moritheil
First Post
Again, if you're taking part in the Invasion of Mori, please do not read this.
Kobold That Walks, 10th-Level Sorcerer
Size/Type: Small Aberration (Augmented Humanoid)
Hit Dice: 10d8+10 (50 hp)
Initiative: +6 (+4 II)
Speed: 30 ft. (6 squares)
Armor Class: 41 (+1 size, +2 Dex, +4 force armor, +4 shield, +20 insight), touch 33, flat-footed 39
Base Attack/Grapple: +5/+0
Attack: Melee touch +5 (engulf)
Full Attack: Melee touch +5 (engulf)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, engulf, frightful presence
Special Qualities: Blindsight 300 ft., SR 23, discorporate, immunities
Saves: Fort +2, Ref +4, Will +7
Abilities: Str 8, Dex 14, Con 10, Int 10, Wis 10, Cha 16
Skills: Know (arcana) +13, Spellcraft +13
Feats: Empower Spell, Improved Initiative, Improved Toughness, Silent Spell
Environment: Temperate forests
Challenge Rating: 13
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: Yeah right
Spell-Like Abilities
1/day—animal growth (vermin), animal messenger (vermin), animal shapes (vermin), animal trance (vermin), colossal vermin (as giant vermin, but it can increase the creature’s size from Large to Gargantuan and from Huge to Colossal), creeping doom, giant vermin, summon swarm (vermin), summon vermin (as summon nature’s ally, except it summons 10 HD of vermin per level), and vermin plague (as insect plague). Caster level 20th; save DC 13 + spell level. The save DCs are Charisma-based.
Engulf (Ex)
A worm that walks can choose to engulf an opponent who is no more than one size category larger than itself. The worm attempts to embrace its victim, and with a successful melee touch attack, the victim is immediately swallowed up and surrounded by a mass of vermin, taking 100 points of damage. A victim who spends a full-round action can break free of the embrace and move up to half its speed away from the worm if desired, but can do nothing else. Otherwise, each round a victim remains embraced, it takes another 100 points of damage. Constructs are immune to this attack.
Spells
The worm that walks can cast any spells it could cast when a living character. It also gains several related abilities.
Frightful Presence (Su)
When a worm that walks engulfs a victim, witnesses must make a Will save (DC 10 + ½ the worm’s HD + the worm’s Cha modifier). Those who make the save are shaken. Those who fail by 5 or fewer points are frightened. Those who fail by 6 to 10 points are panicked. Those who fail by 11 or more points are cowering. All these conditions last for 1d4 rounds. Those who have seen a worm use this attack before gain a +5 bonus on their saving throws. The victim of the worm’s engulf attack has a -5 penalty on his or her saving throw.
Discorporate (Ex)
If gravely threatened, a worm can discorporate as a free action, simply falling into a pile of individual vermin that slither quickly away. So long as any of the component vermin survive, they can breed and create a new body to house the wizard’s intelligence and personality. Discorporating is a dangerous tactic, because once separated, the vermin are treated no differently than other vermin. Also, the worm stands a good chance of losing all its equipment. However, discorporation almost assures that at least one maggot (if not dozens) will manage to crawl away, and so provide for the worm’s continued existence.
Immunities (Ex)
A worm that walks has no discernable anatomy, so it is not subject to critical hits or flanking.
Typical Sorcerer Spells Known (6/7/7/7/5/3; save DC 13 + spell level)
0—detect magic, mage hand, message, no light, read magic, resistance, touch of fatigue;
1st—disguise self, mage armor, magic missile, shield, true strike;
2nd—acid arrow, bear’s endurance, eagle's splendor, scorching ray;
3rd—fireball, haste, vampiric touch;
4th—evard's tentacles, improved invisibility;
5th—baleful polymorph
Combat routines:
0 - cast shield (force armor is already up), haste, and/or improved invisibility
1 - evard's tentacles
2 - empowered fireball
3 - vampiric touch or engulf.
