Showing posts with label CR4. Show all posts
Showing posts with label CR4. Show all posts

Sunday, August 14, 2011

Sunday Surprise - Thunder Lizard

THUNDER LIZARD (Thunder Child Shocker Lizard) CR4

This dog-sized lizard has two horns, one on either side of its head, and blue scales that pulsate with lightning.

Thunder Child template (Advanced Bestiary pg 237)

XP 600
N Small Outsider (elemental, air, extraplanar)
Init +8; Senses darkvision 60 ft., electricity sense, low-light vision; Perception +8

DEFENSE


AC 20, touch 17, flat-footed 14 (+2 Dex, +3 natural, +1 size, +4 dodge)
hp 19 (3d10+3)
Fort +4, Ref +7, Will +3;
Immune electricity, inhaled poisons; Resistances Cold 10
Special Defenses electric aura, electric grapple

OFFENSE


Speed 80 ft., climb 40 ft., swim 40 ft.
Melee bite +4 (1d4+1d6 electical)
Space 5 ft. Reach 5 ft.
Special Attacks
shock, breath weapon,

STATISTICS


Str 10, Dex 19, Con 13, Int 4, Wis 15, Cha 6;
Base Atk +3; CMB +2; CMD 18 (22 vs. trip)
Feats Improved Initiative, Skill Focus (Stealth), Lightning Reflexes, and Quick Draw
Skills Climb +8, Perception +8, Stealth +17, Swim +8; Racial Modifiers +2 Perception, +4 Stealth, +4 Survival, +4 Knowledge (nature)
Languages Auran
Spell-Like Abilities (CL 3rd)
3/day—fog cloud, gaseous form, sound burst (DC13)

ECOLOGY


Environment mountain lakes, elemental plane of air
Organization solitary, pair, clutch (3-6), or colony (7-12)
Treasure incidental
SQ Electricity Sense, Cloud Sight, Lightning Jump

SPECIAL ABILITIES


Electricity Sense (Ex) Shocker lizards automatically detect any electrical discharges within 100 feet.

Shock (Su) Shocker lizards can deliver an electrical shock to a single opponent within 5 feet. This attack deals 1d8 points of nonlethal electricity damage to living opponents (Reflex DC 12 half ). This save DC is Constitution-based. Additionally, if two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock once every 1d4 rounds. This effect has a radius of 20 feet, centered on any one contributing lizard. All creatures within that radius take 2d8 points of lethal electricity damage for each lizard contributing to the shock, to a maximum of 12d8. A Reflex save (DC 10 + the number of lizards contributing) halves the damage.

Breath Weapon (Ex): Once every 1d4 rounds, a thunder child can breathe a 5-foot-wide line of lightning 100 feet long plus 10 feet per 2 character levels it possesses. If the thunder child wishes, it may breathe a line half as long but 10 feet wide. Every creature in the area must make a Refl ex save (DC 10 + 1/2 thunder child’s character level + thunder child’s Con modifi er) or take 1d6 points of electricity damage per 2 character levels the thunder child possesses (minimum 1d6). Success halves the damage.

Electric Aura (Ex): A thunder child emits an aura of electricity that can wound nearby creatures. Any creature within 10 feet of a thunder child must succeed on a Reflex save (DC 13) each round that it remains within range or take 1d6 points of electricity damage. A thunder child can suppress or resume the use of this ability as a free action.

Electric Grapple (Ex): Any creature grappling a thunder child takes 2d6 points of electricity damage each round that the grapple is maintained. Electricity (Ex): Each of a thunder child’s natural melee attacks and attacks with metallic melee weapons deals +1d6 points of electricity damage.

Cloud Sight (Ex): A thunder child can see through clouds, gases, fogs, mists, and smoke as though they didn’t inhibit vision. Creatures and objects do not gain concealment from a thunder child due to such conditions. A thunder child may use this ability while gaseous.

Immunities (Ex): A thunder child is immune to inhaled poisons and gas-, fog-, or cloud-based attacks and spells.

Lightning Jump (Ex): When a thunder child breathes lightning, it may teleport with no chance of error to any location within the area of the lightning attack as a free action. It must make this jump immediately after using its breath weapon.

A thunder lizard has a sky-blue underside, with bright blue scales elsewhere on its 3-foot-long body, and weighs about 25 pounds. Shocker lizards tend toward group living, as their electrical abilities grow in power when they are close to another lizard. A thunder lizard colony is usually located near a source of water, or high in the mountains. Once the colony has settled on a location, the lizards become very territorial and attack anything that intrudes on them. A solitary thunder lizard is timid but semi-intelligent creature —but when several of them gather they become formidable and fearsome opponents capable of killing creatures several times their own size.

A thunder lizard relies on its electricity abilities in combat, and a lizard tends to bite only after its shock has rendered an opponent unconscious, or when the shock seems to have no effect at all. A solitary lizard flees once it delivers its shocks, but if other shocker lizards are nearby, they all hone in on their comrade's discharges and attempt to administer lethal shocks to their foe.

