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<blockquote data-quote="Ferret" data-source="post: 1039355" data-attributes="member: 4052"><p><strong>Long</strong></p><p></p><p>Hello <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I have quite a few creature you mighht wish to use, this is going to be long though...</p><p></p><p>Crobold</p><p>Small Humanoid (Reptilian) </p><p>Hit Dice: 1/2 d8 (2 hp) </p><p>Initiative: +1 (Dex) </p><p>Speed: 30 ft. </p><p>AC: 22 (+1 size, +3 Dex, +6 natural, +2 leather) </p><p>Attacks: Bite??, Claw??</p><p>Damage: Bite??, Claw??</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Special Qualities: Darkvision 60 ft., Lowlight vision </p><p>Saves: Fort +0, Ref +1, Will +2</p><p>Abilities: Str 12, Dex 16, Con 12, Int 10, Wis 10, Cha 10</p><p>Skills: Hide +8, Listen +2, Move Silently +4, Search +2, Spot +2</p><p>Feats: Alertness</p><p>Climate/Terrain: Any land</p><p>Organization:?</p><p>Challenge Rating:?</p><p>Treasure: Standard</p><p>Alignment: Usually Chaotic evil</p><p>Advancement: By character class</p><p></p><p>Crobolds do not speak any language, instead they can make clicking and screeching noises. Crobolds look like a cross between crabs and Kobolds; they have very large pincers that cannot wield weapons. On the underside of their hard exoskeletal back, they have a large mouth much like a crab, with smaller pincers that are solely used for grappling. Their back legs are powerful and mainly used for leaping; they are covered with a thick reptilian scale that has tufts of fur sprouting here and there.</p><p></p><p>Undervile </p><p>Large magical Beast</p><p>Hit-dice: 12d10+84 (150hp) </p><p>Initiative: 0</p><p>AC: 16 (+1 Dex, -1 size, +6 Nat. armour) </p><p>Attack: Bite +17 ; 2 tentacle+ 12; tail +12; elbow spike +12</p><p>Damage: 2 Tentacles 2d4+5 Bite 2d6+ 7 Tail 1d8+5 Elbow spike 1d2+5</p><p>Reach: 5 ft. by 5 ft. /10 ft. </p><p>Special attacks: Improved grab, Cleave, Greater cleave, Power attack</p><p>Special qualities: DR (10/+1), Endurance, Great fortitude,</p><p>Saves: Fort +15 Ref +8 Will +3</p><p>Abilities: Str 21(5) Dex 11(0) Con 24(7) Int 4(-3) Wis 8(-1) Cha 22(6)</p><p>Skills: Hide+2, Move silently+2 spot+4 listen+4</p><p>Feats: Improved critical, Weapon focus: Bite</p><p></p><p>Climate or terrain: Any land and underground</p><p>Organization: Solitary (1) </p><p>Challenge rating: TBA</p><p>Treasure: None</p><p>Alignment: Always evil </p><p>Advancement: None</p><p></p><p>An Undervile is a vile creature, it attacks devours any creature it can see, although it may retreat if seriously hurt.</p><p></p><p>Standing from 10-15 ft high, these gruesome creatures seemed to have come from other planes even though these are rumours, the it sprang from the underdark. It seems that nothing of this sort could be Toril born; both hands are squid like and have amazing grip, and crushing power. These octopi-appendages are 2 to 3 foot long and coated with a slimy substance. The mouth has 3 razor sharp talons around it also 3-4 foot long, which can undeniably crush metal, mounted close into the bone under the skin is a pair of beady red eyes, that disallow site towards the side. It has dinosaur-esque feet, 3 talons and a thumb; these feet are gigantic to keep the creatures balance, which it looses if it raises one to attack. Its skin is almost as hard as rock and any blows that get through are almost instantly ignored. It’s most distinguishing mark is the large (½-1 foot) spike on its elbow (Upper arm) which is rarely used in combat.