MissHappen
First Post
This is one of my tributes to the game Wizardry, a DM's accounting nightmare, and something that has made players frantic indeed. Enjoy.
-MsM
BLEEB
Small Aberration
HD: 3d8+12 (36hp)
Initiative: + 11 (+7 Dex, +4 Improved Initiative)
Speed: 60’, 40’ Swim, 30’ Burrow
AC: 23 (+1 size, +7 Dex, +5 Deflection Bonus)
Base Attack/Grapple: +2
Attack: Bite +11 (+1 size, +7 Finesse)
Full Attack: Bite +11, 2 Claws +4
Damage: Bite d8, Claws d4+1
Face/Reach: 5’/5’
Special Attacks: Improved Grapple, Pile On
Special Qualities: Darkvision 60’, Scent, Literal Mind, Bonus Feats, Temporal Distortion, Call for Help
Saves: Fortitude +11 Reflex +12 Will +11
Abilities: STR 9 DEX 25 CON 18 INT 9 WIS 14 CHA 18
Skills: Hide 6, Climb 8, Jump 10, Listen 16, Spot 16
Feats[/B]: Weapon Finesse (Bite), Improved Initiative, Scent, Spring Attack, Combat Reflexes
Climate/Terrain: Any
Organization: Varies, usually Band to Riot (6-50+)
Alignment: Chaotic Neutral
One of the most feared creatures in the known world, Bleebs are small, vaguely batrachian beings that stand barely 3 feet tall. They have short, springy legs with rather flat feet, wiry arms with oversized hands and broad heads that seem to merge with the rather ovoid shape of their body. A pair of very large, perpetually surprised looking eyes blink from above the wide mouth. Their uniform color is usually a rich blue-white, sometimes marked with irregular patterns of extremely pale green, yellow or blue. Their eyes are gold in color. Overall, Bleebs appear timid, and seem to show great trepidation upon noticing anything not a Bleeb. They seem to enjoy the touch of other Bleebs, and often cluster in large groups in well-sheltered areas. Their appearance is almost cute.
However, anyone who stays within sight of a Bleeb group for more than a few seconds finds out that the large hands hide sharp claws, and the mouth expands to a frightening degree to expose rows of black fangs.
Bleebs are hostile towards any other creature, and they attack any ‘intruder’ on their territory en masse. Even worse, however, is their power to summon more Bleebs very quickly when they feel threatened. A Bleeb ‘riot’ that has discovered an ‘intruder’ can triple in size in only minutes, which usually leads to expansion of Bleeb territory.
The most frightening thing about Bleebs is this summoning ability, which is nearly impossible to prevent. No one knows where Bleebs have come from, and nobody knows where the summoned Bleebs come from either. They do not appear to reproduce aside from summoning, and so some believe that they are a sort of construct, an artificial life form. But the truth is still hidden, and most effort tends to go towards destroying any discovered Bleebs as rapidly as possible rather than learning more about them.
Bleebs are omnivores of high caliber; they eat nearly anything organic, and they eat a lot despite their size. They are also amphibious.
Combat: Bleebs are fairly simple in combat, though unpredictable. They immediately swarm non-Bleebs, usually using Spring Attack to hit and run until more help arrives, and then they attempt to latch on to foes with their bite. Bleebs use their Call for Help ability rather a lot, slowing down only when there are at least 20 Bleebs present for any non-Bleeb. At times, for no apparent reason, they will suddenly break and scatter, only to regroup and swarm foes again. Though none too bright, Bleebs show a certain degree of cunning, and are far too paranoid to fall for most traps or ambushes.
Slain foes are torn to pieces and eaten. Bleebs tend to pile and sort items, but do nothing else with them.
Xenophobia (Ex): Bleebs automatically discern whether or not something is a Bleeb, regardless of how that something may be disguised. Even Polymorphed or Shape-Changed beings are immediately recognized as being non-Bleeb, and therefore attacked.
Bleeb senses are incredibly sharp, and they have the Scent ability, as well as a +10 racial bonus to Spot and Listen.
Literal Mind (Ex): Though Illusions can function on Bleebs, Phantasms do not. Bleebs do not have very creative minds, so spells that attempt to use the Bleeb’s mind against it fail. There’s not enough to work with.
Temporal Distortion (Su): Bleebs don’t keep the same time everyone else does. Spells that affect or are based on time do not affect Bleebs, such as Time Stop, Haste or Slow, and they are completely immune to death effects, attribute damage and level draining. Bleebs are treated as if constantly under the effect of a Freedom of Movement spell. Finally, this grants them a +5 deflection bonus to their AC, and a +4 to all saving throws.
