Archive for the ‘creature’ Category

Burrowing Boar

Monday, June 21st, 2010

Burrowing Boar

Large Animal
Hit Dice: 10d8+21 (67 hp)
Initiative: +1
Speed: 40 ft. (8 squares), burrow 10 ft. (2 squares)
Armor Class: 18 (-1 size, +8 natural, +1 dex), touch 11, flat-footed 17
Base Attack/Grapple: +8/+20
Attack: Gore +13 melee (1d8+13)
Full Attack: Gore +13 melee (1d8+13)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ferocity
Special Qualities: Low-light vision, scent, tremorsense 60 ft.
Saves: Fort +9, Ref +7, Will +9
Abilities: Str 29, Dex 12, Con 17, Int 2, Wis 13, Cha 8
Skills: Climb +5, Listen +10, Spot +9
Feats: Alertness, Endurance, Iron Will, Die Hard
Environment: Temperate forests
Organization: Solitary or herd (5–8)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 11-17 HD (Huge)
Level Adjustment: -

Burrowing boars are omnivorous and spend most of their time rooting around underground, digging deep tunnels under the roots of large trees. They viciously attack anything that approaches them or disturbs their tunnels, however.

Burrowing boars grow up to 12 feet long and weigh as much as 2,000 pounds.

Combat
A burrowing boar charges its opponent, trying to rip the target open with its tusks.

Ferocity (Ex): A burrowing boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

April Contest: Dastardly Creatures

Tuesday, April 6th, 2010

Use the month of April to create a dastardly creature, and you’ll win free copies of Claw/Claw/Bite and our inaugural issue of Tailslap. Entries are due on the last day of the month, at which point, our next contest will be announced.

Be creative. Be crazy. Enter as often as you’d like; no purchase necessary. Have fun with this. Email entries to clawclawbite@gmail.com.

Winners will be printed in CCB 18!

Entries may be printed in future issues of CCB or future collections released by Unicorn Rampant Publishing.

UPDATE (response to Comment #1): To help structure your entries, borrow a template from one of our recent creature entries, described in detail in the D20 SRD, or use the Pathfinder bestiary system, including an introduction, stat block, and a description in your entry.

Dark Hounds of Sin

Monday, March 8th, 2010

Dark Hounds of Sin wander the earth, tempting humans and their brothers with sin. Some take the forms of humans to lure their prey into dark alleys and private homes where they can strike.

There are different dog types for each sin, each of which embody a particular sin. Here is an example of a Dark Hound of Gluttony, who may be encountered at a banquet in the court of a castle.

Dark Hounds of Sin (Gluttony)
Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 16d8+32 (103 hp)
Initiative: +9
Speed: 50 ft. (10 squares)
Armor Class: 28 (+5 Dex, +10 natural, +3 hide armor), touch 13, flat-footed 16
Base Attack/Grapple: +16/+24
Attack: Bite +18 melee (1d10+5/19-20 plus 1d6 poison)
Full Attack: Bite +13 melee (1d10+5/19-20 plus 1d6 poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, poison bite, rend
Special Qualities: Darkvision 60 ft., protection from good, scent, vulnerability to water, shape shift
Saves: Fort +14, Ref +11, Will +12
Abilities: Str 21, Dex 21, Con 15, Int 8, Wis 11, Cha 4
Skills: Intimidate +22, Jump +20, Listen +16, Spot +18, Survival +10*, Tumble +12
Feats: Alertness, Improved Critical (bite), Improved Initiative, Weapon Focus (bite)
Environment: Outer Planes and urban environments
Organization: Solo
Challenge Rating: 12
Treasure: None
Alignment: Always lawful evil
Advancement: 17-26 HD (Large)
Level Adjustment: –

A typical hound of sin stands 5 feet high at the shoulder and weighs 140 pounds.

Hounds of sin are always encountered alone.

Shape Shift (Su): Three times a day, hounds of sin can shape shift into humanoid forms in order to tempt their humanoid prey.

Combat

Hounds of sin sneak up behind their prey, employing razor-sharp teeth to bite into and rend their opponents.