</p><p></p><p>With special thanks to Kris</p><p></p><p>Plaze</p><p>Fine Ooze</p><p>Hit-dice: 1/8 d10 (1 Hp) </p><p>Initiative: 4(4+ dex) </p><p>Speed: 25 ft, swim 45 </p><p>AC: 22 (+4 Dex, +8 size) </p><p>Attack: Slam +12 </p><p>Damage: Slam 1-3 </p><p>Reach: 1/2. /0 ft. </p><p>Special attacks:</p><p>Special qualities: Regeneration 1, Groove</p><p>Saves: Fort +0 Ref +4 Will -5</p><p>Abilities: Str 4(-3) Dex 19(4) Con 10(0) Int -- Wis 1 Cha 1 </p><p>Skills: None</p><p>Feats: None</p><p></p><p>Climate or terrain: Any temperate or warm</p><p>Organization: Plague 60</p><p>Challenge rating: 1/2</p><p>Treasure: None</p><p>Alignment: Always Neutral </p><p>Advancement: 1/8 to 2 (diminutive) </p><p></p><p>They seem to be a joke, but after you see their numbers and speed, you won’t be laughing</p><p></p><p>Plaze, are small and green blobs of ooze, that multiple at phenomenal rates, no one knows how they came to be and no one cares.</p><p></p><p>Combat:</p><p>Plaze swarm and over run, they attack anything they can find wood, creatures, metal if it sees another object it will attack it, the only thing they will not attack are other oozes.</p><p></p><p>Special abilities: </p><p></p><p>Regeneration (Ex): Electricity deals normal damage to a Plaze.</p><p></p><p>Groove (Ex): whenever confronted with decent music (above DC 20), the Plaze immediately quivers with joy, stopping all aggressive action and just grooving until the music ceases (perform checks are required every round)</p><p></p><p>Flay worm (Young)</p><p></p><p>Small Aberration</p><p>Hit-dice: 1d8 (4hp)</p><p>Initiative: 3(+3 dex)</p><p>AC: 17 (+3 Dex, +1 size, +3 Nat. armour)</p><p>Attack: 5 tentacles +4, bite +0, tail -3</p><p>Damage: 5 Tentacles 1d2 Bite 2d4 Tail 1d2 +1d6 acid</p><p>Reach: 5 ft. by 5 ft./5 ft.</p><p>Special attacks: improved grab, extract, </p><p>Special qualities: Illithid speech</p><p>Saves: Fort +0 Ref +3 Will +6</p><p>Abilities: Str 7 Dex 17 Con 10 Int 17 Wis 19 Cha 10</p><p>Skills: Hide+2, Jump+10, Move silently+2 spot+12 listen+4</p><p>Feats: Weapon Finesse (Tentacles, Tail) Alertness, Skill focus: Jump</p><p></p><p>Climate or terrain: Warm marsh, underground</p><p>Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young)</p><p>Challenge rating: TBA</p><p>Treasure: None</p><p>Alignment: Always evil (Had them tagged as Neutral for a while)</p><p>Advancement: 2-6(Medium sized) 7-10(Large)</p><p></p><p>Flay worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures.</p><p></p><p>With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flay worms can jump high and often surprise large creatures. Young Flay worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flay worms life is spent not getting killed and the rest is eating, after an attack on their lair Flay worms will sit perfectly still digesting flesh they have bitten of or brain tissue.</p><p></p><p>Combat: </p><p>Once encountered, Flay worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head. </p><p></p><p>Improved Grab (Ex): To use this ability, the Flay worm must hit a Tiny to Medium-sized creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flay worm can grab a Large or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flay worm 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 Flay worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.</p><p></p><p>Extract (Ex): A Flay worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is large or larger the process takes +1 rounds for ever Size category larger then large.</p><p></p><p>Tail (Ex) The tail, on successful hit, deals 1d6 acid damage.