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Monsters of Mirth: Post Your April Fool's Creatures Here!
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<blockquote data-quote="robjh" data-source="post: 1457881" data-attributes="member: 17962"><p><strong>Shnoz</strong></p><p></p><p>Cousin to the Beholder...</p><p></p><p>Shnoz</p><p>Large Aberration</p><p>Hit Dice: 6d8+12 (39 hp)</p><p>Initiative: +7</p><p>Speed: 5 ft. (1 square), fly 30 ft. (good), swim 10 ft.</p><p>Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15</p><p>Base Attack/Grapple: +4/+9</p><p>Attack: Slam +4 melee (1d6+1), or slime +6 ranged touch</p><p>Full Attack: Slam +4 melee (1d6+1), or slime +6 ranged touch</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Slime, erupting pores, constrict 1d4+1, improved grab</p><p>Special Qualities: Immunities, blindsight 60 ft., scent, fly</p><p>Saves: Fort +4, Ref +5, Will +7</p><p>Abilities: Str 12, Dex 16, Con 15, Int 9, Wis 14, Cha 4</p><p>Skills: Listen +4, Search +4, Survival +4*</p><p>Feats: Blind-Fight, Improved Initiative, Track</p><p>Environment: Underground</p><p>Organization: Solitary, pair, or cluster (2-4)</p><p>Challenge Rating: 5</p><p>Treasure: None</p><p>Alignment: Usually neutral</p><p>AdvancementL 7-8 HD (Large); 9-12 HD (Huge)</p><p>Level Adjustment: --</p><p></p><p>A shnoz is a ludicrous-appearing, eight-foot-tall creature that is shaped vaguely like a large, bulbous nose. It has a large, U-shaped cavity along the underside, from which hang a tangle of quivering, hairy tendrils. A dense mane of dark, shiny hair covers the back of the shnoz. The flesh of this creature can range from a mottled drak gray to a uniform pale pinkish hue, and the form can vary from a wide flat nose to a long snout.</p><p></p><p>The shnoz is completely mute and it can only communicate by emitting various scents. These scents will often linger in the air for days, allowing the shnoz to leave simple messages for others of its kind.</p><p></p><p>Combat</p><p></p><p>Shnoz are cautious creatures that rely on their unusual abilities to overcome their opponents. They attempt to surprise their foes, striking without warning and keeping their prey off balance.</p><p></p><p>Slime (Ex): Once every 1d3 rounds a shnoz can spit a glob of slimy material from the opening on the underside. This is similar to an attack by a net but has a maximum range of 50 feet, with a range increment of 10 feet. The slime is effective against targets of up to one size category smaller than the shnoz. An entangled creature can escape with a successful DC 15 Escape Artist check or burst it with a DC 17 Strength check. The check DC are Con-based, and the Strength check includes a +2 racial bonus.</p><p></p><p>Improved Grab (Ex): To use this ability, the shnoz must hit with its slam attack. It can then attempt to start a grapple using its tendrils as a free action without provoking an attack of opportunity. if it wins the grapple check, it establishes a hold and can constrict.</p><p></p><p>Erupting Pores (Ex): Once per minute, pores along the front of the shnoz can emit a dense cloud of fine black powder. This material lingers in the air, and functions as a <em>darkness</em> spell (caster level 6th). This darkness obscures sight but does not counter or dispel light spells. A wind stronger than a light breeze will disperse the cloud after a full round.</p><p></p><p>Flight (Ex): A shnoz's body is naturally buoyant, allowing it to fly at a speed of 30 ft. This buoyancy also grants it a permanent <em>feather fall</em> effect (as the spell) with a personal range.</p><p></p><p>Blindsight (Ex): Shnoz can ascertain all foes within 60 feet as a sighted creature would. Beyond that range, they treat all targets as totally concealed. Shnoz are susceptible to scent-based attacks, and are affected normally by overpowering odors (such as <em>stinking cloud</em> or incense-heavy air). Negating a shnoz's sense of smell effectively blinds the creature.</p><p></p><p>Immunities: Shnoz are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.</p><p></p><p>Skills: *Shnoz have a +12 racial bonus on Survival checks when tracking by scent.</p><p></p><p></p><p>...from the Book of Beasts. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>--</p><p> Bob</p></blockquote><p></p>
