +21, 2 claws +16, tail stinger +16 and poison
Damage: bite 2d6+11, claw 1d6+5, stinger [poison] DC24 Fort (init/sec 1d6 temp con)
Face/Reach: 10x20/10
Specl Attk: Improved Grab (Ex), Constrict (1d8+16) (Ex), Poison (Ex)
Spec Qual: Scent, psionics, PR 25
Saves: Fort +16, Ref +14, Will +6
Abilities: Str 33 (+11), Dex 18 (+4), Con 23 (+6), Int 6, Wis 12 (+1), Cha 12 (+1)
Skills: Balance +11, Hide +9, Move Silently +8, Listen +8, Spot +8
Feats:
Clim/Ter: Forest, tropical forest, underground
Organization: Solitary or pair
Challenge Rating: 14
Treasure:
Alignment: Always Neutral Evil
Adv:
MadCoils are the result of ancient magicks gone awry ... festering in a pool of bad magic, that trapped a leopard and snake intent on killing each other, now that hatred is focused on all the living sentients that might have caused that foul pool to exist in the first place.
Telepathy (Su): MadCoils can communicate telepathically with any creature within 100’ that has language ... they never communicate with food or prey.
Attk/Def Modes (Sp): all/all. They use these powers at will. (yes, including MindBlast).
Psionics (Sp): All psionic save DC's are d20 +9
Daze
Chameleon (+10 hide, 160 min),
UltraBlast (13d4, Will for ½).
Inflict Pain ... 3d6 (1040 ft), Will for none
Levitate
Suggestion
Fatal Attraction
Claws of the Vampire (gotta heal itself right?)
Adamant grasp (+10 grapple, that shoud help w/ imp grab and holding a constriction right?)
Improved Vigor (+60hp, 16 minutes)
Dimension Door (run away!)
these powers are usable at will.
okay where (book/page) do I find the size penaties for hide/move silently ... (it's the same as the AC/Attk mod isn't it?)
someone else can do CR
[oops, save should be d20 (or d10 if you want to make your life a bit easier) +1/2 HD +cha mod (right?) ... will change that for all]
eek Krish!
soo you want more HD?
um lets see, I could rename this immature or minor madcoils ... and then use higher HD/size as older ones.
Lets just say at the time of contact that is what it looked like, and since they only encountered one there's no telling what else is out there.
[oops have to edit critter, forgot to take -1 attk for size. And if you noticed it has ultrablast at 1x/day ... a 9th lvl power for 3x/day in a CR 6 critter looked a bit strong]
large to Huge 7-18HD: -1 AC/attk, +8 str, -2 dex, +4 con. +3 nat armor.
add't psionic powers
7HD: none
8-12HD: +3 powers, +1 attk/def mode
13-15HD: +6 powers, all/all attk/def modes (sans mindblast), PR 15
16-18HD: +10 powers, all/all attk/def modes (con mindblast), PR 25
and all the other stuff would have to be recalculated ...
a CR6 Madcoil is more than enought to decimate a band of wild elves. They did win in the end, however.
Mad Coil
Huge Beast [dire template jaguar hybrid w/ dire snake +psi-template adv to 16HD]
HD: 16d10 +96 (184hp)
Initiative: +4 (dex)
Speed: 30’, swim 20’
AC: 20 (-2 size, +4 dex, +8 natural)
Attacks: bite +21, 2 claws +16, tail stinger +16 and poison
Damage: bite 2d6+11, claw 1d6+5, stinger [poison] DC24 Fort (init/sec 1d6 temp con)
Face/Reach: 10x20/10
Specl Attk: Improved Grab (Ex), Constrict (1d8+16) (Ex), Poison (Ex)
Spec Qual: Scent, psionics, PR 25
Saves: Fort +16, Ref +14, Will +6
Abilities: Str 33 (+11), Dex 18 (+4), Con 23 (+6), Int 6, Wis 12 (+1), Cha 12 (+1)
Skills: Balance +11, Hide +9, Move Silently +8, Listen +8, Spot +8
Feats:
Clim/Ter: Forest, tropical forest, underground
Organization: Solitary or pair
Challenge Rating: 14
Treasure:
Alignment: Always Neutral Evil
Adv:
MadCoils are the result of ancient magicks gone awry ... festering in a pool of bad magic, that trapped a leopard and snake intent on killing each other, now that hatred is focused on all the living sentients that might have caused that foul pool to exist in the first place.
Telepathy (Su): MadCoils can communicate telepathically with any creature within 100’ that has language ... they never communicate with food or prey.
Attk/Def Modes (Sp): all/all. They use these powers at will. (yes, including MindBlast).
Psionics (Sp): All psionic save DC's are d20 +9
Daze
Chameleon (+10 hide, 160 min),
UltraBlast (13d4, Will for ½).
Inflict Pain ... 3d6 (1040 ft), Will for none
Levitate
Suggestion
Fatal Attraction
Claws of the Vampire (gotta heal itself right?)
Adamant grasp (+10 grapple, that shoud help w/ imp grab and holding a constriction right?)
Improved Vigor (+60hp, 16 minutes)
Dimension Door (run away!)
these powers are usable at will.
okay where (book/page) do I find the size penaties for hide/move silently ... (it's the same as the AC/Attk mod isn't it?)
someone else can do CR
[oops, save should be d20 (or d10 if you want to make your life a bit easier) +1/2 HD +cha mod (right?) ... will change that for all]
Last edited: