Unique Spirit Monster - Ceroptera, Fear of Snakes

Anabstercorian

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Ceroptera, Fear of Snakes

Large Outsider (Evil)
Hit Dice: 27d8+135 (257)
Initiative: +13
Speed: 60 feet
AC: 32 (+9 Dex, +10 Insight, +4 Natural, -1 Size)
Attacks: 2 armsnakes, 2 slams, bite
Damage: 2 armsnakes 1d2 plus poison, bite 1d8+11 plus poison, slam 1d8+11
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Despoil flesh, poison, spell-like abilities
Special Qualities: Natural Force, Cowards Blessing, Snake in the Grass, Defensive Roll, Improved Evasion
Saves: Fort +20, Ref +24, Will +21
Abilities: Str 32, Dex 28, Con 20, Int 20, Wis 22, Cha 24
Skills: 338-
Animal Empathy 15 ranks, Balance 30 ranks, Bluff 30 ranks, Climb 30 ranks, Craft (Agony Core) 15 ranks, Diplomacy 30 ranks, Hide 30 ranks, Intimidate 30 ranks, Jump 30 ranks, Move Silently 30 ranks, Profession (Baker) 10 ranks Profession (Torturer) 30 ranks, Tumble 30 ranks
Feats: Improved Initiative, Boost Spell Like Ability, Boost Spell Resistance, Quicken Spell-Like Ability, Dodge, Mobility, Epic Dodge

Ceroptera is an enigma and an adventurers nightmare. He exists to cause pain, to torment and destroy the weak. He is evil in a very pure and very horrible way, and worst of all, he is a coward. He does not fight foes, but flees them to continue his horrible works elsewhere.
He is a humanoid snake, massive in size, easily over ten feet tall. His head is that of a giant cobra, his eyes large and slitted, his face somewhat human, but only in the barest sense. A great hood descends from the back of his head down his long neck.
The ophidian possesses four arms, the upper two being humanoid from the shoulder down, but at the elbow they transform into the winding bodies of
two giant snakes. These arms become cobras themselves, complete with large hooded heads where hands should be found. His lower two arms are more human, although scaled as the rest of his body, and
tipped with short, sharp claws.
Hidden by folds of skin on his back are six long snake-tentacles, found just below his ribcage. These snakes can emerge, extend, wrap around his
prey, and lick and bite and taste. Their range is quite long, and each is as a large serpent, thick and strong. Two strong tails wind from his hips,
each long and prehensile, and he seems skilled in controlling their movements.
The snake-creature's legs are mostly human, but longer, more powerful. A runner, a climber, a leaper, his body is designed for speed and athletics.

What cannot be caught cannot be stopped.

CR:
Treasure:
Alignment: Neutral Evil

Despoil Flesh (Sp): At will, Ceroptera can transform himself or anyone else in to any form with a touch as a spell-like ability. This functions as the Polymorph Other spell, except the range is touch and any shape Ceroptera can imagine can be bestowed, whether a creature actually exists in that form on not. If a form is bestowed that is unwieldy or untenable, or that was created without careful forethought and design, the creature simply dies. The target gets a Fortitude save to resist this ability. (DC 21)
A creature who is killed by this ability and is raised or resurrected returns in their natural form.

Poison: 2d4 Dex damage, DC 28 for Armsnakes, 2d6 wisdom, DC 28 for bite

Spell-Like Abilities: At Will - Dominate Construct (As Dominate Monster, but only affects constructs), Polymorph Other, Telekinesis. Caster level 7th, save DC 17 + spell level

Natural Force: Ceroptera is immune to non-natural damage. Only damage inflicted by natural forces, magical spells, or weapons powered by the strength of the wielder can affect him. For example, fire, a landslide, a Fireball spell, a sword, or a bow would all hurt him. A laser, a ballista, a crossbow, a cannon, and a nuclear explosion would all have no effect on his hit point total. However, he is still vulnerable to unnatural non-damaging effects - The flash of an a-bomb could blind him, and the sound could deafen him, or a cannonshot could knock him over, but he would never take actual damage.

Cowards Blessing (Ex): Ceroptera has a +10 Insight bonus to AC, born of years of experience and innate danger sense.

Snake in the Grass (Ex): Ceroptera has an innate +10 competency bonus to Hide checks. Additionally, all bonuses to Hide checks from Cover are doubled for Ceroptera.

