BOZ
Creature Cataloguer
OK, this one might take a little while to work through...
#55
have a look at this one's abilities.
It needs 2 feats, and I think Improved Initiative should be one.
Large Aberration
Hit Dice: 5d8+20 (42 hp)
Initiative: +2 (+4 natural, -2 Dex)
Speed: 10 ft. (see below)
AC: 15 (-2 Dex, -1 size, +8 natural)
Attacks: Slam +5 melee
Damage: Slam 2d6+4
Face/Reach: 5 ft. x 5 ft./10 ft.
Special Attacks: Landslide, Trample
Special Qualities: Damage Reduction 8/?, Tremorsense 120 ft.
Saves: Fort +5, Ref-1, Will +4
Abilities: Str 16, Dex 7, Con 18, Int 2, Wis 10, Cha 2
Skills: Hide +10, Tumble +8
Climate/Terrain: Mountains
Organization: Cluster (3-5), rabble (6-10), or slide (11-20)
Challenge Rating: 5
Treasure: 25% goods (gems only)
Alignment: Always neutral
Advancement:. 1-2 HD (Small), 3-4 HD (Medium-size), 6-8 HD (Large), 9-12 HD (Huge)
ROCKs are sentient, mobile rocks. There are many types of ROCKs (sandstone, basalt, gabbro), the most common being granite. They say the walls have ears; so do the rocks.
Combat
Aberration: Unlike most aberrations, ROCKs do not have Darkvision.
ROCK Traits: ROCKs are immune to poison, mind-affecting spells and abilities, and stunning. They are not subject to critical attacks and cannot be caught flat-footed or flanked. ROCKs take half damage from fire- and cold-based attacks.
Landslide (Ex): A group of ROCKs may cause a landslide, assuming they're in an environment conducive to such. A landslide must start on high ground and must be able to travel at least 100 feet from start to finish. The path must follow the natural slope of the terrain, and has a bury zone equal to the total reach distance of all ROCKs in the landslide. For instance, four Large ROCKs, each with a reach of 10 feet, combine for a bury zone of 40 feet. The slide zone to each side of the bury zone of a ROCK landslide is half its bury zone. Those in the bury zone take 3d6 damage plus the normal slam damage of each ROCK in the landslide, or half this damage if they make a successful Reflex saving throw (DC 15). They are subsequently pinned. Those in the slide zone take Id6 damage plus half of the normal slam damage of each ROCK in the landslide, or no damage if they make a successful Reflex saving throw (DC 15). Those who fail their saves are pinned. Pinned characters take Id6 points of subdual damage per minute while pinned. If the pinned character falls unconscious, he must make a Constitution check (DC 15) or take Id6 points normal damage each minute thereafter until dead or freed. This Landslide attack may only be attempted once per day, as the ROCKs must move back into position to do it again should the opportunity present itself.
Trample (Ex): Instead of its normal attack, a ROCK may choose to Trample a creature that is at least one size smaller than itself as a standard action. This attack does double its normal slam damage. Opponents who do not make attacks of opportunity against the creature during the Trample, which are at a -4 penalty, can attempt a Reflex save (DC 10 + 1/2 the ROCK's HD + the ROCK's Strength modifier) to halve the damage.
Tremorsense (Ex): A ROCK does not see in the normal sense, as it has no eyes. By feeling vibrations in the earth, a ROCK automatically senses the location of anything that is in contact with the ground, moving, and within 120 feet.
Skills: ROCKs receive a 4 size penalty and a +10 racial bonus to Hide checks. They also receive a +6 racial bonus to Tumble checks. This is worked into the above skills.
NEW WONDROUS ITEM: MUMBLER
Small chunks of ROCKs sometimes break off during their strange lives. These chunks can be used as translation devices for the purpose of communicating with ROCKs and, sometimes, ordinary rocks. To use a mumbler, it must be placed against the subject rock and then leaned against ear-first. The rock's part of the conversation is heard as rumbling, humming words recognizable as Common with a little effort. Only 25% of mumblers allow communication with ordinary rocks.
Caster Level: 1st; Prerequisites: Craft Wondrous Item, charm person, and a suitable portion of a living ROCK; Market Price: 2,000 gp.