[QUOTE="robjh, post: 1457881, member: 17962"] [b]Shnoz[/b] Cousin to the Beholder... Shnoz Large Aberration Hit Dice: 6d8+12 (39 hp) Initiative: +7 Speed: 5 ft. (1 square), fly 30 ft. (good), swim 10 ft. Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15 Base Attack/Grapple: +4/+9 Attack: Slam +4 melee (1d6+1), or slime +6 ranged touch Full Attack: Slam +4 melee (1d6+1), or slime +6 ranged touch Space/Reach: 10 ft./5 ft. Special Attacks: Slime, erupting pores, constrict 1d4+1, improved grab Special Qualities: Immunities, blindsight 60 ft., scent, fly Saves: Fort +4, Ref +5, Will +7 Abilities: Str 12, Dex 16, Con 15, Int 9, Wis 14, Cha 4 Skills: Listen +4, Search +4, Survival +4* Feats: Blind-Fight, Improved Initiative, Track Environment: Underground Organization: Solitary, pair, or cluster (2-4) Challenge Rating: 5 Treasure: None Alignment: Usually neutral AdvancementL 7-8 HD (Large); 9-12 HD (Huge) Level Adjustment: -- A shnoz is a ludicrous-appearing, eight-foot-tall creature that is shaped vaguely like a large, bulbous nose. It has a large, U-shaped cavity along the underside, from which hang a tangle of quivering, hairy tendrils. A dense mane of dark, shiny hair covers the back of the shnoz. The flesh of this creature can range from a mottled drak gray to a uniform pale pinkish hue, and the form can vary from a wide flat nose to a long snout. The shnoz is completely mute and it can only communicate by emitting various scents. These scents will often linger in the air for days, allowing the shnoz to leave simple messages for others of its kind. Combat Shnoz are cautious creatures that rely on their unusual abilities to overcome their opponents. They attempt to surprise their foes, striking without warning and keeping their prey off balance. Slime (Ex): Once every 1d3 rounds a shnoz can spit a glob of slimy material from the opening on the underside. This is similar to an attack by a net but has a maximum range of 50 feet, with a range increment of 10 feet. The slime is effective against targets of up to one size category smaller than the shnoz. An entangled creature can escape with a successful DC 15 Escape Artist check or burst it with a DC 17 Strength check. The check DC are Con-based, and the Strength check includes a +2 racial bonus. Improved Grab (Ex): To use this ability, the shnoz must hit with its slam attack. It can then attempt to start a grapple using its tendrils as a free action without provoking an attack of opportunity. if it wins the grapple check, it establishes a hold and can constrict. Erupting Pores (Ex): Once per minute, pores along the front of the shnoz can emit a dense cloud of fine black powder. This material lingers in the air, and functions as a [i]darkness[/i] spell (caster level 6th). This darkness obscures sight but does not counter or dispel light spells. A wind stronger than a light breeze will disperse the cloud after a full round. Flight (Ex): A shnoz's body is naturally buoyant, allowing it to fly at a speed of 30 ft. This buoyancy also grants it a permanent [i]feather fall[/i] effect (as the spell) with a personal range. Blindsight (Ex): Shnoz can ascertain all foes within 60 feet as a sighted creature would. Beyond that range, they treat all targets as totally concealed. Shnoz are susceptible to scent-based attacks, and are affected normally by overpowering odors (such as [i]stinking cloud[/i] or incense-heavy air). Negating a shnoz's sense of smell effectively blinds the creature. Immunities: Shnoz are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Skills: *Shnoz have a +12 racial bonus on Survival checks when tracking by scent. ...from the Book of Beasts. ;) -- Bob [/QUOTE]
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