The natural weapons of hounds of sin are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 10×10 area of noxious poison that quickly fills an area, dealing 2d6 poison damage, Fortitude DC 25 to negate. The save DC is Constitution-based.

Poison Bite (Su): Hounds of sin deal an extra 1d6 points of poison damage every time they bite an opponent, as if these bites are a poison weapon.

Skills

Hounds of sin have a +10 racial bonus on Hide and Move Silently checks, which are commonly used.

*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.

Suffering Souls

Sunday, February 28th, 2010


“Alas! how feeble is our faith! If a domestic animal, a little dog, falls into the fire, do you delay to draw it out? And see, your parents, benefactors, persons most dear to you, writhe in the flames of Purgatory, and you do not consider it your urgent duty to relieve them; you delay, you allow long days of suffering to pass for those poor souls, without making an effort to perform those good works which will release them from their pains.”

-Fr. Schouppe, from his book: Purgatory, pp. 238-239, 1893 Imprimatur

Suffering Souls
Medium Outsider (Neutral, Extraplanar, Incorporeal, Swarm)
Hit Dice: 4d8+3 (24 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16
Base Attack/Grapple: +3/+11 (+1 for each soul)
Attack: Swipe +5 melee
Full Attack: Swipe and Grapple
Space/Reach: 5 ft./5 ft.
Special Attacks: Haunt, soul link
Special Qualities: Incorporeal, strong-willed, immunity to charm and sleep effects
Saves: Fort +5, Ref +3, Will +7
Abilities: Str 18, Dex 11, Con 3, Int 10, Wis 14, Cha 11
Skills: Climb +6
Feats: Improved Grapple
Environment: Hell, any haunted locale
Organization: Swarm
Challenge Rating: 3
Treasure: None
Alignment: TN
Advancement: None
Level Adjustment: None

Haunt (Su): Suffering souls haunt an area, trying to escape their torment on the Nine Planes of Hell. Creatures within a haunted area (usually a 400′ diameter circle) receive -1 penalties to all rolls.

Combat

Suffering souls swarm all who enter their unhallowed grounds. They will attack relentlessly until repelled, at which point they return to Purgatory until they are returned in an unending cycle to their place on the Prime Material Plane to haunt it evermore. The only way to free suffering souls from this torment is to travel to Hell to confront the devil that binds them.

Soul link (Su): When suffering souls make eye contact with a humanoid within 20′ for a full round, they establish a soul link with them. For the duration of the encounter, all damage they experience is also experienced by those whose souls are linked with them. When the encounter ends, the soul link lingers for multiple days, during which time the affected experience the torment of the suffering souls in Hell.

Whelmer of Ships

Thursday, February 18th, 2010

This part air, part water elemental is a powerful force, devouring ships on the open seas.

To visualize whelmers of ships, think pf a whirlpool with its complementary winds.

Whelmer of Ships
Size/Type: Huge Elemental (Air, Water, Extraplanar)
Hit Dice: 24d8+120 (228 hp)
Initiative: +15
Speed: Below-water portion: 30 ft. (6 squares), swim 120 ft. Above-water portion: Fly 100 ft. (perfect) (20 squares)
Armor Class: 27 (-2 size, +11 Dex, +8 natural), touch 19, flat-footed 16
Base Attack/Grapple: +18/+35
Attack: Slam +27 melee (2d10+9/19-20)
Full Attack: 2 slams +27 melee (2d10+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Water mastery, drench, vortex
Special Qualities: Damage reduction 10/-, darkvision 60 ft., elemental traits
Saves: Fort +19, Ref +25, Will +10
Abilities: Str 28, Dex 33, Con 21, Int 10, Wis 11, Cha 11
Skills: Listen +29, Spot +29
Feats: Alertness, Blind-Fight, Great Cleave, Combat Reflexes, Flyby Attack, Improved Critical (slam) Improved InitiativeB, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon FinesseB
Environment: Storm Plane
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Usually neutral
Advancement: 25-48 HD (Colossal)
Level Adjustment: —

Whelmers of ships speak Auran and Aquan, though they rarely choose to do so. A whelmer can’t venture out of the body of water from which it was conjured, and cannot be conjured into a body of water too small for it to fit into.