</p><p></p><p>Flay worm (Mature)</p><p>Medium-Sized Aberration</p><p>Hit-Dice: 2d8 (9hp)</p><p>Initiative: 6 (+2 dex +4 Improved Initiative)</p><p>AC: 16-18 (+2 dex +0 size +4 Nat. AC) </p><p>Attacks: 5 Tentacles +3 Bite -2 Tail -4</p><p>Damage: 5 Tentacles 1d3 Bite 2d6 Tail 1d3 + 1d8 acid</p><p>Reach: 5ft by 5ft/5ft</p><p>Special attacks: Improved grab, extract, Tail sear, spring attack</p><p>Special qualities: Illithid speech, Acid spill</p><p>Saves: Fort +1 Ref +2 Will +8</p><p>Abilities: Str 11 Dex 15 Con 12 Int 18 Wis 20 Cha 10</p><p>Skills: Hide+2, Jump+10, Move silently+2 spot+2 listen+4</p><p>Feats: Weapon Finesse (Bite, Tentacles) Alertness, Skill focus: Jump, Improved initiative</p><p></p><p>Climate or terrain: Warm marsh, underground</p><p>Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young)</p><p>Challenge rating: TBA</p><p>Treasure: None</p><p>Alignment: Always evil (Had them tagged as Neutral for a while)</p><p>Advancement: 2-6(Medium sized) 7-10(Large)</p><p></p><p>Flay worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures.</p><p></p><p>With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flay worms can jump high and often surprise large creatures. Young Flay worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flay worms life is spent not getting killed and the rest is eating, after an attack on their lair Flay worms will sit perfectly still digesting flesh they have bitten of or brain tissue.</p><p></p><p>Combat: </p><p>Once encountered, Flay worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head. </p><p></p><p>Improved Grab (Ex): To use this ability, the Flay worm must hit a Small to Large Creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flay worm can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flay worm 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 Flay worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.</p><p></p><p>Extract (Ex): A Flay worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is Huge or larger the process takes +1 rounds for ever Size category larger then large.</p><p></p><p>Spring attack (Ex) A flay worm May use this to jump up and latch onto a head/body part</p><p></p><p>Tail (Ex) The tail, on successful hit, deals 1d8 acid damage.</p><p></p><p>Illithid speech (Su) Flay worms may speak telepathically to any Illithid </p><p></p><p>Acid spill (Ex) Once a Flay worm is killed a pool of corrosive acid accumulates in a 4 ft pool (As Ochre jelly)</p><p></p><p>Flay worm (Adult)</p><p>Large Aberration</p><p>Hit-Dice: 7d8 (31hp)</p><p>Initiative: 5 (+1 dex +4 Improved Initiative)</p><p>AC: 19 (+1 dex -1 size +9 Nat. AC) </p><p>Attacks: 5 Tentacles +5 Bite + 0 Tail -2</p><p>Damage: 5 Tentacles 1d4 + 4 Bite 2d8 +6 Tail 1d4+ 4 + 2d4</p><p>Reach: 5ft by 10ft/5ft</p><p>Special attacks: Improved grab, extract, Tail sear, spring attack, blindfight</p><p>Special qualities: Illithid speech, Acid spill</p><p>Saves: Fort +4 Ref +2 Will +6</p><p>Abilities: Str 18 Dex 12 Con 17 Int 18 Wis 22 Cha 10</p><p>Skills: Hide+2, Jump+10, Move silently+2 spot+0 listen+10</p><p>Feats: Weapon Finesse (Bite, Tentacles) Alertness, Skill focus: Jump, Spring attack, Blindfight</p><p></p><p>Climate or terrain: Warm marsh, underground</p><p>Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young)</p><p>Challenge rating: TBA</p><p>Treasure: None</p><p>Alignment: Always evil (Had them tagged as Neutral for a while)</p><p>Advancement: 2-6(Medium sized) 7-10(Large)</p><p></p><p>Flay worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures.</p><p></p><p>With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flay worms can jump high and often surprise large creatures. Young Flay worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flay worms life is spent not getting killed and the rest is eating, after an attack on their lair Flay worms will sit perfectly still digesting flesh they have bitten of or brain tissue.</p><p></p><p>Combat: </p><p>Once encountered, Flay worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head. </p><p></p><p>Improved Grab (Ex): To use this ability, the Flay worm must hit a Medium-sized to Huge creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flay worm can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flay worm 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 Flay worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.