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Monster need professional opinion: Does his hair make him look fat?
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<blockquote data-quote="jgbrowning" data-source="post: 452304" data-attributes="member: 5724"><p>My monster: He's about to commit suicide? </p><p>Shubalith (Poison Infernal, Lesser Circle Infernal)</p><p>Huge Outsider (Evil)</p><p>Hit Dice: 12d8 +48 (98 hp)</p><p>Initiative: +4 (+4 Improved Initiative)</p><p>Speed: 30 ft</p><p>AC: 14 (-2 size, +6 natural)</p><p>Attacks: Spit +12 (Dex), 2 Slams + 14 (Str)</p><p>Damage: Spit 1 acid + poison, Slam 2d6 +7 </p><p>Face/Reach: 10 ft by 10 ft/15 ft.</p><p>Special Attacks: Poison, Great Spit</p><p>Special Qualities: Infernal qualities, SR 20, damage reduction 10/+2</p><p>Saves: Fort +11, Ref +7, Will +9</p><p>Abilities: Str 24, Dex 10, Con 18, Int 10, Wis 10, Cha 8</p><p>Skills: Bluff +14, Climb + 20, Hide +15, Knowledge (Infernal hierarchy) +15, Move Silently +15, Sense Motive +15</p><p>Feats: Improved Initiative, Iron Will, Point Blank Shot, Power Attack</p><p>Climate/Terrain: Any land (except desert) and underground</p><p>Organization: Solitary</p><p>Challenge Rating: 10</p><p>Treasure: Standard (Gems only, found in gullet)</p><p>Alignment: Usually neutral evil</p><p>Advancement: 13-17 HD (Huge); 18-22 HD (Gargantuan)</p><p></p><p>The final manifestation of a poison infernal, the shubalith is a loathsome infernal. A bulbous globular body supported by three tree trunk legs, shubalith spit various poisons from the many tube-like structures on its main body. Two strong, sinuous limbs exit from the main body. A tiny lamprey-like mouth lies at the center of its three legs.</p><p></p><p>Combat</p><p>Shubalith prefer to remain motionless and spit at any combatants. If a creature comes within 15 feet of the infernal it lashes out with its powerful arms. </p><p></p><p>Acid: A shubalith's spit is mildly acidic, causing 1hp of damage.</p><p></p><p>Poison: A shubalith has 4 different poisons at it disposal. All are Fortitude (DC 20) and have a range of 60 ft. with no range increments. This attack is treated as a physical attack (i.e. opponents must be hit before the poison can take effect). 1. Constitution poison; 1d6 initial and secondary damage. 2. Dexterity poison; 1d6 initial and secondary damage. 3. Strength poison; 1d6 initial and secondary damage. 4. Sleep poison; initial save or be affected as by the sleep spell with no level limitations (Elves are immune), no secondary effect.</p><p></p><p>Great Spit: A shubalith may refrain from spitting one round to spit a combination of two regular spits. A great spit is treated in all respects as a regular spit, except for having two poisons instead of one.</p><p></p><p>Summon Infernal, Tanar’ri, Baatezu: Once per day a Shubalith can attempt one of the following summonings. Any lower ranked infernal with a 35% chance; higher ranked infernal 10%, vrock 25%; osyluth or barbazu 25%. </p><p></p><p></p><p>Universal Infernal Qualities</p><p>Immunities (Ex): Infernals are immune to disease and poison.</p><p>Resistances (Ex): Infernals have cold, electricity, acid and fire resistance 15</p><p>Telepathy (Su): Infernals can communicate telepathically with any creature within 200 feet that has a language. Minor Circle Infernals are limited to 90ft.</p><p>Improved Darkvision (Ex): Infernals can see 90ft in normal darkness and 60ft in all forms of magical darkness.</p><p>All Infernals speak Fiendish. All but Minor Circle Infernals speak Abyssal and Infernal as well. </p><p></p><p></p><p></p><p>Well, what's the good? what's the bad?</p><p></p><p>joe b.</p></blockquote><p></p>
[QUOTE="jgbrowning, post: 452304, member: 5724"] My monster: He's about to commit suicide? Shubalith (Poison Infernal, Lesser Circle Infernal) Huge Outsider (Evil) Hit Dice: 12d8 +48 (98 hp) Initiative: +4 (+4 Improved Initiative) Speed: 30 ft AC: 14 (-2 size, +6 natural) Attacks: Spit +12 (Dex), 2 Slams + 14 (Str) Damage: Spit 1 acid + poison, Slam 2d6 +7 Face/Reach: 10 ft by 10 ft/15 ft. Special Attacks: Poison, Great Spit Special Qualities: Infernal qualities, SR 20, damage reduction 10/+2 Saves: Fort +11, Ref +7, Will +9 Abilities: Str 24, Dex 10, Con 18, Int 10, Wis 10, Cha 8 Skills: Bluff +14, Climb + 20, Hide +15, Knowledge (Infernal hierarchy) +15, Move Silently +15, Sense Motive +15 Feats: Improved Initiative, Iron Will, Point Blank Shot, Power Attack Climate/Terrain: Any land (except desert) and underground Organization: Solitary Challenge Rating: 10 Treasure: Standard (Gems only, found in gullet) Alignment: Usually neutral evil Advancement: 13-17 HD (Huge); 18-22 HD (Gargantuan) The final manifestation of a poison infernal, the shubalith is a loathsome infernal. A bulbous globular body supported by three tree trunk legs, shubalith spit various poisons from the many tube-like structures on its main body. Two strong, sinuous limbs exit from the main body. A tiny lamprey-like mouth lies at the center of its three legs. Combat Shubalith prefer to remain motionless and spit at any combatants. If a creature comes within 15 feet of the infernal it lashes out with its powerful arms. Acid: A shubalith's spit is mildly acidic, causing 1hp of damage. Poison: A shubalith has 4 different poisons at it disposal. All are Fortitude (DC 20) and have a range of 60 ft. with no range increments. This attack is treated as a physical attack (i.e. opponents must be hit before the poison can take effect). 1. Constitution poison; 1d6 initial and secondary damage. 2. Dexterity poison; 1d6 initial and secondary damage. 3. Strength poison; 1d6 initial and secondary damage. 4. Sleep poison; initial save or be affected as by the sleep spell with no level limitations (Elves are immune), no secondary effect. Great Spit: A shubalith may refrain from spitting one round to spit a combination of two regular spits. A great spit is treated in all respects as a regular spit, except for having two poisons instead of one. Summon Infernal, Tanar’ri, Baatezu: Once per day a Shubalith can attempt one of the following summonings. Any lower ranked infernal with a 35% chance; higher ranked infernal 10%, vrock 25%; osyluth or barbazu 25%. Universal Infernal Qualities Immunities (Ex): Infernals are immune to disease and poison. Resistances (Ex): Infernals have cold, electricity, acid and fire resistance 15 Telepathy (Su): Infernals can communicate telepathically with any creature within 200 feet that has a language. Minor Circle Infernals are limited to 90ft. Improved Darkvision (Ex): Infernals can see 90ft in normal darkness and 60ft in all forms of magical darkness. All Infernals speak Fiendish. All but Minor Circle Infernals speak Abyssal and Infernal as well. Well, what's the good? what's the bad? joe b. [/QUOTE]
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