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<blockquote data-quote="BOZ" data-source="post: 123735" data-attributes="member: 1241"><p><strong>SALTOR</strong></p><p></p><p>SALTOR</p><p>Small Aberration</p><p>Hit Dice: 3d8+6 (19 hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 30 ft, climb 30 ft (argid);</p><p> 40 ft, climb 20 ft (jendrid)</p><p>AC: 20 (+1 size, +3 Dex, +6 natural)</p><p>Attacks: 4 tentacles +6 melee, bite +1 melee; or 4 tentacles +6 melee, halfspear +1 ranged; or rock +6 ranged</p><p>Damage: Tentacle 1, bite 1d3; halfspear 1d6; rock 1d3</p><p>Face/Reach: 5 ft by 5 ft/5 ft</p><p>Special Attacks: Psionics, improved grab, extract</p><p>Special Qualities: SR 19, amphibious, slime, light vulnerability</p><p>Saves: Fort +2, Ref +4, Will +4</p><p>Abilities: Str 10, Dex 17, Con 14, Int 8, Wis 12, Cha 9</p><p>Skills: Climb +5, Hide +8, Listen +7, Spot +7</p><p>Feats: Weapon Finesse (tentacles)</p><p></p><p>Climate/Terrain: Any underground</p><p>Organization: Band (1-6) or tribe (10-40)</p><p>Challenge Rating: 5</p><p>Treasure: Standard</p><p>Alignment: Usually neutral</p><p>Advancement: 4-6 HD (Small); 7-9 HD (Medium-Size)</p><p></p><p>Saltors are small baboon-like creatures that are more like the mind flayers than any other illithidae. Saltors stand upright and have three-fingered hands with opposable thumbs, making them nearly humanoid in form. Like illithids, they possess four feeding tentacles that can draw out the brains of opponents. Saltors have slimy skin of white or black color, but sometimes variations such as gray, violet, and red occur.</p><p> Saltors vary in size and build depending on how they are engineered by the illithids. There are two distinct physical forms of saltor, the argid and jendrid. They are basically identical, except for their build. Argids are two feet tall and shaped much like baboons, and are fast climbers. Jendrids are about a foot taller, with longer limbs that make them faster on the ground while sacrificing climbing speed. Both types seem to occur with about the same frequency within any group of saltors.</p><p> Saltors that are ruled by illithids are always orderly and well coordinated. They are carefully bred for a nearly endless variety of manual tasks and skills. Some saltors live in the wild, independent of the mind flayers, living in primitive lairs. Such groups of wild saltors often have a few exceptional individuals with greater intelligence and extra psionic powers. Saltors are excessively cruel and love to torment other creatures, and consider lesser creatures a delicacy.</p><p></p><p>COMBAT</p><p>Saltors usually attack with tentacles and bite, but some may use a weapon instead of biting. They carry spears to throw at opponents before melee, and to use against creatures whose heads cannot be reached with their tentacles. Saltors tend to be bold in numbers, but will attack even large groups if ordered to by their illithid masters.</p><p> Psionics (Sp): </p><p> Improved Grab (Ex): To use this ability, the saltor must hit a Small or smaller creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent's head. A saltor can grab a Medium-size or larger creature, but only if it can somehow reach the foe's head.</p><p> After a successful grab, the saltor can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the saltor gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.</p><p> Extract (Ex): A saltor that begins its turn with all four of its tentacles attached and successfully maintains its hold automatically extracts the opponent's brain, instantly killing that creature.</p><p> Amphibious (Ex): Illithidae possess both lungs and gills, and can survive indefinitely on land and in water.</p><p> Slime (Ex): The slimy coating that covers the skin of illithidae is proof against adhesion. Illithidae are completely protected against the nonmagical glues of creatures such as the mimic and the roper. Additionally, their slimy skin imposes a -4 penalty on all grapple checks against them.</p><p> Light Vulnerability (Ex): The eyes and bodies of illithidae are vulnerable to normal sunlight and anything above a dim light source. Illumination equal to the light spell or brighter imposes a -1 penalty to the illithidae's attack rolls. Additionally, exposure to full sunlight causes 1 hit point of damage per minute to any unprotected illithidae.</p><p></p><p>The saltor first appeared in Dragon Magazine #150 (Dragon's Bestiary, Stephen Inniss, 1989).</p></blockquote><p></p>
