So I've got a game coming up sunday and I've a spiffy little creature or two that I've worked up to play with.
Critique, advise (on CR specifically), what not.
Have at it:
Shadowswift
Tiny Outsider (Native, Shadow)
Hit Dice: 2d8+4 (13 hp)
Initiative: +5
Speed: 5 ft., Fly 40 ft. (Good)
Armor Class: 19 (+2 size, +2 natural, +5 Dex), touch 17, flat-footed 14
Base Attack/Grapple: +2/+2
Attack: Sting +7 melee (1d3); or Bite +7 (1d2)
Full Attack: Sting +7 melee (1d3); or Bite +7 melee (1d2)
Space/Reach: 3 ft./0 ft.
Special Attacks: Consume
Special Qualities: Lightsense, Darkform, Blindsense 30’, Darkvision 100’
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 10, Dex 21, Con 15, Int 3, Wis 11, Cha 9
Skills: Hide +10, Move Silently +10, Listen +5
Feats: Weapon Finesse, Flyby Attack
Environment: Underground
Organization: School (7-16)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 3-5 HD (Small)
The creature has a small body, long neck and a diamond shaped head with leathery looking wings that stretch maybe 3 feet in width at most. It’s tail is long and sinuous tipped with a sharp bony-spine, usually floating gently behind the creature as it drifts through the air. The creature has two dark pools for eyes located on either side of its head.
A shadowswift is an odd creature which exists on the material plane in darkness or shadow that feeds off of light. A shadowswift usually floats about in the depths not bothering anyone, however when exposed to light the shadowswift becomes incorporeal until it can consume the lightsource. Shadowswifts are asexual and produce by budding another shadowswift in the darkest of places where no light has ever touched. Usually once per year a shadowswift will bud a new shadowswift. Shadowswifts seem to live for about a hundred years and thousands probably lurk in the deepest depths. A shadowswift usually weighs no more than 3 to 5 pounds and is about 3 feet from head to tail and their wingspan is usually about the same. Shadowswifts speak no known language and it is unknown if they communicate with each other or not.
Combat: Shadowswifts rarely ever actually engage in combat unless unable to flee.
Consume (Ex): Shadowswifts attempt to consume any light source (magical or non-magical) that they can reach with their mouth. To do so, a shadowswift must make a touch attack against the lit objects armor class. If successful, the light is extinguished. Magical light sources from a spell (light, daylight, etc.) must make a Fortitude saving throw (DC 20), use the caster level divided by 2 for the objects bonus to the roll, or be extinguished. Magical light emanating from a permanent magical object is only extinguished for 1d4 minutes. Shadowswifts can consume light sources when incorporeal. Consuming a light source does not provoke an attack of opportunity.
Lightsense (Ex): Shadowswifts can sense sources of light around them and most often actively seek them out to quench them. Non-magical sources the shadowswift can sense out to 100’, while magical sources the shadowswift can sense out to 200’.
Darkform (Ex): The oddest thing about the shadowswift is that it becomes incorporeal when exposed to light. When exposed to any light above absolute darkness, the shadowswift immediately becomes incorporeal granting it all the benefits associated but cannot strike at corporeal creatures and objects.
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Darkswift
Small Outsider (Native, Shadow)
Hit Dice: 4d8+8 (26 hp)
Initiative: +5
Speed: 5 ft., Fly 40 ft. (Good)
Armor Class: 21 (+1 size, +4 natural, +5 Dex), touch 16, flat-footed 15
Base Attack/Grapple: +5/+5
Attack: Sting +10 melee (1d6); or Bite +10 (1d4)
Full Attack: Sting +10 melee (1d6); or Bite +10 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Consume, Spells, Poison
Special Qualities: Lightsense, Darkform, Blindsense 30’, Darkvision 100’
Saves: Fort +6, Ref +8, Will +5
Abilities: Str 11, Dex 21, Con 15, Int 7, Wis 13, Cha 15
Skills: Hide +12, Move Silently +12, Listen +8
Feats: Weapon Finesse, Flyby Attack, Hover
Environment: Underground
Organization: Solitary or Pair
Challenge Rating: 6
Treasure: None
Alignment: Neutral Evil
Advancement: 3-5 HD (Small)
This majestic looking creature has a small body, long neck and a diamond shaped head with leathery looking wings that stretch to about 6 feet tip to tip. It’s tail is long and sinuous tipped with a sharp bony-spine, usually floating gently behind the creature as it drifts through the air. The creature has two dark red pools for eyes located on either side of its head which glint with intelligence.
