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<blockquote data-quote="freyar" data-source="post: 6020128" data-attributes="member: 40227"><p><strong>Pasari-niml Calipha</strong></p><p></p><p><strong>Pasari-Niml, Calipha</strong> </p><p><strong>Tiny Aberration</strong> </p><p><strong>Hit Dice:</strong> 3d8 (13 hp) </p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 5 ft. (1 square)</p><p><strong>Armor Class:</strong> 12 (+2 size), touch 12, flat-footed 12</p><p><strong>Base Attack/Grapple:</strong> +2/-9</p><p><strong>Attack:</strong> Bite +4 melee (1d3-3) </p><p><strong>Full Attack:</strong> Bite +4 melee (1d3-3)</p><p><strong>Space/Reach:</strong> 2-1/2 ft./0 ft.</p><p><strong>Special Attacks:</strong> Frightful presence (DC 13), puncture armor </p><p><strong>Special Qualities:</strong> Darkvision 60 ft., hive mind, immunity to enchantments, spell resistance 8, tremorsense 60 ft.</p><p><strong>Saves:</strong> Fort +1, Ref +1, Will +6</p><p><strong>Abilities:</strong> Str 5, Dex 11, Con 10, Int 12, Wis 13, Cha 15</p><p><strong>Skills:</strong> Diplomacy +10, Listen +5, Sense Motive +9, Spot +5</p><p><strong>Feats:</strong> Iron Will, Negotiator, Weapon Finesse (B)</p><p><strong>Environment:</strong> Any land</p><p><strong>Organization:</strong> Nest (60-240 warriors plus 11-30 nobles plus 1 calipha)</p><p><strong>Challenge Rating:</strong> 2</p><p><strong>Treasure:</strong> Double standard</p><p><strong>Alignment:</strong> Always lawful evil</p><p><strong>Advancement:</strong> 4-5 HD (Tiny); 6-9 HD (Small)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p><em>This tiny creature bears a beautiful female humanoid head with long tresses and large, feathery antennae. Her body is ugly, mottled and wormlike.</em></p><p></p><p>Pasari-nimal (sometimes called mants) are horrid, tool-using, insectoid predators. They form large colonies, often under human cities, from which they launch nocturnal raids. In the wild, warriors and nobles dig a burrow for their calipha and then construct an ever more elaborate palace above it. At any time, 1-4 squads patrol the outer reaches of the colony.</p><p></p><p>A pasari-nimal colony is led by a single calipha, who exists simply to eat, receive worship, and reproduce. Pasari-nimal worship their calipha, performing rituals and carving her face into burrow and castle walls. The calipha keeps a selama of nobles and reproduces rapidly, each day laying as many eggs as she has Hit Dice. Eggs hatch in three weeks; and approximately one in eight produces a noble. Once a year, a 6-HD calipha can produce a calipha egg. The egg hatches in three weeks, and a squad carries the new calipha several miles away and starts a new colony.</p><p></p><p>Warriors and nobles bring food to the calipha, who digests and regurgitates some of it to feed them. If the calipha dies, the lesser pasari-nimal die in 1-2 days. If all the warriors and nobles die, the calipha can last three days per Hit Die, during which time new warriors or nobles may hatch.</p><p></p><p>A calipha is 1 to 4 feet in length and weighs from 1 pound up to 50 pounds.</p><p></p><p>Pasari-niml can speak Common and Undercommon, but usually only communicate with their own kind via hive telepathy.</p><p></p><p>COMBAT</p><p></p><p>A pasari-niml calipha rarely engages in combat, rather directing her nobles and warriors from a distance. The calipha is always surrounded by an escort of pasari-nimal nobles, who will fight to the death to protect her.</p><p></p><p><strong>Frightful Presence (Ex):</strong> A pasari-niml can unsettle foes with its mere presence. Any time a creature within 30 ft sees a pasari-niml, it must make a Will save. Creatures with more HD than the pasari-niml become frightened for 1d2 rounds on a failed save, while creatures with the same or fewer HD than the pasari-niml are panicked for 1d3 rounds on a successful save and cower for 1d4 rounds (or until attacked) on a failed save. Regardless of the result of the save, the victim is immune to the frightful presence of all pasari-niml for 24 hours. The save DC is Charisma-based.</p><p></p><p><strong>Hive Mind (Ex):</strong> All pasari-niml within 1 mile of their calipha are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No pasari-niml in a group is considered flanked unless all of them are.</p><p></p><p><strong>Immunity To Enchantments (Su):</strong> A pasari-niml is immune to all spells of the Enchantment school that allow spell resistance. It is also immune to all charm effects, such as a harpy's captivating song.</p><p></p><p><strong>Puncture Armor (Su):</strong> As a standard action, a pasari-niml can tear holes in an opponent's armor. The opponent must succeed on a DC 12 Reflex save or the pasari-niml deals 1d6 points of damage to the opponent' s armor and tears a hole in it. A single pasari-niml can then attack the vulnerable area at the hole, ignoring the opponent's armor bonus.</p><p></p><p>The opponent must be unable to move freely (e.g. trapped in a pasari-niml's pitfall or entangled). Creatures not wearing armor are unaffected by this special attack. Armors with hardness 15 or higher (e.g. mithral, adamantine) are immune to this ability.</p><p></p><p>Multiple uses of puncture armor open separate holes, each of which can be exploited by a pasari-niml. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check. The save DC is Strength-based and include a +4 racial bonus.</p><p></p><p><em>Originally appeared in City of Delights (1993).</em></p></blockquote><p></p>