[QUOTE="BOZ, post: 123735, member: 1241"] [b]SALTOR[/b] SALTOR Small Aberration Hit Dice: 3d8+6 (19 hp) Initiative: +3 (Dex) Speed: 30 ft, climb 30 ft (argid); 40 ft, climb 20 ft (jendrid) AC: 20 (+1 size, +3 Dex, +6 natural) Attacks: 4 tentacles +6 melee, bite +1 melee; or 4 tentacles +6 melee, halfspear +1 ranged; or rock +6 ranged Damage: Tentacle 1, bite 1d3; halfspear 1d6; rock 1d3 Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Psionics, improved grab, extract Special Qualities: SR 19, amphibious, slime, light vulnerability Saves: Fort +2, Ref +4, Will +4 Abilities: Str 10, Dex 17, Con 14, Int 8, Wis 12, Cha 9 Skills: Climb +5, Hide +8, Listen +7, Spot +7 Feats: Weapon Finesse (tentacles) Climate/Terrain: Any underground Organization: Band (1-6) or tribe (10-40) Challenge Rating: 5 Treasure: Standard Alignment: Usually neutral Advancement: 4-6 HD (Small); 7-9 HD (Medium-Size) Saltors are small baboon-like creatures that are more like the mind flayers than any other illithidae. Saltors stand upright and have three-fingered hands with opposable thumbs, making them nearly humanoid in form. Like illithids, they possess four feeding tentacles that can draw out the brains of opponents. Saltors have slimy skin of white or black color, but sometimes variations such as gray, violet, and red occur. Saltors vary in size and build depending on how they are engineered by the illithids. There are two distinct physical forms of saltor, the argid and jendrid. They are basically identical, except for their build. Argids are two feet tall and shaped much like baboons, and are fast climbers. Jendrids are about a foot taller, with longer limbs that make them faster on the ground while sacrificing climbing speed. Both types seem to occur with about the same frequency within any group of saltors. Saltors that are ruled by illithids are always orderly and well coordinated. They are carefully bred for a nearly endless variety of manual tasks and skills. Some saltors live in the wild, independent of the mind flayers, living in primitive lairs. Such groups of wild saltors often have a few exceptional individuals with greater intelligence and extra psionic powers. Saltors are excessively cruel and love to torment other creatures, and consider lesser creatures a delicacy. COMBAT Saltors usually attack with tentacles and bite, but some may use a weapon instead of biting. They carry spears to throw at opponents before melee, and to use against creatures whose heads cannot be reached with their tentacles. Saltors tend to be bold in numbers, but will attack even large groups if ordered to by their illithid masters. Psionics (Sp): Improved Grab (Ex): To use this ability, the saltor must hit a Small or smaller creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent's head. A saltor can grab a Medium-size or larger creature, but only if it can somehow reach the foe's head. After a successful grab, the saltor can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the saltor gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn. Extract (Ex): A saltor that begins its turn with all four of its tentacles attached and successfully maintains its hold automatically extracts the opponent's brain, instantly killing that creature. Amphibious (Ex): Illithidae possess both lungs and gills, and can survive indefinitely on land and in water. Slime (Ex): The slimy coating that covers the skin of illithidae is proof against adhesion. Illithidae are completely protected against the nonmagical glues of creatures such as the mimic and the roper. Additionally, their slimy skin imposes a -4 penalty on all grapple checks against them. Light Vulnerability (Ex): The eyes and bodies of illithidae are vulnerable to normal sunlight and anything above a dim light source. Illumination equal to the light spell or brighter imposes a -1 penalty to the illithidae's attack rolls. Additionally, exposure to full sunlight causes 1 hit point of damage per minute to any unprotected illithidae. The saltor first appeared in Dragon Magazine #150 (Dragon's Bestiary, Stephen Inniss, 1989). [/QUOTE]
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