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Suped-up Monsters and NPCs: Mountaindell and more (updated 04/22/04)
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<blockquote data-quote="Iron Sheep" data-source="post: 1389005" data-attributes="member: 4965"><p><strong>Varkerak</strong></p><p></p><p>I was in a whimsical mood the other night, and I thought I'd see what I could do with a low-CR monster. Here is the result.</p><p></p><p>----</p><p><strong>Varkerak, Elite Corrupted Two-Headed Stirge of Legend</strong></p><p><strong>Tiny Aberration (augmented magical beast)</strong></p><p><strong>Hit Dice:</strong> 3d8+30 (43 hp)</p><p><strong>Initiative:</strong> +12</p><p><strong>Speed:</strong> 10 ft., fly 40 ft. (average)</p><p><strong>AC:</strong> 30 (+2 size, +8 Dex, +10 natural), touch 20, flatfooted 22</p><p><strong>Base Attack/Grapple:</strong> +3/-4 (+8 when attached)</p><p><strong>Attack:</strong> touch +14 melee (1 vile and attach)</p><p><strong>Full Attack:</strong> touch +14 melee (1 vile and attach)</p><p><strong>Space/Reach:</strong> 2-1/2 ft./0 ft.</p><p><strong>Special Attacks:</strong> Attach, blood drain, disruptive attack, poison</p><p><strong>Special Qualities:</strong> Darkvision 90 ft., fast healing 5, low-light vision, reflective hide, two heads</p><p><strong>Saves:</strong> Fort +13, Ref +11, Will +2</p><p><strong>Abilities:</strong> Str 12, Dex 27, Con 30, Int 4, Wis 13, Cha 11.</p><p><strong>Skills:</strong> Hide +18, Listen +8, Spot +8</p><p><strong>Feats:</strong> Alertness, Combat Reflexes, Improved Initiative, Weapon Finesse, Weapon Focus (touch)</p><p><strong>Environment:</strong> Any land and underground</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 6</p><p><strong>Alignment:</strong> Neutral Evil</p><p></p><p></p><p>Tales tell of a bloodstained horror that lurks in the dark recesses of the world, waiting for the unsuspecting to pass by. Varkerak is an anomaly, a stirge born with two heads, corrupted by dark energies, and possessing a dim, evil intelligence. Varkerak enjoys nothing more than the fear of its victims as it drains the lifeblood from their immobile forms. Some say that Varkerak is the creation of demonic forces, while others say that it is a manifestation of the dark and evil side of nature.</p><p></p><p>Varkerak appears much like any other stirge, although the additional head makes it somewhat larger, and its hide has a silvery sheen to it. Like other stirges it needs to attach to start draining blood, but at the same time it injects a powerful venom which will often paralyze its victim completely. If Varkerak is satiated before a victim dies, it will often leave them paralysed, returning later after it has digested their blood to feast on them once again.</p><p></p><p>Varkerak has to move often, since it is such a successful hunter that it often leaves an area devoid of prey. A number of small villages have been depopulated by Varkerak, the villagers either dead or forced to move on after their livestock were sucked dry.</p><p></p><p></p><p><strong>Combat</strong></p><p></p><p>Varkerak prefers to strike from hiding, picking a likely target to attack. If that target dies before Varkerak is full, it will choose another target. Varkerak is fearless, since its fast healing ability means that any damage it has sustained from its victims in the past has healed quickly.</p><p></p><p><strong>Attach (Ex):</strong> If Varkerak hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached stirge is effectively grappling its prey. Varkerak loses its Dexterity bonus to AC and has an AC of 22, but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).</p><p>An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge.</p><p></p><p><strong>Blood Drain (Ex):</strong> Varkerak drains blood with both its heads, dealing 2d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 8 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before Varkerak’s appetite has been sated, it detaches and seeks a new target.</p><p></p><p><strong>Poison (Ex):</strong> Varkerak delivers poison with its blood drain attack. Each head delivers one dose of poison each round that it begins its turn attached to a victim. The Fortitude save to avoid damage is DC 21, and initial and secondary damage is 1d6 Strength.</p><p></p><p><strong>Disruptive Attack (Su):</strong> Varkerak deals vile damage with its touch. It deals 1 point of vile damage with its attach attack, and 1 point each round that it begins its turn attached to a victim.</p><p></p><p><strong>Reflective Hide (Su):</strong> Varkerak has a silvery sheen to its hide which permanently protects the creature with a <em>spell-turning</em> effect.</p><p></p><p></p><p><strong>Notes:</strong> I took some liberties about how the blood drain, two heads and vile damage interact, but the monster doesn't seem overpowerful. Varkerak should be an interesting challenge for a low-level party.</p></blockquote><p></p>
