Lock Lurker

Just to simplify the partial etherealness stuff and bring it more in line with 3e, I would just give it Ethereal Jaunt (see the ethereal filcher and ethereal marauder in the MM for details).

Simple, concise, and to the point. Yes, the whole creature can become ethereal rather than just the stinger, but it still works.
 

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Thanks Erica and Scott! Erica I'll take your edits into account and repost the final version later, I'll e-mail it to scott later.

Mike
 

Lock Lurker

Tiny Aberration
Hit Dice: 1d8 (4 hp)
Initiative: +5
Speed: 20 ft
AC: 17 (+2 size, +5 Dex)
Attacks: Tail sting +7 Melee or bite +7 Melee
Damage: bite 1HP/ tail stinger 1d4 plus venom
Face/Reach: 1 foot/0
Special Attacks: venom
Special Qualities: Ethereal jaunt, darkvision
Saves: Ref +5, Fort +0, will +4
Abilities: STR 1, DEX 20, CON 10, INT 5, WIS 14 CHA 5
Skills: Move Silently +7, Hide +17, Spot +4, Listen +4
Feats: Weapon Finess
Climate Terrain: Any land
Organization: Solitary
CR 2
Treasure: None
Alignment: neutral
Advancement: -


Posion: The tail stinger poison acts a slow spell.
Venom DC 16 slow spell/ 1d8 hp


Ethereal Jaunt (Su): A lock lurker can shift from the Ethereal to the Material Plane as part of any move action, and shift back again as a free action.
It can remain on the Ethereal Plane for 1 round before returning to the Material.
The ability is otherwise identical with ethereal jaunt cast by a 15th-level sorcerer.
 





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