Call for Help (Ex): As a free action, once per round, a Bleeb may call for help. This is the trait that gives them their name, because a short flat ‘bleeb’ sound comes from a Bleeb when it does so. When a Bleeb calls for help, d20 more Bleebs show up at the end of that Bleeb’s turn to join the fray. It is unknown where exactly these Bleebs come from, but they are never seen to materialize; they always arrive from ‘just around the corner’, or burrow up from the ground, or even emerge from someone’s backpack. Their entry point is random.
Bleebs arriving from a Call for Help can start Calling for Help the very next round, and they usually do.
There is no known way to prevent Bleebs from Calling for Help, nor does there seem to be any way to stop new Bleebs from arriving once the Call has been made. Silence has no effect, though, curiously, a Bard may attempt to Countersong a single Bleeb. A Wish, Miracle or similar spell can prevent Bleebs calling for help for as many rounds as the caster has levels, though there is a flat 10% chance that such a spell will fail to do so.
Ravenous (Ex): When a Bleeb bites, it may choose to latch on. This is treated like an Improved Grab, with the surprisingly vise-like jaws of the Bleeb granting a +10 bonus to grapple checks. A Bleeb that has latched on inflicts bite damage automatically every round unless removed (requiring a grapple check), and also flails about with claws and feet, making life generally uncomfortable. The price for pulling a Bleeb free is 1 automatic point of damage.
Pile On (Ex): Bleebs are naturals at swarming over foes. Despite their size, up to 18 Bleebs can be grappling a single Medium size foe at any given time. For each Bleeb beyond the second grappling with a single target, other Bleebs gain a +2 to their grapple checks against the target, and if 8 Bleebs manage to pile on a single Medium size foe, that foe is considered flat-footed, losing any Dexterity or Dodge bonuses to AC until Bleebs are pulled off.
Constantly Cornered (Ex): Bleebs are tireless and frantic fighters. They have Combat Reflexes, Improved Initiative and Spring Attack as bonus feats, and can not be Bull-Rushed or Overrun; they simply climb over, under or around any foe who tries. Further, because of their incredibly driven but simple psychology, they are immune to any mind-affecting spell or effect, except for fear-based effects, which give them a +2 morale bonus to all saves, attacks and damage. Bleebs fight better when they are terrified.
-MsM
BLEEB
Small Aberration
HD: 3d8+12 (36hp)
Initiative: + 11 (+7 Dex, +4 Improved Initiative)
Speed: 60’, 40’ Swim, 30’ Burrow
AC: 23 (+1 size, +7 Dex, +5 Deflection Bonus)
Base Attack/Grapple: +2
Attack: Bite +11 (+1 size, +7 Finesse)
Full Attack: Bite +11, 2 Claws +4
Damage: Bite d8, Claws d4+1
Face/Reach: 5’/5’
Special Attacks: Improved Grapple, Pile On
Special Qualities: Darkvision 60’, Scent, Literal Mind, Bonus Feats, Temporal Distortion, Call for Help
Saves: Fortitude +11 Reflex +12 Will +11
Abilities: STR 9 DEX 25 CON 18 INT 9 WIS 14 CHA 18
Skills: Hide 6, Climb 8, Jump 10, Listen 16, Spot 16
Feats[/B]: Weapon Finesse (Bite), Improved Initiative, Scent, Spring Attack, Combat Reflexes
Climate/Terrain: Any
Organization: Varies, usually Band to Riot (6-50+)
Alignment: Chaotic Neutral
One of the most feared creatures in the known world, Bleebs are small, vaguely batrachian beings that stand barely 3 feet tall. They have short, springy legs with rather flat feet, wiry arms with oversized hands and broad heads that seem to merge with the rather ovoid shape of their body. A pair of very large, perpetually surprised looking eyes blink from above the wide mouth. Their uniform color is usually a rich blue-white, sometimes marked with irregular patterns of extremely pale green, yellow or blue. Their eyes are gold in color. Overall, Bleebs appear timid, and seem to show great trepidation upon noticing anything not a Bleeb. They seem to enjoy the touch of other Bleebs, and often cluster in large groups in well-sheltered areas. Their appearance is almost cute.
However, anyone who stays within sight of a Bleeb group for more than a few seconds finds out that the large hands hide sharp claws, and the mouth expands to a frightening degree to expose rows of black fangs.