Whelmer of Ships Height Weight Whirlpool
Save DC Damage Height
Elder 40 ft. 24,000 lb. 34 2d8 10-60 ft.

Combat

Their rapid speed at the intersections of bodies of water and fast-moving air make them well-suited to battlefields beneath the waves where their whirlpools and heavy winds suddenly swell up behind its opponents.

Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a whelmer of ships.

Whirlwind (Su): The whelmer can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 10 rounds. In this form, the whelmer can move partially along the surface of a body of water at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 60 feet tall. The whelmer’s movement while in whirlwind form does not provoke attacks of opportunity, even if the whelmer enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whelmer moves into or through the creature’s space.

Creatures one or more size categories smaller than the whelmer might take damage when caught in the whirlwind (use the table from the air elemental) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength based.

Additionally, creatures trapped underwater must make saves or begin drowning, as per the PHB.

Creatures trapped in the whirlwind cannot move except to go where the whelmer carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The whelmer can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

The whelmer can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned whelmer always ejects trapped creatures before returning to its home plane.

Water Mastery (Ex): A whelmer gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the whelmer is touching the ground, the whelmer takes a -4 penalty on attack and damage rolls.

A whelmer can be a serious threat to a ship that crosses its path. A whelmer can easily overturn vessels up to 200′ in length. Ships over 200′ can be slowed to half speed.

Drench (Ex): The whelmer’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as a dispel magic spell.

Vortex (Su): The whelmer can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 10 rounds. In vortex form, the whelmer can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 60 feet tall.

The whelmer’s movement while in vortex form does not provoke attacks of opportunity, even if the whelmer enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the whelmer moves into or through the creature’s space.

Creatures one or more size categories smaller than the whelmer might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based.

Much like in the whirlpool form, creatures trapped in the vortex cannot move except to go where the whelmer carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The whelmer can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.

The whelmer can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned whelmer always ejects trapped creatures before returning to its home plane.

A whelmer in vortex form cannot make slam attacks and does not threaten the area around it.

Skills

A whelmer of ships has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Image: The Shipwreck, Joseph Mallord William Turner, exhibited 1805

Memory Eater

Sunday, January 10th, 2010

This floating, mostly-mandible creature eats memories, dealing XP damage rather than normal damage. Watch out for crits!

Memory Eater
Size/Type: Small Aberration (Evil, Psionic)
Hit Dice: 8d8+15 (50 hp)
Initiative: +7
Speed: fly 60 ft. (12 squares)
Armor Class: 24 (+1 size, +6 Dex, +7 natural), touch 17, flat-footed 18
Base Attack/Grapple: +6/+3
Attack: Bite +8 melee (1d3+1)
Full Attack: Double bite +8 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psi-like abilities, steal memory
Special Qualities: Blindsight 60 ft., damage reduction 10/adamantine, immunity to fire, power resistance 23, resistance to electricity 15, vulnerability to protection from evil, shift alignment
Saves: Fort +4, Ref +7, Will +8
Abilities: Str 15, Dex 23, Con 15, Int 12, Wis 16, Cha 14
Skills: Bluff +15, Concentration +11, Hide +16, Listen +16, Move Silently +16
Feats: Combat Manifestation, Toughness, Up the Walls, Wild TalentB
Environment: Underground
Organization: Solitary or pod (2-4)
Challenge Rating: 8
Treasure: standard coins of various sorts; double goods; standard items
Alignment: Always chaotic
Advancement: 9-12 HD (Medium), 13-16 (Large)
Level Adjustment: +7

Memory eaters understand common and all the tongues of the Dream and Astral Planes, and can understand any of the languages of prey whose memories they have stolen.

Combat

Steal Memory (Su): Upon a successful critical hit (range 18-20) on a creature, memory eaters steal memories from the creature, dealing 5d20 xp damage. Exactly which memories are taken is up to the DM. If the memory eater is killed, the memory is split among the party, who all feel as if they have the memory all to themselves. The XP taken is also split back among the party.

