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Unique Spirit Monster - Ceroptera, Fear of Snakes
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<blockquote data-quote="Anabstercorian" data-source="post: 487003" data-attributes="member: 2550"><p><strong>V. 2.0</strong></p><p></p><p>Ceroptera, Fear of Snakes</p><p></p><p>Large Fey (Evil, Reptilian)</p><p>Hit Dice: 18d6+36 (99 hp)</p><p>Initiative: +9 (+5 Dex, +4 Improved Initiative)</p><p>Speed: 60 ft.</p><p>AC: 34 (+5 Dex, +4 Natural, +15 Insight), touch 30, flat footed 29</p><p>Attacks: 6 tentacle snakes +34 melee, 2 arm snakes +34 melee, primary sickle +32/+27, secondary sickle +32, bite +39, 2 tail lashes +34</p><p>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</p><p>Face Reach: 5 ft. by 5 ft./10 ft. (20 ft. with all snakes)</p><p>Special Attacks: Despoil Flesh, Poison, Straight to the Heart, Unliving Telekinesis</p><p>Special Qualities: Cowards Blessing, Natural Force, Snake in the Grass, Defensive Roll, Snake Weaknesses</p><p>Saves: Fort +8, Ref +16, Will +15</p><p>Abilities: Str 40, Dex 21, Con 14, Int 16, Wis 19, Cha 14</p><p>Skills: 21 ranks Hide, 12 ranks Intimidate, 21 ranks Move Silently, 5 ranks Profession (Torturer), 21 ranks Tumble</p><p>Feats: Improved Initiative, Multiattack, Multidexterity, Multiweapon Fighting, Dodge, Mobility, Expertise, Spring Attack</p><p></p><p> 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.</p><p> 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. </p><p> 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. </p><p> 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.</p><p></p><p>COMBAT</p><p></p><p>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.</p><p></p><p>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)</p><p>A creature who is killed by this ability and is raised or resurrected returns in their natural form.</p><p></p><p>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.)</p><p></p><p>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.</p><p></p><p>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.</p><p>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.</p><p></p><p>Cowards Blessing (Ex): Ceroptera has an innate +15 Insight bonus to AC, born of years of experience and innate danger sense.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Anabstercorian, post: 487003, member: 2550"] [b]V. 2.0[/b] 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. [/QUOTE]
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Unique Spirit Monster - Ceroptera, Fear of Snakes
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