</p><p></p><p>Extract (Ex): A Flay worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is huge or larger the process takes +1 rounds for ever Size category larger then Huge.</p><p></p><p>Spring attack (Ex) A flay worm May use this to jump up and latch onto a head/body part</p><p></p><p>Tail (Ex) The tail, on successful hit, deals 2d4 acid damage</p><p></p><p>Illithid speech (Su) Flay worms may speak telepathically to any Illithid </p><p></p><p>Acid spill (Ex) Once a Flay worm is killed a pool of corrosive acid accumulates in a 10 ft pool (As Black pudding)</p><p></p><p>Flay worms gain HD+2 to determine the Natural AC bonus.</p><p></p><p>Whip spider</p><p>Tiny Beast</p><p>HD 1/2d10 (hp 2)</p><p>Initiative +2 (Dex);</p><p>Speed 10 ft;</p><p>AC 21 (+6 Dex, +2 size, +3 natural);</p><p>Attacks: bite +8 melee;</p><p>Damage: bite 1d3-3;</p><p>Special quality: Perm. Spider climb, </p><p>Special attack: Weapon finesse (bite) Weapon finesse (sting), poison(Bite, sting)</p><p>Face/Reach 2 1/2 ft by 2 1/2 ft/0 ft; </p><p>Saves: Fort +2, Ref +8, Will +1; </p><p>Abilities: Str 5, Dex 19, Con 11, Int 6, Wis 12, Cha 8; </p><p>Skills and Feats: Hide +6, Move Silently +6;</p><p></p><p>Climate/Terrain: Any Plains</p><p>Organization: Solitary bunch (2-4) </p><p>Challenge Rating:?</p><p>Treasure: none</p><p>Alignment: Always Neutral evil</p><p>Advancement: 1-3HD tiny 4-7HD small 8-12HD Medium</p><p></p><p>These evil creatures, vile sentiments left in now blocked caves by the corrupt Drow. Appearing to be 1-2 ft long spiders with a snake tail and head, fondly named “Elgluth orrb” Or Whip spider by the Drow. They have a rough and hairy black chitinous carapace, the tip of it’s stinger is red. The evil creature only have two eyes, which are not multifaceted; they are however so large they almost cover the head of the beast.</p><p></p><p>Usually they jump from the ceiling or wall, and latch on, biting and stinging.</p><p></p><p>Enfeeblement Poison (Ex): The sting attack delivers a deadly toxin that (Fort save DC 10, initial 1d6 temporary Dex and 2d6 temporary Wisdom / secondary feeblemind). The feeblemind affects the victim as a spell of the same name cast by a 1st-level sorceror. </p><p></p><p>Paralytic Poison (Ex): The bite delivers a paralytic poison (Fort save DC 10, initial 1d6 temporary Con 2d6 strength / secondary paralysis). The paralysis lasts for 1d6 rounds.</p><p></p><p>I have, come to think of it, always thought of the underdark like Death Valley, Lots of creatures but you just don't notice.</p></blockquote><p></p>
[QUOTE="Ferret, post: 1039355, member: 4052"] [b]Long[/b] Hello :D I have quite a few creature you mighht wish to use, this is going to be long though... Crobold Small Humanoid (Reptilian) Hit Dice: 1/2 d8 (2 hp) Initiative: +1 (Dex) Speed: 30 ft. AC: 22 (+1 size, +3 Dex, +6 natural, +2 leather) Attacks: Bite??, Claw?? Damage: Bite??, Claw?? Face/Reach: 5 ft. by 5 ft./5 ft. Special Qualities: Darkvision 60 ft., Lowlight vision Saves: Fort +0, Ref +1, Will +2 Abilities: Str 12, Dex 16, Con 12, Int 10, Wis 10, Cha 10 Skills: Hide +8, Listen +2, Move Silently +4, Search +2, Spot +2 Feats: Alertness Climate/Terrain: Any land Organization:? Challenge Rating:? Treasure: Standard Alignment: Usually Chaotic evil Advancement: By character class Crobolds do not speak any language, instead they can make clicking and screeching noises. Crobolds look like a cross between crabs and Kobolds; they have very large pincers that cannot wield weapons. On the underside of their hard exoskeletal back, they have a large mouth much like a crab, with smaller pincers