Psi-Like Abilities

Like their rival yet much smaller brethren, intellect devourers, memory eaters have supernatural mental abilities, including: at will—cloud mind, compression, detect psionics, ego whip (2d4, DC 16*), empty mind (+5 on Will saves*), id insinuation (three targets, DC 16*); 3/day—body adjustment (2d12*), intellect fortress, painful strike. Manifester level 7th.

The save DCs are Charisma-based.

*Includes augmentation for the memory eater’s manifester level.

Blindsight (Ex): A memory eater can use nonvisual means to ascertain all foes within 60 feet as a sighted creature would.

Alignment Shift (Ex): Memory eaters’ alignments shift based on the experiences they have experienced second-hand.

Skills

Memory eaters have a +4 racial bonus on Bluff checks. They also have a +8 racial bonus on Move Silently checks and Listen checks. Finally, they enjoy a +8 on all Knowledge checks, since they have learned more than their physical bodies have experienced.

Cut-up Construct

Tuesday, December 1st, 2009

Cut-ups are magically created automatons of varying power. Constructing one involves a decoupaged collage of scroll parchment and the employment of summoning magic, which pulls together the components for the Cut-up out of the ether. The tasks to be performed by the Cut-up must be written along the edge of the collage in a magical runic script. This is usually done in chalk so the collage may be reused.

The animating force for a Cut-up is a spirit from the Ethereal Plane. The process of creating the Cut-up assembles the component corporeal matter and breathes a temporary life into them, subjecting the ethereal spirit to the Cut-up’s creator, at least until their servitude is complete, as dictated by the tasks set forth in runes.

Combat

Since they are collections of multiple life forces all bent on competing their tasks and thus being set free, Cut-ups are strong-willed and tenacious in combat. They make any and all decisions based on this drive for freedom. They follow instructions explicitly and are incapable of any strategy or tactics outside this fundamental urge. For this reason, some may even attack their creators, if their creators are not careful to make their tasks clear.

Fatal Flaw

Cut-ups are destroyed if the collage used to summon them is destroyed, whether by fire, evisceration, or even a simple tear down the center of the parchment. Creators of Cut-ups must thus stow their collages with care, especially if they intend to reuse them.

Construction

The cost to create each Cut-up includes the cost of the scroll parchment used to breathe life into the collages and a bag of holding to provide the link the Ethereal Plane. Completing the Cut-up’s creation drains 50 XP from the creator. The bag of holding is not consumed in the creation, and once the Cut-up returns to the Ethereal Plane, the bag is left on the ground.

The resulting Cut-up can be up to 1’x1’ per level of the spellcaster. For instance, Mialee, a 14th-level spellcaster, creates a collage, and summons the ethereal energy to manifest a Cut-up up to 14’x14’. This creature is included in the stat block below.

The physical characteristics of a Cut-up come from its design on parchment, so there is infinite variation in their final forms.

Mialee’s Cut-up
Size/Type: Large Construct
Hit Dice: 14d10+30 (105 hp)
Initiative: 0
Speed: 30 ft.
Armor Class: 23 (-1 size, 0 Dex, +14 natural)
Base Attack/Grapple: +8/+19
Attack: Slam +14 melee (2d8+8 plus deep cut)
Full Attack: 2 slams +14 melee (2d8+8 plus deep cut)
Space/Reach: 10 ft./10 ft.
Special Attacks: Deep cut
Special Qualities: Construct traits, fatal flaw, flip sides, fold space, damage reduction 10/bludgeoning and piercing, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +5, Ref +2, Will +5
Abilities: Str 27, Dex 11, Con Ø, Int Ø, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or gang (2-4), up to ¼ the level of the caster
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 15-21 HD (Huge)
Level Adjustment: —

Cut-ups take the forms depicted on their collages.

A Cut-up cannot speak or make any vocal noise. It moves with a wide gait like the folding of paper. It appears weightless, yet is strangely corporeal.