Many have attempted to capture and tame thunder lizards, but this often proves a difficult and painful task. Alone and in captivity, thunder lizards attempt to use lightning jump to escape unless their keepers spend a lot of time grooming and playing with the lizards to keep them company. Kept in pairs or larger numbers, captive thunder lizards thrive, but their increasing electrical ability makes them more difficult to manage for keepers who aren't themselves immune to electricity.

Saturday, August 13, 2011

Saturday Sojourn - Quasit Possessed Ogre

This is an interesting way to give players a little tweak to their normal encounter, this fellow ran into a quasit that jumped into him. Is this how half-fiends and fiendish creatures are made, with a ride-along? Regardless, using the Demon Possessed template can really tweak an encounter. Imagine the look on the faces of the characters when this Ogre just vanishes as it goes invisible, without casting a spell. Watch them squirm...

Fiendish Ogre (Demon Possessed – Quasit)

CR 4

demon possessed (Advanced Bestiary pg.53)
XP 1,200
CE Large humanoid (giant)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +5

DEFENSE

AC21, touch 12, flat-footed 17 (+4 armor, +1 Dex, +5 natural, –1 size, +2 shield)
hp 30 (4d8+12); fast healing 2
Fort +6, Ref +2, Will +3; +2 resistance vs. poison
Defensive Abilities DR10/cold iron Resist electricity 20

OFFENSE

Speed 40 ft.
Melee large battle axe +8 (1d10+6)
Ranged javelin +3 (1d8+5) Space 10 ft.; Reach
10 ft.
Spell-like Abilities (CL 6th)
At will—detect good, detect magic;
2/day—invisibility.

STATISTICS

Str 21, Dex 12, Con 15, Int 6, Wis 10, Cha 7
Base Atk +3; CMB +9; CMD 18 Feats Iron Will, Toughness
Skills Climb +7, Perception +5; +2 profane to Stealth
Languages Giant

ECOLOGY

Environment temperate or cold hills
Organization
solitary, pair, gang (3–4), or family (5–16)
Treasure
standard (Chain Shirt, large wooden shield. +1 battle axe, 4 javelins, potion of cure medium wounds.)

SPECIAL ABILITIES

Spell Vulnerability (Ex): Certain powerful spells have special additional effects against demon-possessed creatures. These spells must first overcome the demon’s spell resistance (if any) to have any effect A demon-possessed creature subjected to a dispel chaos or dispel evil spell must succeed on a Will saving throw or lose all the modifications bestowed by the demon-possessed creature template for a number of rounds equal to the opponent’s caster level. The demon is immediately ejected from the possessed creature’s body and appears in the nearest open square. A demon-possessed creature subjected to a banishment spell must succeed on a Will saving throw or lose the template until again possessed by a demon. Failure returns the demon to its home plane, as noted in the spell description. An antimagic field or any antimagic effect suppresses all the effects of the demon-possessed creature template. It also prevents the demon from communicating with the possessed creature, using its perceptions, and exiting its body (unless it dies) for as long as the demon-possessed creature remains in the antimagic area. In addition, particular spells can affect the weaker demon kinds, as noted on the following table. In each case, when the spell indicated for that demon (or any demon of higher CR on the table) targets the demon-possessed creature, the demon is expelled as described for dismissal (above), assuming that the creature fails any associated saving throw and the spell penetrates the demon’s spell resistance. Spells cast by the possessed creature do not have this effect. Quasit possessed demons are vulnerable to Protection from evil/chaos

Profane (Su): Each of a demon-possessed creature’s melee attacks with a natural or manufactured weapon deals +1d6 points of extra damage to a creature of good alignment. All of its natural and manufactured weapons are treated as magic and evil-aligned for overcoming damage reduction.

Possessed (Su): Each demon-possessed creature is inhabited by a specific demon. The demon can neither control the possessed creature nor read its mind and it perceives only what the possessed creature does. The possessed creature’s alignment changes to chaotic evil until the possession ends. The demon is in constant telepathic communication with the possessed creature, imparting its thoughts and desires regardless of language. To gain the possessed creature’s cooperation, the demon usually offers telepathic suggestions that it thinks a chaotic evil creature might find appealing. While possessing another creature, the demon does not have access to any of its supernatural, spell-like, or extraordinary abilities. It cannot cast spells or take purely mental actions beyond thinking and using Intelligence-based skills. It cannot be targeted by any spell or effect (except as described under spell vulnerability), but it can be detected normally by divination spells. Damage that harms the possessed creature does not harm the possessing demon. If the possessed creature dies, the demon appears in its square. The demon can exit the possessed creature at any time as a standard action. When it does so, it appears in the nearest available open space.


This ogre has been possessed by a quasit demon for quite some time, allowing it to become the leader of his family. The demon quite enjoys possessing the brutal ogre, as the ogre has greater strength than the quasit, and an mind as evil as its own. The quasit gets to nudge the ogre where it wants, and whispers things in its ears, thus the better armor that this particular ogre wears. The ogre particularly enjoys that the quasit can show it where magic items are.