that are solely used for grappling. Their back legs are powerful and mainly used for leaping; they are covered with a thick reptilian scale that has tufts of fur sprouting here and there. Undervile Large magical Beast Hit-dice: 12d10+84 (150hp) Initiative: 0 AC: 16 (+1 Dex, -1 size, +6 Nat. armour) Attack: Bite +17 ; 2 tentacle+ 12; tail +12; elbow spike +12 Damage: 2 Tentacles 2d4+5 Bite 2d6+ 7 Tail 1d8+5 Elbow spike 1d2+5 Reach: 5 ft. by 5 ft. /10 ft. Special attacks: Improved grab, Cleave, Greater cleave, Power attack Special qualities: DR (10/+1), Endurance, Great fortitude, Saves: Fort +15 Ref +8 Will +3 Abilities: Str 21(5) Dex 11(0) Con 24(7) Int 4(-3) Wis 8(-1) Cha 22(6) Skills: Hide+2, Move silently+2 spot+4 listen+4 Feats: Improved critical, Weapon focus: Bite Climate or terrain: Any land and underground Organization: Solitary (1) Challenge rating: TBA Treasure: None Alignment: Always evil Advancement: None An Undervile is a vile creature, it attacks devours any creature it can see, although it may retreat if seriously hurt. Standing from 10-15 ft high, these gruesome creatures seemed to have come from other planes even though these are rumours, the it sprang from the underdark. It seems that nothing of this sort could be Toril born; both hands are squid like and have amazing grip, and crushing power. These octopi-appendages are 2 to 3 foot long and coated with a slimy substance. The mouth has 3 razor sharp talons around it also 3-4 foot long, which can undeniably crush metal, mounted close into the bone under the skin is a pair of beady red eyes, that disallow site towards the side. It has dinosaur-esque feet, 3 talons and a thumb; these feet are gigantic to keep the creatures balance, which it looses if it raises one to attack. Its skin is almost as hard as rock and any blows that get through are almost instantly ignored. It’s most distinguishing mark is the large (½-1 foot) spike on its elbow (Upper arm) which is rarely used in combat. With special thanks to Kris Plaze Fine Ooze Hit-dice: 1/8 d10 (1 Hp) Initiative: 4(4+ dex) Speed: 25 ft, swim 45 AC: 22 (+4 Dex, +8 size) Attack: Slam +12 Damage: Slam 1-3 Reach: 1/2. /0 ft. Special attacks: Special qualities: Regeneration 1, Groove Saves: Fort +0 Ref +4 Will -5 Abilities: Str 4(-3) Dex 19(4) Con 10(0) Int -- Wis 1 Cha 1 Skills: None Feats: None Climate or terrain: Any temperate or warm Organization: Plague 60 Challenge rating: 1/2 Treasure: None Alignment: Always Neutral Advancement: 1/8 to 2 (diminutive) They seem to be a joke, but after you see their numbers and speed, you won’t be laughing Plaze, are small and green blobs of ooze, that multiple at phenomenal rates, no one knows how they came to be and no one cares. Combat: Plaze swarm and over run, they attack anything they can find wood, creatures, metal if it sees another object it will attack it, the only thing they will not attack are other oozes. Special abilities: Regeneration (Ex): Electricity deals normal damage to a Plaze. Groove (Ex): whenever confronted with decent music (above DC 20), the Plaze immediately quivers with joy, stopping all aggressive action and just grooving until the music ceases (perform checks are required every round) Flay worm (Young) Small Aberration Hit-dice: 1d8 (4hp) Initiative: 3(+3 dex) AC: 17 (+3 Dex, +1 size, +3 Nat. armour) Attack: 5 tentacles +4, bite +0, tail -3 Damage: 5 Tentacles 1d2 Bite 2d4 Tail 1d2 +1d6 acid Reach: 5 ft. by 5 ft./5 ft. Special attacks: improved grab, extract, Special qualities: Illithid speech Saves: Fort +0 Ref +3 Will +6 Abilities: Str 7 Dex 17 Con 10 Int 17 Wis 19 Cha 10 Skills: Hide+2, Jump+10, Move silently+2 spot+12 listen+4 Feats: Weapon Finesse (Tentacles, Tail) Alertness, Skill focus: Jump Climate or terrain: Warm