Bleebs are hostile towards any other creature, and they attack any ‘intruder’ on their territory en masse. Even worse, however, is their power to summon more Bleebs very quickly when they feel threatened. A Bleeb ‘riot’ that has discovered an ‘intruder’ can triple in size in only minutes, which usually leads to expansion of Bleeb territory.
The most frightening thing about Bleebs is this summoning ability, which is nearly impossible to prevent. No one knows where Bleebs have come from, and nobody knows where the summoned Bleebs come from either. They do not appear to reproduce aside from summoning, and so some believe that they are a sort of construct, an artificial life form. But the truth is still hidden, and most effort tends to go towards destroying any discovered Bleebs as rapidly as possible rather than learning more about them.
Bleebs are omnivores of high caliber; they eat nearly anything organic, and they eat a lot despite their size. They are also amphibious.
Combat: Bleebs are fairly simple in combat, though unpredictable. They immediately swarm non-Bleebs, usually using Spring Attack to hit and run until more help arrives, and then they attempt to latch on to foes with their bite. Bleebs use their Call for Help ability rather a lot, slowing down only when there are at least 20 Bleebs present for any non-Bleeb. At times, for no apparent reason, they will suddenly break and scatter, only to regroup and swarm foes again. Though none too bright, Bleebs show a certain degree of cunning, and are far too paranoid to fall for most traps or ambushes.
Slain foes are torn to pieces and eaten. Bleebs tend to pile and sort items, but do nothing else with them.
Xenophobia (Ex): Bleebs automatically discern whether or not something is a Bleeb, regardless of how that something may be disguised. Even Polymorphed or Shape-Changed beings are immediately recognized as being non-Bleeb, and therefore attacked.
Bleeb senses are incredibly sharp, and they have the Scent ability, as well as a +10 racial bonus to Spot and Listen.
Literal Mind (Ex): Though Illusions can function on Bleebs, Phantasms do not. Bleebs do not have very creative minds, so spells that attempt to use the Bleeb’s mind against it fail. There’s not enough to work with.
Temporal Distortion (Su): Bleebs don’t keep the same time everyone else does. Spells that affect or are based on time do not affect Bleebs, such as Time Stop, Haste or Slow, and they are completely immune to death effects, attribute damage and level draining. Bleebs are treated as if constantly under the effect of a Freedom of Movement spell. Finally, this grants them a +5 deflection bonus to their AC, and a +4 to all saving throws.
Call for Help (Ex): As a free action, once per round, a Bleeb may call for help. This is the trait that gives them their name, because a short flat ‘bleeb’ sound comes from a Bleeb when it does so. When a Bleeb calls for help, d20 more Bleebs show up at the end of that Bleeb’s turn to join the fray. It is unknown where exactly these Bleebs come from, but they are never seen to materialize; they always arrive from ‘just around the corner’, or burrow up from the ground, or even emerge from someone’s backpack. Their entry point is random.
Bleebs arriving from a Call for Help can start Calling for Help the very next round, and they usually do.
There is no known way to prevent Bleebs from Calling for Help, nor does there seem to be any way to stop new Bleebs from arriving once the Call has been made. Silence has no effect, though, curiously, a Bard may attempt to Countersong a single Bleeb. A Wish, Miracle or similar spell can prevent Bleebs calling for help for as many rounds as the caster has levels, though there is a flat 10% chance that such a spell will fail to do so.
Ravenous (Ex): When a Bleeb bites, it may choose to latch on. This is treated like an Improved Grab, with the surprisingly vise-like jaws of the Bleeb granting a +10 bonus to grapple checks. A Bleeb that has latched on inflicts bite damage automatically every round unless removed (requiring a grapple check), and also flails about with claws and feet, making life generally uncomfortable. The price for pulling a Bleeb free is 1 automatic point of damage.
Pile On (Ex): Bleebs are naturals at swarming over foes. Despite their size, up to 18 Bleebs can be grappling a single Medium size foe at any given time. For each Bleeb beyond the second grappling with a single target, other Bleebs gain a +2 to their grapple checks against the target, and if 8 Bleebs manage to pile on a single Medium size foe, that foe is considered flat-footed, losing any Dexterity or Dodge bonuses to AC until Bleebs are pulled off.
Constantly Cornered (Ex): Bleebs are tireless and frantic fighters. They have Combat Reflexes, Improved Initiative and Spring Attack as bonus feats, and can not be Bull-Rushed or Overrun; they simply climb over, under or around any foe who tries. Further, because of their incredibly driven but simple psychology, they are immune to any mind-affecting spell or effect, except for fear-based effects, which give them a +2 morale bonus to all saves, attacks and damage. Bleebs fight better when they are terrified.