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<blockquote data-quote="The Vorpal Tribble" data-source="post: 2169125" data-attributes="member: 9755"><p><span style="font-size: 15px"><span style="font-family: 'Book Antiqua'"><span style="color: #330033"><strong>Duskwing Swarm</strong></span></span></span></p><p></p><p><em>A blood-curdling scream of terror sounds out from nearby, trailing off eerily. Dashing through a door you find a bed covered in a writhing mass of giant, dark winged moths. Its occupant however is nowhere to be seen... </em></p><p></p><p>Type: Dimunitive Vermin (dreamborn, swarm) </p><p>Hit Dice: 5d8-10 (12 hp)</p><p>Initiative: +7</p><p>Speed: 40 ft. fly (average)</p><p>AC: 22 (+7 dex, -1 natural, +6 size) 20% miss-chance</p><p>BAB/Grapple: +3/-</p><p>Space/Reach: 10 ft./0 ft.</p><p>Attack: Swarm (1d8)</p><p>Full attack: Swarm (1d8)</p><p>Special Attacks: Eternal Sleep, Duskdream</p><p>Special Qualities: Darkvision 60 ft., Dreamborn, Immune to weapon damage, Lowlight vision</p><p>Saves: Fort +2, Ref +8, Will +1</p><p>Abilities: Str 2, Dex 24, Con 6, Int -, Wis 10, Cha 4</p><p>Skills: -</p><p>Feats: Flyby Attack(B)</p><p>________________________</p><p>Environment: Any non-aquatic</p><p>Organization: Solitary (1), Cloud (2-4 swarms), Nightmare (8-20) </p><p>CR: 4</p><p>Alignment: Always Neutral</p><p>Treasure: None</p><p>Advancement: -</p><p></p><p>From the night terrors of those whom fear masses of insects, pour forth the duskwings, enveloping the sleeper that brought them into existence. </p><p></p><p>A duskwing appears as a very large moth with velvetty purple or blue coloring so dark as to be nearly black. Its wing-span is almost a foot long with shadowy movements flowing across them that while in flight with their brethren make it almost impossible to figure out where one duskwing ends and another begins. It has large, bushy antennae that flow behind it nearly its body-length that writhes and curls in an oddly disconcerting manner. Its legs are quite long as well, and end in tiny, gripping claws. </p><p></p><p><strong>Combat:</strong></p><p>A duskwing seeks to surround and attack any thinking being it encounters. Sleeping and psionic creatures are always focused on above all others. The swarm deals 1d8 points of slashing damage to any creature whose space it occupies at the end of its move. It will then quickly try to surround the victim and pull them into their realm. </p><p></p><p><strong>Dreamborn:</strong></p><p>Dreamborn creatures appear hazy and out of focus, such that all melee and ranged attacks against a Dreamborn creature are assessed a 20 percent miss chance. This 20-percent miss chance is not the same as concealment and does not preclude the possibility of effective sneak attacks.</p><p></p><p><strong>Duskdream (Ps):</strong></p><p>Together the darkwings are capable of flowing into an almost solid mass around 1 large, 2 medium, 4 small, or 8 tiny creatures as a full-round action if they are all within adjoining squares. The victim must make a DC 14 reflex save to avoid being encirled. Once encirled the duskwings close in quickly and attempt to push the trapped creature physically into Dream if it fails a DC 17 will save. Howver, this visit is not idyllic-the creature permanently relinquishes its ties to the waking world and becomes but a passing dream with a life forever bound to dreamland. A creature that makes a successful Will saving throw is partially affected and takes 4d6 points of damage as its corporeality partially transforms into dream substance, which flashes away like steam. </p><p>if this damage reduces the creature to 0 or fewer hit points, it still transforms into dream substance. </p><p></p><p><strong>Eternal Sleep (Ps):</strong></p><p>Before a swarm approaches, a single duskwing will be sent out to scout. Upon encountering an appropriate victim it will attempt a touch attack (+10 attack). If successful, a DC 11 Will save must be made or the victim falls asleep permanently. Bend Reality, Microcosm, Psychic Chirurgery, or Reality Revision all may cure this condition, plus the equivalent spells or Remove Curse. Those immune to sleep are also immune to this ability.</p></blockquote><p></p>
