My next project (#4)!

cool. how is it now?

Small Magical Beast
Hit Dice: 3d10 (16 hp)
Initiative: +3
Speed: 5 ft. (1 square), fly 30 ft. (poor) (6 squares)
Armor Class: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
Base Attack/Grapple: +3/-2
Attack: Tail slap +3 melee (1d4-1)
Full Attack: Tail slap +3 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Scream
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 8, Dex 17, Con 10, Int 5, Wis 10, Cha 8
Skills: Hide +7, Listen +5, Move Silently +3, Spot +5
Feat: Alertness, Flyby Attack

Environment: Any cold and temperate land, and underground
Organization: Solitary or pack (2-5)
Challenge Rating: 2
Treasure: Standard
Alignment: Always lawful evil
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: —

Shrill wails echoing through the night signal the arrival of a SCREAMER. SCREAMERs are smallish beasts, humanoid in appearance but with frail and spindly arms and legs. These weak limbs are nearly useless for combat and locomotion, but the SCREAMER makes up for this disability with its bat-like wings. Although SCREAMERs are fast fliers, they are not par¬ticularly agile on the wing. SCREAMERs also have a long, muscular, barbed tail that is their primary means of physical attack. It should be noted that despite its appear¬ance and name, the SCREAMER has no connection with outsiders of any type.

COMBAT
A SCREAMER is a tireless combatant, refusing to back down regardless of how the combat is progressing; it always attacks on sight. It attacks in melee with its barbed tail and screams continuously until it or its oppo¬nent is dead.
Scream (Su): A SCREAMER can issue a painful howling scream as a free action. Living creatures within 60 feet must succeed on a DC 11 Fortitude save each round or be stunned for a full round. The save DC is Constitution-based. Stopping one's ears ahead of time allows opponents to avoid having to make saving throws. Spellcasters within range that succeed on their save must also succeed on a Concentra¬tion check to cast a spell. Conversation, even shouting, is impossible within range of a SCREAMER's scream.
 

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#74
slight logistical problem with this one; how can an incorporeal creature trip? Obviously, there needs to be an explanation how this works. The fact that silver weapons can hit it might provide a clue.

Medium-Size Undead (Incorporeal)
HitDice: 4dl2(26hp)
Initiative: +6(+2Dex,+4ImprovedInitiative)
Speed: 50ft.
AC: 13(+2Dex, + ldeflection)
Attacks: Incorporealbite+4melee
Damage: Incorporeal bite Id4 temporary Strength
Face/Reach: 5ft.by5ft./5ft.
SpecialAttacks: Strength damage, trip
Special Qualities: Shadow blend, scent, partially incorporeal, undead
Saves: Fort+l,Ref+3,Will+5
Abilities: Str—,Dexl5,Con—,Int4,Wisl2, Chal3
Skills: Listen+5,Spot+5,WildemessLore +5*
Feat: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary, pair, orpack (5-12)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 5-6HD(Medium-size); 7-12HD (Large)
PUPPYs are large black hounds formed of darkness. They are nocturnal hunters and hate all living creatures. Their eyes flash with a crimson fire when prey is sighted.
COMBAT
PUPPYs prefer to attack from ambush, using the shadows and darkness to their advantage. When prey wanders nearby, a PUPPY leaps to the attack. A PUPPY pack leads its prey into an ambush and then strikes when opponents are completely unaware.
Strength Damage (Su): The bite of a PUPPY deals Id4 points of temporary Strength damage to a living foe. A creature reduced to Strength 0 dies.
Trip (Ex): A PUPPY that hits with its bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the PUPPY.
Partially Incorporeal (Ex): PUPPYs can be hit by non-magical silver weapons, with a 50% chance to ignore any damage from a corporeal source.
Shadow Blend (Ex): In any light less than daylight, PUPPYs blend into the shadows. In torch light or that of a light spell, they receive 1/2 cover; less than that, they receive 9/10 cover. Daylight or a daylight spell negates this ability.
Skills: A PUPPY receives a +4 racial bonus to Wilderness Lore checks when tracking by scent.
 

The partially incorporeal just represents a vulnerability to silver (so giving it DR 5/silver might be a good idea). How about the tripping is some sort of illusion? The PUPPY bites a victim, the victim thinks it should be pulled to the ground. Use the PUPPY's Cha modifier to its roll instead of its nonexistant Str, and make the victim use their Wis instead of Str. Bonuses like stability and having four legs still apply, because the victim thinks of themselves as more stable.

Demiurge out.
 

that's one way it could be done. i was also thinkng of saying that they become temporarily soild when they make bite attacks, allowing them to pull opponents down.

then "partially incorporeal" would become "patrially corporeal", and mix with that.
 

Either way works. I think that the partial incorporeality is more about the vulnerability than anything else. It could even be renamed as a subset of damage reduction in the Combat section.

Demiurge out.
 

let me test out my eee-vill plan:

Partially Corporeal (Ex): A PUPPY exists partially on the Material Plane, allowing it to make bite attacks and trip attempts (using its Dexterity score instead of its Strength score) against fully corporeal opponents. Because of this, a PUPPY can be hit by silver weapons, with a 50% chance to ignore any damage from a corporeal source.


now, how is this ability (weren't some of these rules changed?):
Shadow Blend (Ex): In any light less than daylight, PUPPYs blend into the shadows. In torch light or that of a light spell, they receive 1/2 cover; less than that, they receive 9/10 cover. Daylight or a daylight spell negates this ability.
 

Silver weapons in addition to magic weapons, you mean?

And check the shadow mastiff for the shadow blend ability. I'm pretty sure it's just concealment (50% miss chance) in any light less than daylight now.

Demiurge out.
 

well, the magical weapons are assumed for anything with the incorporeal subtype. what i wrote above would be folded on top of that.
 


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