A darkswift is an odd creature which exists on the material plane in darkness or shadow that feeds off of light. A darkswift usually floats about in the depths not bothering anyone, however when exposed to light the darkswift becomes incorporeal until it can consume the lightsource. Darkswifts are a corrupted type of Shadowswifts and always travel amidst a school of Shadowswifts. Darkswifts are asexual and produce by budding another darkswift in the darkest of places where no light has ever touched. Usually once per year a darkswift will bud a new darkswift. Darkswifts seem to live only about 30 years and only a few hundred may exist. A darkswift usually weighs no more than 12 to 15 pounds and is about 5 feet from head to tail and their wingspan is usually about the same. Darkswifts can speak infernal and undercommon but they rarely ever communicate with other creatures.
Combat: Darkswifts delight in combat and often fall upon helpless creatures whose lights have been snuffed out by the Shadowswifts they associate with.
Consume (Ex): Darkswifts attempt to consume any light source (magical or non-magical) that they can reach with their mouth. To do so, a darkswift must make a touch attack against the lit objects armor class. If successful, the light is extinguished. Magical light sources from a spell (light, daylight, etc.) must make a Fortitude saving throw (DC 25), use the caster level divided by 2 for the objects bonus to the roll, or be extinguished. Magical light emanating from a permanent magical object is only extinguished for 2d4 minutes. Darkswifts can consume light sources when incorporeal. Consuming a light source does not provoke an attack of opportunity.
Lightsense (Ex): Darkswifts can sense sources of light around them and most often actively seek them out to quench them. Non-magical sources the darkswift can sense out to 100’, while magical sources the darkswift can sense out to 200’.
Darkform (Ex): The oddest thing about the darkswift is that it becomes incorporeal when exposed to light. When exposed to any light above absolute darkness, the darkswift immediately becomes incorporeal granting it all the benefits associated but cannot strike at corporeal creatures and objects.
Spells (S-A): The Darkswift can use the following spells; at will – Ghost Sound, Mage Hand, 3/day – Cause Fear, Chill Touch, 1/day – Vampiric Touch. As if cast by a 6th level sorcerer.
Poison (Ex): Those struck by the Darkswift’s sting are affected by a mysterious poison which takes effect over a long period of time. Those stung must make an immediate Will save (DC 16) or be subject to the later effects. 12 hours later the subject must make another saving throw or take 1d2 points of Wisdom damage, every six hours following the subject must make another saving throw or suffer additional damage. The poison remains in the system for one weeks time. Only a remove curse followed by the pouring of liquid-light upon the wound can cure the victim of this poison.
Critique, advise (on CR specifically), what not.
Have at it:
Shadowswift
Tiny Outsider (Native, Shadow)
Hit Dice: 2d8+4 (13 hp)
Initiative: +5
Speed: 5 ft., Fly 40 ft. (Good)
Armor Class: 19 (+2 size, +2 natural, +5 Dex), touch 17, flat-footed 14
Base Attack/Grapple: +2/+2
Attack: Sting +7 melee (1d3); or Bite +7 (1d2)
Full Attack: Sting +7 melee (1d3); or Bite +7 melee (1d2)
Space/Reach: 3 ft./0 ft.
Special Attacks: Consume
Special Qualities: Lightsense, Darkform, Blindsense 30’, Darkvision 100’
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 10, Dex 21, Con 15, Int 3, Wis 11, Cha 9
Skills: Hide +10, Move Silently +10, Listen +5
Feats: Weapon Finesse, Flyby Attack
Environment: Underground
Organization: School (7-16)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 3-5 HD (Small)
The creature has a small body, long neck and a diamond shaped head with leathery looking wings that stretch maybe 3 feet in width at most. It’s tail is long and sinuous tipped with a sharp bony-spine, usually floating gently behind the creature as it drifts through the air. The creature has two dark pools for eyes located on either side of its head.
A shadowswift is an odd creature which exists on the material plane in darkness or shadow that feeds off of light. A shadowswift usually floats about in the depths not bothering anyone, however when exposed to light the shadowswift becomes incorporeal until it can consume the lightsource. Shadowswifts are asexual and produce by budding another shadowswift in the darkest of places where no light has ever touched. Usually once per year a shadowswift will bud a new shadowswift. Shadowswifts seem to live for about a hundred years and thousands probably lurk in the deepest depths. A shadowswift usually weighs no more than 3 to 5 pounds and is about 3 feet from head to tail and their wingspan is usually about the same. Shadowswifts speak no known language and it is unknown if they communicate with each other or not.
Combat: Shadowswifts rarely ever actually engage in combat unless unable to flee.