[QUOTE="The Vorpal Tribble, post: 2169125, member: 9755"] [SIZE=4][FONT=Book Antiqua][color=#330033][b]Duskwing Swarm[/b][/color][/FONT][/SIZE] [i]A blood-curdling scream of terror sounds out from nearby, trailing off eerily. Dashing through a door you find a bed covered in a writhing mass of giant, dark winged moths. Its occupant however is nowhere to be seen... [/i] Type: Dimunitive Vermin (dreamborn, swarm) Hit Dice: 5d8-10 (12 hp) Initiative: +7 Speed: 40 ft. fly (average) AC: 22 (+7 dex, -1 natural, +6 size) 20% miss-chance BAB/Grapple: +3/- Space/Reach: 10 ft./0 ft. Attack: Swarm (1d8) Full attack: Swarm (1d8) Special Attacks: Eternal Sleep, Duskdream Special Qualities: Darkvision 60 ft., Dreamborn, Immune to weapon damage, Lowlight vision Saves: Fort +2, Ref +8, Will +1 Abilities: Str 2, Dex 24, Con 6, Int -, Wis 10, Cha 4 Skills: - Feats: Flyby Attack(B) ________________________ Environment: Any non-aquatic Organization: Solitary (1), Cloud (2-4 swarms), Nightmare (8-20) CR: 4 Alignment: Always Neutral Treasure: None Advancement: - From the night terrors of those whom fear masses of insects, pour forth the duskwings, enveloping the sleeper that brought them into existence. A duskwing appears as a very large moth with velvetty purple or blue coloring so dark as to be nearly black. Its wing-span is almost a foot long with shadowy movements flowing across them that while in flight with their brethren make it almost impossible to figure out where one duskwing ends and another begins. It has large, bushy antennae that flow behind it nearly its body-length that writhes and curls in an oddly disconcerting manner. Its legs are quite long as well, and end in tiny, gripping claws. [b]Combat:[/b] A duskwing seeks to surround and attack any thinking being it encounters. Sleeping and psionic creatures are always focused on above all others. The swarm deals 1d8 points of slashing damage to any creature whose space it occupies at the end of its move. It will then quickly try to surround the victim and pull them into their realm. [b]Dreamborn:[/b] Dreamborn creatures appear hazy and out of focus, such that all melee and ranged attacks against a Dreamborn creature are assessed a 20 percent miss chance. This 20-percent miss chance is not the same as concealment and does not preclude the possibility of effective sneak attacks. [b]Duskdream (Ps):[/b] Together the darkwings are capable of flowing into an almost solid mass around 1 large, 2 medium, 4 small, or 8 tiny creatures as a full-round action if they are all within adjoining squares. The victim must make a DC 14 reflex save to avoid being encirled. Once encirled the duskwings close in quickly and attempt to push the trapped creature physically into Dream if it fails a DC 17 will save. Howver, this visit is not idyllic-the creature permanently relinquishes its ties to the waking world and becomes but a passing dream with a life forever bound to dreamland. A creature that makes a successful Will saving throw is partially affected and takes 4d6 points of damage as its corporeality partially transforms into dream substance, which flashes away like steam. if this damage reduces the creature to 0 or fewer hit points, it still transforms into dream substance. [b]Eternal Sleep (Ps):[/b] Before a swarm approaches, a single duskwing will be sent out to scout. Upon encountering an appropriate victim it will attempt a touch attack (+10 attack). If successful, a DC 11 Will save must be made or the victim falls asleep permanently. Bend Reality, Microcosm, Psychic Chirurgery, or Reality Revision all may cure this condition, plus the equivalent spells or Remove Curse. Those immune to sleep are also immune to this ability. [/QUOTE]
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