Defensive Roll (Ex): Once per day, when Ceroptera would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), Ceroptera can attempt to roll with the damage. If he makes a Reflex save (DC = damage dealt), he takes only half damage from the blow. He must be aware of the attack and able to react (i.e., not denied his dexterity bonus to AC) in order to execute a defensive roll.

Improved Evasion (Ex): Ceroptera takes no damage from any effect that allows half damage on a Reflex save on a successful save. If he fails the save, he still takes only half damage.
 

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Profession (Baker)? Um, ew..

I dunno what this guy's CR is. He's got Epic Feats, but even a non-epic high-level party could chase him down and beat the daylights out of him without much trouble.

What IS his SR, anyways? A 30?

As boring a skill as it may be, he's gonna need concentration. Defile Flesh, Poly Other, and TK aren't going to do him any good if he can't pass his concentration check.

What would be really annoying...

Give him a substantially higher movement rate (enough that he could easily outrun a flying character), Teleport w/out Error, and Skill Mastery (Hide, Tumble, Move Silently, and a couple others)?

A party of just 14th level could conceivably mop the floor with this guy, so he needs some way to effectively escape...

Maybe he can attack with the snake-tentacles and the two tails as well? Being able to poison someone 9 times in one round would be impressive, and very ugly for someone for someone who didn't have Slow Poison active.
 

He's gonna get revised

I'm actually converting this from 1e for a friend of mine - At his request, I'm going to redo Ceroptera.

He was intended to be able to attack with the snake tentacles, actually, and his poison was meant to be much more deadly - In 1e, it was death, no save, but as much as it bugs my friend, I'm definately going to get rid of that. However, I'm also going to give him an ability called Straight to the Heart - If he can grapple an opponent and start the round with all of his snake tentacles attached, he automatically injects lethal poison directly in to his opponents heart, killing them instantly without a save. Sounds nasty, but it's no worse than the Mind Flayer's brain extraction ability.

Additionally, I'm going to rework his skills a bit, for the reasons you described, and probably add Skill Mastery for Hide, Move Silently, and other snakey abilities.

On the other hand, he's going to have more reptilian weaknesses - An unreasoning fear of mongooses and skunks, and he's going to be cold blooded. Cold effects will deal additional damage.

Anyway, thanks for the feedback, Epametheus. The next version of Ceroptera will be much better assembled.
 

V. 2.0

Ceroptera, Fear of Snakes

Large Fey (Evil, Reptilian)
Hit Dice: 18d6+36 (99 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 34 (+5 Dex, +4 Natural, +15 Insight), touch 30, flat footed 29
Attacks: 6 tentacle snakes +34 melee, 2 arm snakes +34 melee, primary sickle +32/+27, secondary sickle +32, bite +39, 2 tail lashes +34
Damage: Tentacle snake 1d4-1 plus poison, arm snake 1d4 plus poison, primary sickle 1d6+15, secondary sickle 1d6+7, bite 1d6+15 plus poison, tail lash 1d4+15
Face Reach: 5 ft. by 5 ft./10 ft. (20 ft. with all snakes)
Special Attacks: Despoil Flesh, Poison, Straight to the Heart, Unliving Telekinesis
Special Qualities: Cowards Blessing, Natural Force, Snake in the Grass, Defensive Roll, Snake Weaknesses
Saves: Fort +8, Ref +16, Will +15
Abilities: Str 40, Dex 21, Con 14, Int 16, Wis 19, Cha 14
Skills: 21 ranks Hide, 12 ranks Intimidate, 21 ranks Move Silently, 5 ranks Profession (Torturer), 21 ranks Tumble
Feats: Improved Initiative, Multiattack, Multidexterity, Multiweapon Fighting, Dodge, Mobility, Expertise, Spring Attack

He is a humanoid snake, massive in size, easily over ten feet tall. His head is that of a giant cobra, his eyes large and slitted, his face somewhat human, but only in the barest sense. A great hood descends from the back of his head down his long neck.
The ophidian possesses four arms, the upper two being humanoid from the shoulder down, but at the elbow they transform into the winding bodies of two giant snakes. These arms become cobras themselves, complete with large hooded heads where hands should be found. His lower two arms are more human, although scaled as the rest of his body, and tipped with short, sharp claws.
Hidden by folds of skin on his back are six long snake-tentacles, found just below his ribcage. These snakes can emerge, extend, wrap around his prey, and lick and bite and taste. Their range is quite long, and each is as a large serpent, thick and strong. Two strong tails wind from his hips, each long and prehensile, and he seems skilled in controlling their movements.
The snake-creature's legs are mostly human, but longer, more powerful. A runner, a climber, a leaper, his body is designed for speed and athletics.