marsh, underground Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young) Challenge rating: TBA Treasure: None Alignment: Always evil (Had them tagged as Neutral for a while) Advancement: 2-6(Medium sized) 7-10(Large) Flay worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures. With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flay worms can jump high and often surprise large creatures. Young Flay worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flay worms life is spent not getting killed and the rest is eating, after an attack on their lair Flay worms will sit perfectly still digesting flesh they have bitten of or brain tissue. Combat: Once encountered, Flay worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head. Improved Grab (Ex): To use this ability, the Flay worm must hit a Tiny to Medium-sized creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flay worm can grab a Large or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flay worm 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 Flay worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn. Extract (Ex): A Flay worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is large or larger the process takes +1 rounds for ever Size category larger then large. Tail (Ex) The tail, on successful hit, deals 1d6 acid damage. Flay worm (Mature) Medium-Sized Aberration Hit-Dice: 2d8 (9hp) Initiative: 6 (+2 dex +4 Improved Initiative) AC: 16-18 (+2 dex +0 size +4 Nat. AC) Attacks: 5 Tentacles +3 Bite -2 Tail -4 Damage: 5 Tentacles 1d3 Bite 2d6 Tail 1d3 + 1d8 acid Reach: 5ft by 5ft/5ft Special attacks: Improved grab, extract, Tail sear, spring attack Special qualities: Illithid speech, Acid spill Saves: Fort +1 Ref +2 Will +8 Abilities: Str 11 Dex 15 Con 12 Int 18 Wis 20 Cha 10 Skills: Hide+2, Jump+10, Move silently+2 spot+2 listen+4 Feats: Weapon Finesse (Bite, Tentacles) Alertness, Skill focus: Jump, Improved initiative Climate or terrain: Warm marsh, underground Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young) Challenge rating: TBA Treasure: None Alignment: Always evil (Had them tagged as Neutral for a while) Advancement: 2-6(Medium sized) 7-10(Large) Flay worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures. With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flay worms can jump high and often surprise large creatures. Young Flay worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flay worms life is spent not getting killed and the rest is eating, after an attack on their lair Flay worms will sit perfectly still digesting flesh they have bitten of or brain tissue. Combat: Once encountered, Flay worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head. Improved Grab (Ex): To use this ability, the Flay worm must hit a Small to Large Creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flay worm can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flay worm 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 Flay worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn. Extract (Ex): A Flay worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is Huge or larger the process takes +1 rounds for ever Size category larger then large. Spring attack (Ex) A flay worm May use this to jump up and latch onto a head/body part Tail (Ex) The tail, on successful hit, deals 1d8 acid damage. Illithid speech (Su) Flay worms may speak telepathically to any Illithid Acid spill (Ex) Once a Flay worm is killed a pool of corrosive acid accumulates in a 4 ft pool (As Ochre jelly) Flay worm (Adult) Large Aberration Hit-Dice: 7d8 (31hp) Initiative: 5 (+1 dex +4 Improved Initiative) AC: 19 (+1 dex -1 size +9 Nat. AC) Attacks: 5 Tentacles +5 Bite + 0 Tail -2 Damage: 5 Tentacles 1d4 + 4 Bite 2d8 +6 Tail 1d4+ 4 + 2d4 Reach: 5ft by 10ft/5ft