[QUOTE="Iron Sheep, post: 1389005, member: 4965"] [b]Varkerak[/b] I was in a whimsical mood the other night, and I thought I'd see what I could do with a low-CR monster. Here is the result. ---- [B]Varkerak, Elite Corrupted Two-Headed Stirge of Legend[/B] [B]Tiny Aberration (augmented magical beast)[/B] [B]Hit Dice:[/B] 3d8+30 (43 hp) [B]Initiative:[/B] +12 [B]Speed:[/B] 10 ft., fly 40 ft. (average) [B]AC:[/B] 30 (+2 size, +8 Dex, +10 natural), touch 20, flatfooted 22 [B]Base Attack/Grapple:[/B] +3/-4 (+8 when attached) [B]Attack:[/B] touch +14 melee (1 vile and attach) [B]Full Attack:[/B] touch +14 melee (1 vile and attach) [B]Space/Reach:[/B] 2-1/2 ft./0 ft. [B]Special Attacks:[/B] Attach, blood drain, disruptive attack, poison [B]Special Qualities:[/B] Darkvision 90 ft., fast healing 5, low-light vision, reflective hide, two heads [B]Saves:[/B] Fort +13, Ref +11, Will +2 [B]Abilities:[/B] Str 12, Dex 27, Con 30, Int 4, Wis 13, Cha 11. [B]Skills:[/B] Hide +18, Listen +8, Spot +8 [B]Feats:[/B] Alertness, Combat Reflexes, Improved Initiative, Weapon Finesse, Weapon Focus (touch) [B]Environment:[/B] Any land and underground [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 6 [B]Alignment:[/B] Neutral Evil Tales tell of a bloodstained horror that lurks in the dark recesses of the world, waiting for the unsuspecting to pass by. Varkerak is an anomaly, a stirge born with two heads, corrupted by dark energies, and possessing a dim, evil intelligence. Varkerak enjoys nothing more than the fear of its victims as it drains the lifeblood from their immobile forms. Some say that Varkerak is the creation of demonic forces, while others say that it is a manifestation of the dark and evil side of nature. Varkerak appears much like any other stirge, although the additional head makes it somewhat larger, and its hide has a silvery sheen to it. Like other stirges it needs to attach to start draining blood, but at the same time it injects a powerful venom which will often paralyze its victim completely. If Varkerak is satiated before a victim dies, it will often leave them paralysed, returning later after it has digested their blood to feast on them once again. Varkerak has to move often, since it is such a successful hunter that it often leaves an area devoid of prey. A number of small villages have been depopulated by Varkerak, the villagers either dead or forced to move on after their livestock were sucked dry. [B]Combat[/B] Varkerak prefers to strike from hiding, picking a likely target to attack. If that target dies before Varkerak is full, it will choose another target. Varkerak is fearless, since its fast healing ability means that any damage it has sustained from its victims in the past has healed quickly. [B]Attach (Ex):[/B] If Varkerak hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached stirge is effectively grappling its prey. Varkerak loses its Dexterity bonus to AC and has an AC of 22, but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above). An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge. [B]Blood Drain (Ex):[/B] Varkerak drains blood with both its heads, dealing 2d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 8 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before Varkerak’s appetite has been sated, it detaches and seeks a new target. [B]Poison (Ex):[/B] Varkerak delivers poison with its blood drain attack. Each head delivers one dose of poison each round that it begins its turn attached to a victim. The Fortitude save to avoid damage is DC 21, and initial and secondary damage is 1d6 Strength. [B]Disruptive Attack (Su):[/B] Varkerak deals vile damage with its touch. It deals 1 point of vile damage with its attach attack, and 1 point each round that it begins its turn attached to a victim. [B]Reflective Hide (Su):[/B] Varkerak has a silvery sheen to its hide which permanently protects the creature with a [I]spell-turning[/I] effect. [B]Notes:[/B] I took some liberties about how the blood drain, two heads and vile damage interact, but the monster doesn't seem overpowerful. Varkerak should be an interesting challenge for a low-level party. [/QUOTE]
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