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Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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<blockquote data-quote="Kitsunekaboom" data-source="post: 984794" data-attributes="member: 8301"><p>Phantasmal Assassin (Monstrous Spider, Large + Tauric + Skulk)</p><p>Large Monstrous Humanoid</p><p>Hit Dice: 6d8+6 (33)</p><p>Initiative: +7 (+3 Dex, +4 Improved Initiative)</p><p>Speed: 40 Ft, climb 20 Ft.</p><p>AC: 14 (-1 Size, +3 Dex, +2 Natural)</p><p>Base Attack/Grapple: +6/+10</p><p>Attack: Rapier +8 melee, or Light Crossbow +9 ranged</p><p>Full Attack: Rapier +8 melee, or Light Crossbow +9 ranged</p><p>Damage: Rapier 1d6+2, light crossbow 1d8</p><p>Face/Reach: 10 Ft. By 10ft/5ft</p><p>Special Attacks: Web</p><p>Special Qualities: Innate nondetection, peerless camouflage, trackless path, vermin </p><p>Saves: Fort: +5, Ref: +4, Will: +1</p><p>Abilities: Str:15, Dex:17, Con:12, Int:11, Wis:8, Cha:6</p><p>Skills: Climb +8, Hide +23, Jump +14*, Move Silently +14, Spot +11*</p><p>Feats: Combat Reflexes, Improved Initiative</p><p>Climate/Terrain: Temperate and warm land and underground</p><p>Organization: Solitary or colony (2-5)</p><p>Challenge Rating: 3</p><p>Treasure: Standard</p><p>Alignment: Usually Neutral Evil</p><p>Advancement: By class</p><p></p><p>Phantasmal Assassin is somewhat of a misnomer, for these creatures, who call themselves the Terak, are not phantasmal and not always assassins, however this is what they are good at. They are often hired to kill because of their immense stealth. </p><p></p><p>These beings stand at over 6 feet tall, their upper body is that of an extremely pale, hairless humanoid, and their lower body is that of a pale, hairless spider. They horrify most who look upon them. Most theorize that the Drow had a hand in their creation, however the Drow will attack a Terak with little or no provocation. </p><p></p><p>One thing is known for certain, making the Terak angry is something no one wishes to do. Bodies of Drow officials who have led hunts against the Terak have been found webbed to their beds and stabbed repeatedly. </p><p></p><p>Combat</p><p></p><p>Terak tend to avoid direct combat, instead favoring ambush and stealth. </p><p></p><p>Innate Nondetection (Su): Teraks are difficult to detect by divination spells such as cairaudience/clairvoyance, locate creature, detection spells, and items such as a crystal ball. If a divination is attempted upon a skulk, the caster of the divination must succeed on a caster level check (1d20 + caster level) against DC: 20. </p><p></p><p>Peerless Camouflage (Ex): Teraks can move at full speed (and even run) while hiding, taking no penalties on Hide checks due to movement.</p><p></p><p>Trackless Path (Ex): The DC of any Survival check to follow the trail of a Terak is increased by 10.</p><p></p><p>Web (Ex): DC 26 to escape, 32 to break, 12 HP</p><p></p><p>Vermin: Immune to mind-influencing effects</p><p></p><p>Skills: Teraks receive a +8 racial bonus to Move Silently and Spot checks and a +19 racial bonus to Hide checks. These bonuses apply only to skulks in light or no armor. In addition Teraks receive a +6 racial bonus to Jump checks.</p></blockquote><p></p>
[QUOTE="Kitsunekaboom, post: 984794, member: 8301"] Phantasmal Assassin (Monstrous Spider, Large + Tauric + Skulk) Large Monstrous Humanoid Hit Dice: 6d8+6 (33) Initiative: +7 (+3 Dex, +4 Improved Initiative) Speed: 40 Ft, climb 20 Ft. AC: 14 (-1 Size, +3 Dex, +2 Natural) Base Attack/Grapple: +6/+10 Attack: Rapier +8 melee, or Light Crossbow +9 ranged Full Attack: Rapier +8 melee, or Light Crossbow +9 ranged Damage: Rapier 1d6+2, light crossbow 1d8 Face/Reach: 10 Ft. By 10ft/5ft Special Attacks: Web Special Qualities: Innate nondetection, peerless camouflage, trackless path, vermin Saves: Fort: +5, Ref: +4, Will: +1 Abilities: Str:15, Dex:17, Con:12, Int:11, Wis:8, Cha:6 Skills: Climb +8, Hide +23, Jump +14*, Move Silently +14, Spot +11* Feats: Combat Reflexes, Improved Initiative Climate/Terrain: Temperate and warm land and underground Organization: Solitary or colony (2-5) Challenge Rating: 3 Treasure: Standard Alignment: Usually Neutral Evil Advancement: By class Phantasmal Assassin is somewhat of a misnomer, for these creatures, who call themselves the Terak, are not phantasmal and not always assassins, however this is what they are good at. They are often hired to kill because of their immense stealth. These beings stand at over 6 feet tall, their upper body is that of an extremely pale, hairless humanoid, and their lower body is that of a pale, hairless spider. They horrify most who look upon them. Most theorize that the Drow had a hand in their creation, however the Drow will attack a Terak with little or no provocation. One thing is known for certain, making the Terak angry is something no one wishes to do. Bodies of Drow officials who have led hunts against the Terak have been found webbed to their beds and stabbed repeatedly. Combat Terak tend to avoid direct combat, instead favoring ambush and stealth. Innate Nondetection (Su): Teraks are difficult to detect by divination spells such as cairaudience/clairvoyance, locate creature, detection spells, and items such as a crystal ball. If a divination is attempted upon a skulk, the caster of the divination must succeed on a caster level check (1d20 + caster level) against DC: 20. Peerless Camouflage (Ex): Teraks can move at full speed (and even run) while hiding, taking no penalties on Hide checks due to movement. Trackless Path (Ex): The DC of any Survival check to follow the trail of a Terak is increased by 10. Web (Ex): DC 26 to escape, 32 to break, 12 HP Vermin: Immune to mind-influencing effects Skills: Teraks receive a +8 racial bonus to Move Silently and Spot checks and a +19 racial bonus to Hide checks. These bonuses apply only to skulks in light or no armor. In addition Teraks receive a +6 racial bonus to Jump checks. [/QUOTE]
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