Special attacks: Improved grab, extract, Tail sear, spring attack, blindfight Special qualities: Illithid speech, Acid spill Saves: Fort +4 Ref +2 Will +6 Abilities: Str 18 Dex 12 Con 17 Int 18 Wis 22 Cha 10 Skills: Hide+2, Jump+10, Move silently+2 spot+0 listen+10 Feats: Weapon Finesse (Bite, Tentacles) Alertness, Skill focus: Jump, Spring attack, Blindfight Climate or terrain: Warm marsh, underground Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young) Challenge rating: TBA Treasure: None Alignment: Always evil (Had them tagged as Neutral for a while) Advancement: 2-6(Medium sized) 7-10(Large) Flay worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures. With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flay worms can jump high and often surprise large creatures. Young Flay worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flay worms life is spent not getting killed and the rest is eating, after an attack on their lair Flay worms will sit perfectly still digesting flesh they have bitten of or brain tissue. Combat: Once encountered, Flay worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head. Improved Grab (Ex): To use this ability, the Flay worm must hit a Medium-sized to Huge creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flay worm can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flay worm 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 Flay worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn. Extract (Ex): A Flay worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is huge or larger the process takes +1 rounds for ever Size category larger then Huge. Spring attack (Ex) A flay worm May use this to jump up and latch onto a head/body part Tail (Ex) The tail, on successful hit, deals 2d4 acid damage Illithid speech (Su) Flay worms may speak telepathically to any Illithid Acid spill (Ex) Once a Flay worm is killed a pool of corrosive acid accumulates in a 10 ft pool (As Black pudding) Flay worms gain HD+2 to determine the Natural AC bonus. Whip spider Tiny Beast HD 1/2d10 (hp 2) Initiative +2 (Dex); Speed 10 ft; AC 21 (+6 Dex, +2 size, +3 natural); Attacks: bite +8 melee; Damage: bite 1d3-3; Special quality: Perm. Spider climb, Special attack: Weapon finesse (bite) Weapon finesse (sting), poison(Bite, sting) Face/Reach 2 1/2 ft by 2 1/2 ft/0 ft; Saves: Fort +2, Ref +8, Will +1; Abilities: Str 5, Dex 19, Con 11, Int 6, Wis 12, Cha 8; Skills and Feats: Hide +6, Move Silently +6; Climate/Terrain: Any Plains Organization: Solitary bunch (2-4) Challenge Rating:? Treasure: none Alignment: Always Neutral evil Advancement: 1-3HD tiny 4-7HD small 8-12HD Medium These evil creatures, vile sentiments left in now blocked caves by the corrupt Drow. Appearing to be 1-2 ft long spiders with a snake tail and head, fondly named “Elgluth orrb” Or Whip spider by the Drow. They have a rough and hairy black chitinous carapace, the tip of it’s stinger is red. The evil creature only have two eyes, which are not multifaceted; they are however so large they almost cover the head of the beast. Usually they jump from the ceiling or wall, and latch on, biting and stinging. Enfeeblement Poison (Ex): The sting attack delivers a deadly toxin that (Fort save DC 10, initial 1d6 temporary Dex and 2d6 temporary Wisdom / secondary feeblemind). The feeblemind affects the victim as a spell of the same name cast by a 1st-level sorceror. Paralytic Poison (Ex): The bite delivers a paralytic poison (Fort save DC 10, initial 1d6 temporary Con 2d6 strength / secondary paralysis). The paralysis lasts for 1d6 rounds. I have, come to think of it, always thought of the underdark like Death Valley, Lots of creatures but you just don't notice. [/QUOTE]
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