Combat

Flip Sides (Ex): Every round a Cut-up is in combat, there is a 5% chance each round that it will determine that the easiest path to setting its ethereal energy free is to flip sides, turning on its creator. While fighting against its creator, there is a 5% chance that the Cut-up will return to its creator’s side.

Deep Cut (Ex): Since Cut-ups are made of pure ethereal energy, damage dealt by a Cut-up doesn’t heal naturally and resists healing spells. A character attempting to cast a healing spell on a creature damaged by a Cut-up must succeed on a DC 10+ the constructor’s caster level check, or the spell has no effect on the injured character.

Vulnerable to Blades (Ex): Cut-ups are especially susceptible to damage from slashing weapons, which deal double damage.

Immunity to Magic (Ex): A Cut-up is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A blade barrier spell or other non-magical blade slows the Cut-up (as the slow spell) for 1d6 rounds and deals 2d6 points of damage.

Fold Space (Su): At will, Cut-ups can take shortcuts through the Prime Material Plane by folding themselves through the ether as per the spell ethereal jaunt.

CL 11th; Craft Construct, animate objects, resurrection, caster must be at least 11th level; Price 5,000gp in fine scroll parchment, a bag of holding; Cost 21,500gp, 1,540xp.

Byzozius

Saturday, May 9th, 2009

Byzozius is an ancient unicorn who lives in the Forest of Light on Solania, a subplane of Celestia, accessible from a portal in the center of Trangúll Dřevo, a giant elven forest in Farghoal full of fey creatures. It is by making connections with them, and serving them for a time, that he is able to be encountered.

Byzozius lives on, but has grown weak and withered without his horn. Byzozius’ horn was carved by Kardâsuan, an elven carver who didn’t know its origin.

Fully restored with his horn, Byzozius has the following stats. Without his horn, Byzozius is roughly as powerful as a heavy war horse. This makes his very vulnerable until restored with his horn.

Byzozius (Level 11 Celestial Charger)
Size/Type: Large Magical Beast (Extraplanar, Celestial)
Hit Dice: 8d10+11d8+75 (177 hp)
Initiative: +10
Speed: 60 ft. (12 squares)
Armor Class: 27 (-1 size, +5 Dex, +7 natural, +5 bracers of armor +6), touch 13, flat-footed 20
Base Attack/Grapple: +15/+26
Attack: Horn +24 melee (1d8+10)
Full Attack: Horn +24 melee (1d8+10) and 2 hooves +16 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Turn undead 13/day, smite evil, ride-by attack, spells
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, magic circle against evil, resistance to acid 10, cold 10, and electricity 10, scent, spell-like abilities, spell resistance 20, wild empathy
Saves: Fort +18, Ref +14, Will +20
Abilities: Str 24, Dex 20, Con 20, Int 13, Wis 29, Cha 22
Skills: Concentration +15, Knowledge (nature) +10, Knowledge (planes) +12, Knowledge (religion) +8, Listen +15, Move Silently +19, Spellcraft +12, Spot +17, Survival +15 (+17 aboveground)*
Feats: Alertness, Combat Casting, Extra Turning, Improved Initiative, Improved Turning, Run, Skill Focus (Survival)
Environment: Celestia
Organization: Unique, solitary
Challenge Rating: 17
Treasure: None
Alignment: Chaotic good
Advancement: 11 Cleric levels
Level Adjustment: +12 (cohort)

Byzozius is an 11 HD celestial unicorn with eleven levels of cleric.

A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.

A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.

Unicorns speak Sylvan and Common.

Skills

Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.

Combat

The save DC for this celestial charger’s neutralize poison ability (DC 20) is adjusted for its greater Hit Dice and altered Charisma score.

Byzozius’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Smite Evil (Su): Three times per day, Byzozius can make a normal melee attack to deal 15 points of extra damage against an evil foe.

Magic Circle Against Evil (Su): Three times per day, Byzozius can create a 20′ magic circle against evil, as the spell, with the larger area of effect.

