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<blockquote data-quote="dante58701" data-source="post: 2991442" data-attributes="member: 40336"><p>Syclurva</p><p>Large Vermin (Aquatic)</p><p>Hit Dice: 42d8+546 (735 hp)</p><p>Initiative: +11 (+7 Dex, +4 Improved Initiative)</p><p>Speed: 60 ft. (12 squares), burrow 30 ft., climb 60 ft., fly 180 ft. (perfect), swim 60 ft.</p><p>AC: 39 (+7 Dex, –1 size, +23 natural)</p><p>Base Attack/Grapple: +31/+47</p><p>Attack: Pincers +41 (2d8+12/19–20) melee</p><p>Full Attack: 4 Pincers +41 (2d8+12/19–20) melee, bite +40 (1d8+6 plus poison) melee, and sting +43 (1d8+6/19–20 plus poison) melee</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Poison, web</p><p>Special Qualities: Amphibious, DR 20/adamantine, darkvision 60 ft., low-light vision, regeneration 20, scent, tremorsense 60 ft., vermin traits</p><p>Saves: Fort +36, Ref +24, Will +32</p><p>Abilities: Str 34, Dex 25, Con 36, Int - , Wis 40, Cha 44</p><p>Skills: -</p><p>Feats: -</p><p>Climate/Terrain: Any</p><p>Organization: Solitary or hive (1000d1000 - 1000000d1000000)</p><p>Challenge Rating: 21</p><p>Treasure: Standard</p><p>Alignment: Always neutral</p><p>Advancement: 43–52 HD (Large); 53–70 HD (Huge)</p><p></p><p>The old man knew what he had seen, but it simply wasn't possible, or was it. The umbral stain upon his mind simply would not fade, nor would the feeling he was being followed. Though how could it be, if such a thing could not be real. Yet there it was in his mind, that unmistakable image. It was the kind of thing a man could never forget. The blood, the bones, the flesh, it was all too real.He had lost everyone. As he pondered these frantic musings his heart lurched through his spine. The next day the authorities found him, beneath the bodies of countless more like him, stripped to the bone. </p><p></p><p>Syclurva are the ultimate vermin. Nightmarish creatures of pure carnage and terror. The perfect predators, they stalk the most remote regions of the world, hunting anything they can, even each other. The syclurva is not an evil creature, it only knows that it must feed. Rarely reproducing, as they are essentially immortal, they are thankfully few in number, though when they do eventually breed, it is either through parthenogenesis, or normal mating, which often results in the death of the male. </p><p></p><p>Syclurva are about 15 ft. long and weigh about 3000 pounds.</p><p></p><p>Combat</p><p></p><p>A syclurva’s natural weapons are treated as adamantine for the purpose of overcoming damage reduction.</p><p></p><p>Amphibious (Ex): Although syclurva are aquatic, they can survive indefinitely on land.</p><p></p><p>Poison (Ex): Bite or sting, Fort save (DC 44); initial Damage 1d6 temporary Con, secondary Damage Death. The save DC is Constitution-based.</p><p></p><p>Regeneration (Ex): Damage from acid or fire deal normal damage to a syclurva. If a syclurva loses a body part, the missing part regenerates fully in one round. This allows them to recover from otherwise lethal attacks (such as decapitation from a vorpal weapon).</p><p></p><p>Web (Ex): Syclurva often wait in trees, their webs, or on cavern walls, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the syclurva and one creature of the same size. Syclurva can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the syclurva. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.</p><p></p><p>Syclurva often create sheets of sticky webbing from 30 to 40 feet square, depending on the size of the syclurva. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.</p><p></p><p>A syclurva can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.</p><p></p><p>Size Escape Artist DC Break DC Hit Points</p><p>Large 38-42 44-48 42-52</p><p>Huge 43-52 49-60 53-70</p><p></p><p>Tremorsense (Ex): A syclurva can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the syclurva’s webs.</p><p></p><p>Skills: Syclurva have a +4 racial bonus on Hide checks, a +8 racial bonus on Climb and Spot checks, a +8 racial bonus on Hide and Move Silently checks when using their webs, and a +10 racial bonus on Jump checks. A syclurva can always choose to take 10 on Climb checks, even if rushed or threatened. Syclurva use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Furthermore, a syclurva has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p></blockquote><p></p>