COMBAT

Ceroptera avoids combat assiduously, parleying first, fleeing if things go poorly, and only staying and fighting if absolutely necessary. When he does fight, he attacks much weaker targets from ambush, capturing victims to torture and release later, to spread the fear of snakes. His favored weapons are vicious steel hooks on the end of chains with the same statistics as sickles. Against especially dangerous opponents whom he cannot flee, he uses his Despoil Flesh capability freely and attempts to use Straight to the Heart.

Despoil Flesh (Sp): Once per round, Ceroptera can transform himself or anyone else in to any form with a touch as a spell-like ability. This functions as the Polymorph Other spell, except the range is touch and any shape Ceroptera can imagine can be bestowed, whether a creature actually exists in that form on not. If a form is bestowed that is unwieldy or untenable, or that was created without careful forethought and design, the creature simply dies. The target gets a Fortitude save to resist this ability. (DC 21)
A creature who is killed by this ability and is raised or resurrected returns in their natural form.

Poison (Ex): Ceroptera's chest and arm snakes deal poison damage as Medium and Large Vipers, respectively (1d6 constitution primary and secondary damage, DC 11) but the poison of his main head is fantastically lethal. (2d8 constitution primary and secondary damage, DC 25.)

Straight to the Heart (Ex): Ceroptera can use his Bite attack while grappling. If he successfully bites a target while grappling two rounds in a row, he has injected venom directly in to his opponents heart, or a major blood vessel. This results in immediate death with no save unless the target is immune to poison.

Unliving Telekinesis (Sp): Ceroptera has a certain level of command over the unliving. He can use Telekinesis with a caster level of 9 at will, but cannot affect living creatures at all, nor the undead, only objects and constructs. (Will save DC 17.) Additionally, he can dominate any construct at will, affecting them as though Dominate Monster, except it affects only constructs and can affect them despite their mindless nature. Resisting this affect is a Will save DC 19.
Additionally, he can create an effect similar to Animate Objects at will. This duplicates the Animate Objects spell with an effective caster level of 11, except its duration is Ceroptera's concentration, it can affect objects carried or worn by a creature, and it can affect multiple objects if their total volume is not more than 11 cu. ft. and they are all within range. Any object that goes out of the range of this effect immediately loses animation without Ceroptera's continued telekinetic control.

Cowards Blessing (Ex): Ceroptera has an innate +15 Insight bonus to AC, born of years of experience and innate danger sense.

Natural Force (Ex): Ceroptera is immune to non-natural damage. Only damage inflicted by natural forces, magical spells, or weapons powered by the strength of the wielder can affect him. For example, fire, a landslide, a Fireball spell, a sword, or a bow would all hurt him. A laser, a ballista, a crossbow, a cannon, and a nuclear explosion would all have no effect on his hit point total. However, he is still vulnerable to unnatural non-damaging effects - The flash of an a-bomb could blind him, and the sound could deafen him, or a cannonshot could knock him over, but he would never take actual damage.

Snake in the Grass (Ex): Ceroptera has an innate +20 competency bonus to Hide and Move Silently checks. Additionally, all bonuses to Hide checks from Cover are doubled for Ceroptera. Additionally, he can take 10 on Hide checks and Move Silently checks at any time, even under severe stress.

Defensive Roll (Ex): Once per day, when Ceroptera would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), Ceroptera can attempt to roll with the damage. If he makes a Reflex save (DC = damage dealt), he takes only half damage from the blow. He must be aware of the attack and able to react (i.e., not denied his dexterity bonus to AC) in order to execute a defensive roll.

Snake Weaknesses (Ex): Ceroptera has certain weaknesses related to snakes. Mongooses, skunks, and other creatures that naturally prey on snakes Frighten him unless he makes a Will save DC 26, in which case he is merely Shaken. He is cold blooded, suffering a -10 racial penalty on saving throws to resist cold.
 
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It would seem that the only ranged attack this guy has is the unliving telekinesis. Depending on how you play the spell, it could be either a useful backup, or a total killer.

Assuming don't you play the spell as a total killer, I'd still say a CR of 13-14 is about right. It's lethal in melee, but an archer floating 30 feet up could plug it full of arrows. 99 hp isn't much at that level.

SR is definitely a must IMO.
 

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