Cleric Spells Prepared (6/7/6/5/4; save DC 18 + spell level)

0th: detect magic, detect poison (2), light, virtue (2)
1st: bless (2), calm animals*, obscuring mist, remove fear, sanctuary, shield of faith
2nd: aid* (2), animal messenger, lesser restoration, remove paralysis, shield other
3rd: prayer, protection from energy, remove curse, searing light (2)
4th: air walk, divine power, holy smite*, restoration
5th: atonement, flame strike, spell resistance
6th: blade barrier, wind walk

*Domain spell. Domains: Animal and Good.

Bog Maid

Saturday, March 21st, 2009

Size/Type: Medium Fey Humanoid (Aquatic)
Hit Dice: 7d8+14 (45 hp)
Initiative: +3
Speed: Walk 40 ft. (8 squares), Swim 30 ft. (6 squares)
Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple: +7/+18
Attack: Claw +13 melee (1d6+5)
Full Attack: 2 claws +11 melee (1d6+5) and rancid bite +6 melee (2d6+1)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, rake 1d6+7, rancid bite 2d6+1, spell-like abilities
Special Qualities: Damage reduction 2/bludgeoning, darkvision 60 ft., shape change, spell resistance 19, swamp walk
Saves: Fort +6, Ref +8, Will +6
Abilities: Str 21, Dex 16, Con 14, Int 13, Wis 13, Cha 14
Skills: Bluff +6, Diplomacy +4, Disguise +6 (+8 when shape changed), Hide +6, Intimidate +2, Listen +10, Spot +10
Feats: Alertness, Great Fortitude
Environment: Marshes, bogs and swamps
Organization: Solitary or covey (3 maids of various enticing forms)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: —

These sirens of the swamp have been known to lure many an adventurer into brackish waters and bramble patches.

Combat

Bog maids usually draw upon their shape change ability to alter its physical form to appear as a beautiful young female elf, half-elf, or other humanoid. Then, they grapple their opponents in what seems a lustful embrace, proceeding to bite into them with their rancid maws.

Rancid Bite (Ex): The rancid bite of a bog maid deals 2d6+1 damage. In addition, a DC 18 Fortitude save is required to avoid 1d4 temporary Con damage.

Skills

Shape Change (Ex): Bog maids have the natural ability to change their shape into other humanoid forms, typically choosing a beautiful maiden of a humanoid species.

Swamp Walk (Ex): Because of their innate knowledge of the terrain, bog maids can move at normal speed through swamp, marsh, and bog.

Thanks to Rakehell over at Tailslap for the 4e version of this creature!

Flying V

Wednesday, February 25th, 2009

These are nasty bat-like creatures that drift along the stratosphere until dark, when they swoop down to the surface to feed.

Flying V
Size/Type: Huge Magical Beast (extraplanar)
Hit Dice: 8d8+20 (60 hp)
Initiative: +8
Speed: fly 60 ft.
Armor Class: 23 (-2 size, +8 Dex, +7 natural), touch 16, flat-footed 15
Base Attack/Grapple: +7/+26
Attack: Bite +10 melee (1d8+6)
Full Attack: 2 Bites +10 melee (1d8+6)
Space/Reach: 15 ft./20 ft.
Special Attacks: Fly-by Attack
Special Qualities: Darkvision (200′), Low-light Vision (500′)
Saves: Fort +11, Ref +15, Will +8
Abilities: Str 20, Dex 26, Con 18, Int 2, Wis 14, Cha 6
Skills: Hide +12, Listen +18*, Move Silently +18, Spot +14*
Feats: Alertness, Stealthy, Fly-by Attack
Environment: Lofty Peaks, Night Sky
Organization: Colony (5-8)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Gargantuan)
Level Adjustment: —

A flying V has a wingspan of 25 feet and weighs about 400 pounds. They have hands near the ends of their wings that allows them to grip their prey.

Combat

Scouting the night sky with their strong nightvision and low-light vision, flying Vs swoop down upon unsuspecting prey from above, using a fly-by attack to either grapple or simply attack their unsuspecting prey.

Skills

Flying Vs have a +4 racial bonus on Spot and Listen checks.