[QUOTE="dante58701, post: 2991442, member: 40336"] Syclurva Large Vermin (Aquatic) Hit Dice: 42d8+546 (735 hp) Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: 60 ft. (12 squares), burrow 30 ft., climb 60 ft., fly 180 ft. (perfect), swim 60 ft. AC: 39 (+7 Dex, –1 size, +23 natural) Base Attack/Grapple: +31/+47 Attack: Pincers +41 (2d8+12/19–20) melee Full Attack: 4 Pincers +41 (2d8+12/19–20) melee, bite +40 (1d8+6 plus poison) melee, and sting +43 (1d8+6/19–20 plus poison) melee Space/Reach: 10 ft./5 ft. Special Attacks: Poison, web Special Qualities: Amphibious, DR 20/adamantine, darkvision 60 ft., low-light vision, regeneration 20, scent, tremorsense 60 ft., vermin traits Saves: Fort +36, Ref +24, Will +32 Abilities: Str 34, Dex 25, Con 36, Int - , Wis 40, Cha 44 Skills: - Feats: - Climate/Terrain: Any Organization: Solitary or hive (1000d1000 - 1000000d1000000) Challenge Rating: 21 Treasure: Standard Alignment: Always neutral Advancement: 43–52 HD (Large); 53–70 HD (Huge) The old man knew what he had seen, but it simply wasn't possible, or was it. The umbral stain upon his mind simply would not fade, nor would the feeling he was being followed. Though how could it be, if such a thing could not be real. Yet there it was in his mind, that unmistakable image. It was the kind of thing a man could never forget. The blood, the bones, the flesh, it was all too real.He had lost everyone. As he pondered these frantic musings his heart lurched through his spine. The next day the authorities found him, beneath the bodies of countless more like him, stripped to the bone. Syclurva are the ultimate vermin. Nightmarish creatures of pure carnage and terror. The perfect predators, they stalk the most remote regions of the world, hunting anything they can, even each other. The syclurva is not an evil creature, it only knows that it must feed. Rarely reproducing, as they are essentially immortal, they are thankfully few in number, though when they do eventually breed, it is either through parthenogenesis, or normal mating, which often results in the death of the male. Syclurva are about 15 ft. long and weigh about 3000 pounds. Combat A syclurva’s natural weapons are treated as adamantine for the purpose of overcoming damage reduction. Amphibious (Ex): Although syclurva are aquatic, they can survive indefinitely on land. Poison (Ex): Bite or sting, Fort save (DC 44); initial Damage 1d6 temporary Con, secondary Damage Death. The save DC is Constitution-based. Regeneration (Ex): Damage from acid or fire deal normal damage to a syclurva. If a syclurva loses a body part, the missing part regenerates fully in one round. This allows them to recover from otherwise lethal attacks (such as decapitation from a vorpal weapon). Web (Ex): Syclurva often wait in trees, their webs, or on cavern walls, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the syclurva and one creature of the same size. Syclurva can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the syclurva. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Syclurva often create sheets of sticky webbing from 30 to 40 feet square, depending on the size of the syclurva. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—. A syclurva can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Size Escape Artist DC Break DC Hit Points Large 38-42 44-48 42-52 Huge 43-52 49-60 53-70 Tremorsense (Ex): A syclurva can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the syclurva’s webs. Skills: Syclurva have a +4 racial bonus on Hide checks, a +8 racial bonus on Climb and Spot checks, a +8 racial bonus on Hide and Move Silently checks when using their webs, and a +10 racial bonus on Jump checks. A syclurva can always choose to take 10 on Climb checks, even if rushed or threatened. Syclurva use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Furthermore, a syclurva has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [/QUOTE]
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