#55
have a look at this one's abilities.
It needs 2 feats, and I think Improved Initiative should be one.
Large Aberration
Hit Dice: 5d8+20 (42 hp)
Initiative: +2 (+4 natural, -2 Dex)
Speed: 10 ft. (see below)
AC: 15 (-2 Dex, -1 size, +8 natural)
Attacks: Slam +5 melee
Damage: Slam 2d6+4
Face/Reach: 5 ft. x 5 ft./10 ft.
Special Attacks: Landslide, Trample
Special Qualities: Damage Reduction 8/?, Tremorsense 120 ft.
Saves: Fort +5, Ref-1, Will +4
Abilities: Str 16, Dex 7, Con 18, Int 2, Wis 10, Cha 2
Skills: Hide +10, Tumble +8
Climate/Terrain: Mountains
Organization: Cluster (3-5), rabble (6-10), or slide (11-20)
Challenge Rating: 5
Treasure: 25% goods (gems only)
Alignment: Always neutral
Advancement:. 1-2 HD (Small), 3-4 HD (Medium-size), 6-8 HD (Large), 9-12 HD (Huge)
ROCKs are sentient, mobile rocks. There are many types of ROCKs (sandstone, basalt, gabbro), the most common being granite. They say the walls have ears; so do the rocks.
Combat
Aberration: Unlike most aberrations, ROCKs do not have Darkvision.
ROCK Traits: ROCKs are immune to poison, mind-affecting spells and abilities, and stunning. They are not subject to critical attacks and cannot be caught flat-footed or flanked. ROCKs take half damage from fire- and cold-based attacks.
Landslide (Ex): A group of ROCKs may cause a landslide, assuming they're in an environment conducive to such. A landslide must start on high ground and must be able to travel at least 100 feet from start to finish. The path must follow the natural slope of the terrain, and has a bury zone equal to the total reach distance of all ROCKs in the landslide. For instance, four Large ROCKs, each with a reach of 10 feet, combine for a bury zone of 40 feet. The slide zone to each side of the bury zone of a ROCK landslide is half its bury zone. Those in the bury zone take 3d6 damage plus the normal slam damage of each ROCK in the landslide, or half this damage if they make a successful Reflex saving throw (DC 15). They are subsequently pinned. Those in the slide zone take Id6 damage plus half of the normal slam damage of each ROCK in the landslide, or no damage if they make a successful Reflex saving throw (DC 15). Those who fail their saves are pinned. Pinned characters take Id6 points of subdual damage per minute while pinned. If the pinned character falls unconscious, he must make a Constitution check (DC 15) or take Id6 points normal damage each minute thereafter until dead or freed. This Landslide attack may only be attempted once per day, as the ROCKs must move back into position to do it again should the opportunity present itself.
Trample (Ex): Instead of its normal attack, a ROCK may choose to Trample a creature that is at least one size smaller than itself as a standard action. This attack does double its normal slam damage. Opponents who do not make attacks of opportunity against the creature during the Trample, which are at a -4 penalty, can attempt a Reflex save (DC 10 + 1/2 the ROCK's HD + the ROCK's Strength modifier) to halve the damage.
Tremorsense (Ex): A ROCK does not see in the normal sense, as it has no eyes. By feeling vibrations in the earth, a ROCK automatically senses the location of anything that is in contact with the ground, moving, and within 120 feet.
Skills: ROCKs receive a 4 size penalty and a +10 racial bonus to Hide checks. They also receive a +6 racial bonus to Tumble checks. This is worked into the above skills.
NEW WONDROUS ITEM: MUMBLER
Small chunks of ROCKs sometimes break off during their strange lives. These chunks can be used as translation devices for the purpose of communicating with ROCKs and, sometimes, ordinary rocks. To use a mumbler, it must be placed against the subject rock and then leaned against ear-first. The rock's part of the conversation is heard as rumbling, humming words recognizable as Common with a little effort. Only 25% of mumblers allow communication with ordinary rocks.
Caster Level: 1st; Prerequisites: Craft Wondrous Item, charm person, and a suitable portion of a living ROCK; Market Price: 2,000 gp.