Consume (Ex): Shadowswifts attempt to consume any light source (magical or non-magical) that they can reach with their mouth. To do so, a shadowswift must make a touch attack against the lit objects armor class. If successful, the light is extinguished. Magical light sources from a spell (light, daylight, etc.) must make a Fortitude saving throw (DC 20), use the caster level divided by 2 for the objects bonus to the roll, or be extinguished. Magical light emanating from a permanent magical object is only extinguished for 1d4 minutes. Shadowswifts can consume light sources when incorporeal. Consuming a light source does not provoke an attack of opportunity.
Lightsense (Ex): Shadowswifts can sense sources of light around them and most often actively seek them out to quench them. Non-magical sources the shadowswift can sense out to 100’, while magical sources the shadowswift can sense out to 200’.
Darkform (Ex): The oddest thing about the shadowswift is that it becomes incorporeal when exposed to light. When exposed to any light above absolute darkness, the shadowswift immediately becomes incorporeal granting it all the benefits associated but cannot strike at corporeal creatures and objects.
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Darkswift
Small Outsider (Native, Shadow)
Hit Dice: 4d8+8 (26 hp)
Initiative: +5
Speed: 5 ft., Fly 40 ft. (Good)
Armor Class: 21 (+1 size, +4 natural, +5 Dex), touch 16, flat-footed 15
Base Attack/Grapple: +5/+5
Attack: Sting +10 melee (1d6); or Bite +10 (1d4)
Full Attack: Sting +10 melee (1d6); or Bite +10 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Consume, Spells, Poison
Special Qualities: Lightsense, Darkform, Blindsense 30’, Darkvision 100’
Saves: Fort +6, Ref +8, Will +5
Abilities: Str 11, Dex 21, Con 15, Int 7, Wis 13, Cha 15
Skills: Hide +12, Move Silently +12, Listen +8
Feats: Weapon Finesse, Flyby Attack, Hover
Environment: Underground
Organization: Solitary or Pair
Challenge Rating: 6
Treasure: None
Alignment: Neutral Evil
Advancement: 3-5 HD (Small)
This majestic looking creature has a small body, long neck and a diamond shaped head with leathery looking wings that stretch to about 6 feet tip to tip. It’s tail is long and sinuous tipped with a sharp bony-spine, usually floating gently behind the creature as it drifts through the air. The creature has two dark red pools for eyes located on either side of its head which glint with intelligence.
A darkswift is an odd creature which exists on the material plane in darkness or shadow that feeds off of light. A darkswift usually floats about in the depths not bothering anyone, however when exposed to light the darkswift becomes incorporeal until it can consume the lightsource. Darkswifts are a corrupted type of Shadowswifts and always travel amidst a school of Shadowswifts. Darkswifts are asexual and produce by budding another darkswift in the darkest of places where no light has ever touched. Usually once per year a darkswift will bud a new darkswift. Darkswifts seem to live only about 30 years and only a few hundred may exist. A darkswift usually weighs no more than 12 to 15 pounds and is about 5 feet from head to tail and their wingspan is usually about the same. Darkswifts can speak infernal and undercommon but they rarely ever communicate with other creatures.
Combat: Darkswifts delight in combat and often fall upon helpless creatures whose lights have been snuffed out by the Shadowswifts they associate with.
Consume (Ex): Darkswifts attempt to consume any light source (magical or non-magical) that they can reach with their mouth. To do so, a darkswift must make a touch attack against the lit objects armor class. If successful, the light is extinguished. Magical light sources from a spell (light, daylight, etc.) must make a Fortitude saving throw (DC 25), use the caster level divided by 2 for the objects bonus to the roll, or be extinguished. Magical light emanating from a permanent magical object is only extinguished for 2d4 minutes. Darkswifts can consume light sources when incorporeal. Consuming a light source does not provoke an attack of opportunity.
Lightsense (Ex): Darkswifts can sense sources of light around them and most often actively seek them out to quench them. Non-magical sources the darkswift can sense out to 100’, while magical sources the darkswift can sense out to 200’.
Darkform (Ex): The oddest thing about the darkswift is that it becomes incorporeal when exposed to light. When exposed to any light above absolute darkness, the darkswift immediately becomes incorporeal granting it all the benefits associated but cannot strike at corporeal creatures and objects.
Spells (S-A): The Darkswift can use the following spells; at will – Ghost Sound, Mage Hand, 3/day – Cause Fear, Chill Touch, 1/day – Vampiric Touch. As if cast by a 6th level sorcerer.
Poison (Ex): Those struck by the Darkswift’s sting are affected by a mysterious poison which takes effect over a long period of time. Those stung must make an immediate Will save (DC 16) or be subject to the later effects. 12 hours later the subject must make another saving throw or take 1d2 points of Wisdom damage, every six hours following the subject must make another saving throw or suffer additional damage. The poison remains in the system for one weeks time. Only a remove curse followed by the pouring of liquid-light upon the wound can cure the victim of this poison.