Mark Chance
Boingy! Boingy!
An Odd Couple
I'm not sure what I was thinking when I came up with these two.
[sblock=Advanced Elite Phrenic Otyugh; CR 7]
N Large aberration (psionic)
Init +1; Senses darkvision 60 ft., Listen +6, Spot +6
Languages Common
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AC 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
hp 52 (8 HD)
PR 18
Fort +4, Ref +3, Will +7
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Speed 20 ft. (4 squares)
Melee 2 tentacles +9 melee (1d6+3) and bite +4 melee (1d4+1)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
Base Atk +6; Grp +13
Atk Options constrict 1d6+3, disease, improved grab
Psi-Like Abilities (ML 8th):
3/day - defensive precognition (+3 insight to AC and saves), empty mind (immediate action, +5 Will saves for 1 round), mind thrust (45 ft. range, Will 14, 3d10)
1/day - aversion (one creature, Will 16), body adjustment (heals 2d12), brain lock (180 ft., Conc. + 1 round, Will 14), force screen (+5 shield bonus)
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Abilities Str 16, Dex 13, Con 14, Int 6, Wis 12, Cha 14
SQ naturally psionic
Feats Alertness, Toughness, Weapon Focus (tentacle)
Skills Hide -1, Listen +6, Spot +6
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Constrict (Ex): An otyugh deals automatic tentacle damage with a successful grapple check.
Disease (Ex): Filth fever—bite, Fortitude DC 16, incubation period 1d3 days; damage 1d3 Dexterity and 1d3 Constitution. The save DC is Constitution-based.
Improved Grab (Ex): To use this ability, an otyugh must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Skills: An otyugh has a +8 racial bonus on Hide checks when in its lair, due to its natural coloration.[/sblock]
[sblock=Swarm-Shifter Undead Fiendish Dire Weasel; CR 3]
NE Medium undead (extraplanar, shapechanger)
Init +4; Senses darkvision 60 ft., low-light vision, scent, Listen +3, Spot +5
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AC 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
hp 19 (3 HD)
Undead Traits immune to ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, sleep effects, stunning
Resist cold 5, fire 5
Fort +1, Ref +5, Will +4
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Speed 40 ft. (8 squares)
Melee bite +5 (1d6+3)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +3
Atk Options attach, blood drain, smite good 1/day (+3 damage), swarm form
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Abilities Str 14, Dex 19, Con --, Int 3, Wis 12, Cha 11
Feats Alertness, Stealthy, Weapon Finesse (B)
Skills Hide +8, Listen +3, Move Silently +8, Spot +5
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Attach (Ex): A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.
Blood Drain (Ex): A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.
Swarm Form (Su): Standard action; changing form heals 3 hit points.
Swarm of Undead Parts Form
NE Tiny undead (extraplanar, shapechanger, swarm)
Init +5; Senses darkvision 60 ft., low-light vision, scent, Listen +3, Spot +5
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AC 19 (+2 size, +5 Dex, +2 natural), touch 17, flat-footed 14
Swarm Traits immune to spells that target a specific number of creatures (including single target spells)
Resist cold 5, fire 5
Fort +1, Ref +5, Will +4; -10 on saves vs. spells or abilities that affect an area
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Speed 20 ft. (4 squares), fly 20 ft. (poor)
Melee swarm (2d6 plus fear)
Space 10 ft.; Reach 0 ft.
Atk Options distraction, fear, smite good 1/day (+3 damage)
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Abilities Str 10, Dex 21, Con --, Int 3, Wis 12, Cha 11
Feats Alertness, Stealthy, Weapon Finesse (B)
Skills Hide +17, Listen +3, Move Silently +9, Spot +5
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Distraction (Ex): Any living creature vulnerable to a swarm's damage that begins its turn with the swarm in its square is nauseated for 1 round (Fort DC 11). Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check.
Fear (Su): A creature damaged by a parts swarm must make a Will save (DC 11) or be frightened for 1d4 rounds. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.[/sblock]
I'm not sure what I was thinking when I came up with these two.