[QUOTE="freyar, post: 6020128, member: 40227"] [b]Pasari-niml Calipha[/b] [b]Pasari-Niml, Calipha[/b] [b]Tiny Aberration[/b] [b]Hit Dice:[/b] 3d8 (13 hp) [b]Initiative:[/b] +0 [b]Speed:[/b] 5 ft. (1 square) [b]Armor Class:[/b] 12 (+2 size), touch 12, flat-footed 12 [b]Base Attack/Grapple:[/b] +2/-9 [b]Attack:[/b] Bite +4 melee (1d3-3) [b]Full Attack:[/b] Bite +4 melee (1d3-3) [b]Space/Reach:[/b] 2-1/2 ft./0 ft. [b]Special Attacks:[/b] Frightful presence (DC 13), puncture armor [b]Special Qualities:[/b] Darkvision 60 ft., hive mind, immunity to enchantments, spell resistance 8, tremorsense 60 ft. [b]Saves:[/b] Fort +1, Ref +1, Will +6 [b]Abilities:[/b] Str 5, Dex 11, Con 10, Int 12, Wis 13, Cha 15 [b]Skills:[/b] Diplomacy +10, Listen +5, Sense Motive +9, Spot +5 [b]Feats:[/b] Iron Will, Negotiator, Weapon Finesse (B) [b]Environment:[/b] Any land [b]Organization:[/b] Nest (60-240 warriors plus 11-30 nobles plus 1 calipha) [b]Challenge Rating:[/b] 2 [b]Treasure:[/b] Double standard [b]Alignment:[/b] Always lawful evil [b]Advancement:[/b] 4-5 HD (Tiny); 6-9 HD (Small) [b]Level Adjustment:[/b] - [i]This tiny creature bears a beautiful female humanoid head with long tresses and large, feathery antennae. Her body is ugly, mottled and wormlike.[/i] Pasari-nimal (sometimes called mants) are horrid, tool-using, insectoid predators. They form large colonies, often under human cities, from which they launch nocturnal raids. In the wild, warriors and nobles dig a burrow for their calipha and then construct an ever more elaborate palace above it. At any time, 1-4 squads patrol the outer reaches of the colony. A pasari-nimal colony is led by a single calipha, who exists simply to eat, receive worship, and reproduce. Pasari-nimal worship their calipha, performing rituals and carving her face into burrow and castle walls. The calipha keeps a selama of nobles and reproduces rapidly, each day laying as many eggs as she has Hit Dice. Eggs hatch in three weeks; and approximately one in eight produces a noble. Once a year, a 6-HD calipha can produce a calipha egg. The egg hatches in three weeks, and a squad carries the new calipha several miles away and starts a new colony. Warriors and nobles bring food to the calipha, who digests and regurgitates some of it to feed them. If the calipha dies, the lesser pasari-nimal die in 1-2 days. If all the warriors and nobles die, the calipha can last three days per Hit Die, during which time new warriors or nobles may hatch. A calipha is 1 to 4 feet in length and weighs from 1 pound up to 50 pounds. Pasari-niml can speak Common and Undercommon, but usually only communicate with their own kind via hive telepathy. COMBAT A pasari-niml calipha rarely engages in combat, rather directing her nobles and warriors from a distance. The calipha is always surrounded by an escort of pasari-nimal nobles, who will fight to the death to protect her. [b]Frightful Presence (Ex):[/b] A pasari-niml can unsettle foes with its mere presence. Any time a creature within 30 ft sees a pasari-niml, it must make a Will save. Creatures with more HD than the pasari-niml become frightened for 1d2 rounds on a failed save, while creatures with the same or fewer HD than the pasari-niml are panicked for 1d3 rounds on a successful save and cower for 1d4 rounds (or until attacked) on a failed save. Regardless of the result of the save, the victim is immune to the frightful presence of all pasari-niml for 24 hours. The save DC is Charisma-based. [b]Hive Mind (Ex):[/b] All pasari-niml within 1 mile of their calipha are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No pasari-niml in a group is considered flanked unless all of them are. [b]Immunity To Enchantments (Su):[/b] A pasari-niml is immune to all spells of the Enchantment school that allow spell resistance. It is also immune to all charm effects, such as a harpy's captivating song. [b]Puncture Armor (Su):[/b] As a standard action, a pasari-niml can tear holes in an opponent's armor. The opponent must succeed on a DC 12 Reflex save or the pasari-niml deals 1d6 points of damage to the opponent' s armor and tears a hole in it. A single pasari-niml can then attack the vulnerable area at the hole, ignoring the opponent's armor bonus. The opponent must be unable to move freely (e.g. trapped in a pasari-niml's pitfall or entangled). Creatures not wearing armor are unaffected by this special attack. Armors with hardness 15 or higher (e.g. mithral, adamantine) are immune to this ability. Multiple uses of puncture armor open separate holes, each of which can be exploited by a pasari-niml. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check. The save DC is Strength-based and include a +4 racial bonus. [i]Originally appeared in City of Delights (1993).[/i] [/QUOTE]
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