Kobold That Walks, 10th-Level Sorcerer
Size/Type: Small Aberration (Augmented Humanoid)
Hit Dice: 10d8+10 (50 hp)
Initiative: +6 (+4 II)
Speed: 30 ft. (6 squares)
Armor Class: 41 (+1 size, +2 Dex, +4 force armor, +4 shield, +20 insight), touch 33, flat-footed 39
Base Attack/Grapple: +5/+0
Attack: Melee touch +5 (engulf)
Full Attack: Melee touch +5 (engulf)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, engulf, frightful presence
Special Qualities: Blindsight 300 ft., SR 23, discorporate, immunities
Saves: Fort +2, Ref +4, Will +7
Abilities: Str 8, Dex 14, Con 10, Int 10, Wis 10, Cha 16
Skills: Know (arcana) +13, Spellcraft +13
Feats: Empower Spell, Improved Initiative, Improved Toughness, Silent Spell
Environment: Temperate forests
Challenge Rating: 13
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: Yeah right
Spell-Like Abilities
1/day—animal growth (vermin), animal messenger (vermin), animal shapes (vermin), animal trance (vermin), colossal vermin (as giant vermin, but it can increase the creature’s size from Large to Gargantuan and from Huge to Colossal), creeping doom, giant vermin, summon swarm (vermin), summon vermin (as summon nature’s ally, except it summons 10 HD of vermin per level), and vermin plague (as insect plague). Caster level 20th; save DC 13 + spell level. The save DCs are Charisma-based.
Engulf (Ex)
A worm that walks can choose to engulf an opponent who is no more than one size category larger than itself. The worm attempts to embrace its victim, and with a successful melee touch attack, the victim is immediately swallowed up and surrounded by a mass of vermin, taking 100 points of damage. A victim who spends a full-round action can break free of the embrace and move up to half its speed away from the worm if desired, but can do nothing else. Otherwise, each round a victim remains embraced, it takes another 100 points of damage. Constructs are immune to this attack.
Spells
The worm that walks can cast any spells it could cast when a living character. It also gains several related abilities.
Frightful Presence (Su)
When a worm that walks engulfs a victim, witnesses must make a Will save (DC 10 + ½ the worm’s HD + the worm’s Cha modifier). Those who make the save are shaken. Those who fail by 5 or fewer points are frightened. Those who fail by 6 to 10 points are panicked. Those who fail by 11 or more points are cowering. All these conditions last for 1d4 rounds. Those who have seen a worm use this attack before gain a +5 bonus on their saving throws. The victim of the worm’s engulf attack has a -5 penalty on his or her saving throw.
Discorporate (Ex)
If gravely threatened, a worm can discorporate as a free action, simply falling into a pile of individual vermin that slither quickly away. So long as any of the component vermin survive, they can breed and create a new body to house the wizard’s intelligence and personality. Discorporating is a dangerous tactic, because once separated, the vermin are treated no differently than other vermin. Also, the worm stands a good chance of losing all its equipment. However, discorporation almost assures that at least one maggot (if not dozens) will manage to crawl away, and so provide for the worm’s continued existence.
Immunities (Ex)
A worm that walks has no discernable anatomy, so it is not subject to critical hits or flanking.
Typical Sorcerer Spells Known (6/7/7/7/5/3; save DC 13 + spell level)
0—detect magic, mage hand, message, no light, read magic, resistance, touch of fatigue;
1st—disguise self, mage armor, magic missile, shield, true strike;
2nd—acid arrow, bear’s endurance, eagle's splendor, scorching ray;
3rd—fireball, haste, vampiric touch;
4th—evard's tentacles, improved invisibility;
5th—baleful polymorph
Combat routines:
0 - cast shield (force armor is already up), haste, and/or improved invisibility
1 - evard's tentacles
2 - empowered fireball
3 - vampiric touch or engulf.
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