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ISO Help Designing A Nightmarish Creature
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<blockquote data-quote="_Michael_" data-source="post: 9532106" data-attributes="member: 7045276"><p>Hahaha, more good points! Yeah, I'm very likely being overly careful of how its built, but that's because I want it to stand up to scrutiny--namely, my own. lol I'm a harsh taskmaster with my designs.</p><p></p><p>I think I fixed it.</p><p><strong>Gloomfetch</strong></p><p>Small Aberration (Aquatic [Amphibious])</p><p>Hit Dice: 6d8 + 6 (33hp)</p><p>Initiative: +6</p><p>Speed: 10 feet (2 squares), swim 40 feet</p><p>Armor Class:16 (+1 size, +3 natural armor), touch 13, flat-footed 14</p><p>Base Attack/Grapple: +4/+6 (Improved Grab)</p><p>Attack: Tentacle +7 (1d2+2)</p><p>Full Attack: 8 Tentacles +7 (1d2+2)</p><p>Space/Reach: 5 feet/5 feet</p><p>Special Attacks: Constrict (1d2+2), Enthrall, Improved Grab, Psionics</p><p>Special Qualities: Darkvision 60 feet, Low-light vision, Spell Resistance 11, Telepathy 60 feet</p><p>Saves: Fort +3, Ref +4, Will +7</p><p>Abilities: Str 14, Dex 15, Con 12, Int 17, Wis 15, Cha 14</p><p>Skills: Bluff +6, Concentration +10, Diplomacy +5, Hide +10, Intimidate +5, Knowledge (Dungeoneering) +7, Knowledge (History) +7, Listen +9, Move Silently +6, Sense Motive +9, Spot +9, Swim +5</p><p>Feats: Improved Grab, Improved Initiative, Skill Focus (Concentration)</p><p>Environment: Underground</p><p>Organization: TBD</p><p>CR 8</p><p>Alignment: Lawful Evil</p><p><strong>Psionics (Sp):</strong> At will--<em>Charm Monster </em>(DC 17), <em>Detect Thoughts</em> (DC 15), <em>Dominate Person </em>(DC 18), <em>Suggestion </em>(DC 16)</p><p><strong>Enthrall (Su):</strong> A gloomfetch can attempt to enthrall any one living creature it succeeds on a grapple against. The target must succeed on a DC 17 Will save or be affected as though by a dominate person spell. An enthralled creature obeys the gloomfetch’s telepathic commands until freed by <em>remove curse</em>, and can attempt a new Will save every 24 hours to break free. The control is also broken if the gloomfetch dies, willfully adetaches, or travels more than 1 mile from its slave. The save DC is Charisma-based.</p><p></p><p>There will be more to it like the gloomfetch using the Reflex and Fortitude saves of the host, and using its abilities, etc, but that's a good start, I think. Thank you for that feedback--very valuable.</p></blockquote><p></p>
[QUOTE="_Michael_, post: 9532106, member: 7045276"] Hahaha, more good points! Yeah, I'm very likely being overly careful of how its built, but that's because I want it to stand up to scrutiny--namely, my own. lol I'm a harsh taskmaster with my designs. I think I fixed it. [B]Gloomfetch[/B] Small Aberration (Aquatic [Amphibious]) Hit Dice: 6d8 + 6 (33hp) Initiative: +6 Speed: 10 feet (2 squares), swim 40 feet Armor Class:16 (+1 size, +3 natural armor), touch 13, flat-footed 14 Base Attack/Grapple: +4/+6 (Improved Grab) Attack: Tentacle +7 (1d2+2) Full Attack: 8 Tentacles +7 (1d2+2) Space/Reach: 5 feet/5 feet Special Attacks: Constrict (1d2+2), Enthrall, Improved Grab, Psionics Special Qualities: Darkvision 60 feet, Low-light vision, Spell Resistance 11, Telepathy 60 feet Saves: Fort +3, Ref +4, Will +7 Abilities: Str 14, Dex 15, Con 12, Int 17, Wis 15, Cha 14 Skills: Bluff +6, Concentration +10, Diplomacy +5, Hide +10, Intimidate +5, Knowledge (Dungeoneering) +7, Knowledge (History) +7, Listen +9, Move Silently +6, Sense Motive +9, Spot +9, Swim +5 Feats: Improved Grab, Improved Initiative, Skill Focus (Concentration) Environment: Underground Organization: TBD CR 8 Alignment: Lawful Evil [B]Psionics (Sp):[/B] At will--[I]Charm Monster [/I](DC 17), [I]Detect Thoughts[/I] (DC 15), [I]Dominate Person [/I](DC 18), [I]Suggestion [/I](DC 16) [B]Enthrall (Su):[/B] A gloomfetch can attempt to enthrall any one living creature it succeeds on a grapple against. The target must succeed on a DC 17 Will save or be affected as though by a dominate person spell. An enthralled creature obeys the gloomfetch’s telepathic commands until freed by [I]remove curse[/I], and can attempt a new Will save every 24 hours to break free. The control is also broken if the gloomfetch dies, willfully adetaches, or travels more than 1 mile from its slave. The save DC is Charisma-based. There will be more to it like the gloomfetch using the Reflex and Fortitude saves of the host, and using its abilities, etc, but that's a good start, I think. Thank you for that feedback--very valuable. [/QUOTE]
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