[sblock=Advanced Elite Phrenic Otyugh; CR 7]
N Large aberration (psionic)
Init +1; Senses darkvision 60 ft., Listen +6, Spot +6
Languages Common
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AC 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
hp 52 (8 HD)
PR 18
Fort +4, Ref +3, Will +7
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Speed 20 ft. (4 squares)
Melee 2 tentacles +9 melee (1d6+3) and bite +4 melee (1d4+1)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
Base Atk +6; Grp +13
Atk Options constrict 1d6+3, disease, improved grab
Psi-Like Abilities (ML 8th):
3/day - defensive precognition (+3 insight to AC and saves), empty mind (immediate action, +5 Will saves for 1 round), mind thrust (45 ft. range, Will 14, 3d10)
1/day - aversion (one creature, Will 16), body adjustment (heals 2d12), brain lock (180 ft., Conc. + 1 round, Will 14), force screen (+5 shield bonus)
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Abilities Str 16, Dex 13, Con 14, Int 6, Wis 12, Cha 14
SQ naturally psionic
Feats Alertness, Toughness, Weapon Focus (tentacle)
Skills Hide -1, Listen +6, Spot +6
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Constrict (Ex): An otyugh deals automatic tentacle damage with a successful grapple check.
Disease (Ex): Filth fever—bite, Fortitude DC 16, incubation period 1d3 days; damage 1d3 Dexterity and 1d3 Constitution. The save DC is Constitution-based.
Improved Grab (Ex): To use this ability, an otyugh must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Skills: An otyugh has a +8 racial bonus on Hide checks when in its lair, due to its natural coloration.[/sblock]
[sblock=Swarm-Shifter Undead Fiendish Dire Weasel; CR 3]
NE Medium undead (extraplanar, shapechanger)
Init +4; Senses darkvision 60 ft., low-light vision, scent, Listen +3, Spot +5
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AC 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
hp 19 (3 HD)
Undead Traits immune to ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, sleep effects, stunning
Resist cold 5, fire 5
Fort +1, Ref +5, Will +4
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Speed 40 ft. (8 squares)
Melee bite +5 (1d6+3)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +3
Atk Options attach, blood drain, smite good 1/day (+3 damage), swarm form
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Abilities Str 14, Dex 19, Con --, Int 3, Wis 12, Cha 11
Feats Alertness, Stealthy, Weapon Finesse (B)
Skills Hide +8, Listen +3, Move Silently +8, Spot +5
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Attach (Ex): A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.
Blood Drain (Ex): A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.
Swarm Form (Su): Standard action; changing form heals 3 hit points.
Swarm of Undead Parts Form
NE Tiny undead (extraplanar, shapechanger, swarm)
Init +5; Senses darkvision 60 ft., low-light vision, scent, Listen +3, Spot +5
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AC 19 (+2 size, +5 Dex, +2 natural), touch 17, flat-footed 14
Swarm Traits immune to spells that target a specific number of creatures (including single target spells)
Resist cold 5, fire 5
Fort +1, Ref +5, Will +4; -10 on saves vs. spells or abilities that affect an area
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Speed 20 ft. (4 squares), fly 20 ft. (poor)
Melee swarm (2d6 plus fear)
Space 10 ft.; Reach 0 ft.
Atk Options distraction, fear, smite good 1/day (+3 damage)
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Abilities Str 10, Dex 21, Con --, Int 3, Wis 12, Cha 11
Feats Alertness, Stealthy, Weapon Finesse (B)
Skills Hide +17, Listen +3, Move Silently +9, Spot +5
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Distraction (Ex): Any living creature vulnerable to a swarm's damage that begins its turn with the swarm in its square is nauseated for 1 round (Fort DC 11). Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check.
Fear (Su): A creature damaged by a parts swarm must make a Will save (DC 11) or be frightened for 1d4 rounds. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.[/sblock]