Baron Corm
2009-01-05, 08:45 PM
Pipsqueak
Size/Type: Tiny Magical Beast
Hit Dice: 1d10-1 (4 hp)
Initiative: +2
Speed: 5 feet, 10 feet fly (good)
Armor Class: 36, touch 36, flat-footed 36 (+2 size, +2 dex, +2 natural, +22 deflection)
Base Attack/Grapple: +1/-11
Attack: Bite +5 melee (1)
Full Attack: Bite +5 melee (1)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Magic actions, missileport, missile barrage, missile block, magic fix, missile rage
Special Qualities: Missile defense
Saves: Fort +1, Ref +4, Will +2
Abilities: Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 15
Skills: Move Silently +6, Hide +10
Feats: Weapon Finesse
Enviroment: Urban
Organization: Solitary or Warren (10-100 plus king and queen)
Challange Rating: 19
Treasure: None
Alignment: Always true neutral
Advancement: 2 HD (Small)
Level Adjustment: -
Pipsqueaks are tiny bunny-mouse-rocket launcher hybrids that fire off a flurry of magic missiles whenever they do anything. These missiles are protective of the pipsqueak and keep attacking their target until it no longer feels threatened. Not only are these missiles offensive, but they also give the pipsqueak a potent shield of force, and allow the pipsqueak to fly around at low speeds.
Combat
Pipsqueaks are peaceful little animals, unless disturbed. When attacked, they will at first try to run or fly away. If that fails, they will teleport towards their attacker, then proceed to use whatever actions they can to get missiles out. When damaged even one point, the pipsqueak will try to heal itself. If the pipsqueak has half of its hit points or less, it will fly into a missile rage.
When a pipsqueak warren is invaded, the king and queen (2 HD, double all missiles) pipsqueaks will command their brethren to be more offensive. All pipsqueaks immediately fly into missile rages and teleport into the square of the attackers.
Magic Actions (Su)
Whenever a pipsqueak takes any action during combat, it sends off a small magic missile, dealing 1 damage to an adjacent creature. The creature also takes 1 damage per round until the end of the encounter. This effect can take place before the action or after the action, at the pipsqueak's option.
Missile Defense (Su)
Thanks to its protective magic missiles, any damage dealt to a pipsqueak is reduced to 1, and pipsqueaks are immune to any type of non-damaging harmful effect.
In addition, whenever a pipsqueak is dealt damage, it sends off a small magic missile to the source dealing 1 damage, plus 1 damage per round until the end of the encounter.
Missileport (Su)
As an immediate or move action, a pipsqueak can teleport as greater teleport. On arrival and on takeoff, it sends off a small magic missile, dealing 1 damage to an adjacent creature. The creature also takes 1 damage per round until the end of the encounter.
Missile Barrage (Su)
As an immediate or standard action, a pipsqueak can voluntarily send out a barrage of small magic missiles at all adjacent creatures. Two missiles are sent per creature, dealing 1 damage per missile. The creatures also take 1 damage per round per missile until the end of the encounter.
Missile Block (Su)
As an immediate action, a pipsqueak can negate the effects of an attack which has dealt damage to it. It then sends out a small magic missile at its attacker, dealing 1 damage, plus 1 damage per round until the end of the encounter.
Magic Fix (Su)
As a full-round action, a pipsqueak can fully heal itself of all damage, as well as send out a small magic missile at each creature that damaged it, one per damage dealt, dealing 1 damage. The creatures also take 1 damage per round until the end of the encounter.
Missile Rage (Su)
As a free action, a pipsqueak can fly into a rage, which causes it to send out two missiles any time it would normally have sent one. In addition, its current and maximum hit points double for the duration. Missile Rage lasts until the end of the encounter.
Size/Type: Tiny Magical Beast
Hit Dice: 1d10-1 (4 hp)
Initiative: +2
Speed: 5 feet, 10 feet fly (good)
Armor Class: 36, touch 36, flat-footed 36 (+2 size, +2 dex, +2 natural, +22 deflection)
Base Attack/Grapple: +1/-11
Attack: Bite +5 melee (1)
Full Attack: Bite +5 melee (1)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Magic actions, missileport, missile barrage, missile block, magic fix, missile rage
Special Qualities: Missile defense
Saves: Fort +1, Ref +4, Will +2
Abilities: Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 15
Skills: Move Silently +6, Hide +10
Feats: Weapon Finesse
Enviroment: Urban
Organization: Solitary or Warren (10-100 plus king and queen)
Challange Rating: 19
Treasure: None
Alignment: Always true neutral
Advancement: 2 HD (Small)
Level Adjustment: -
Pipsqueaks are tiny bunny-mouse-rocket launcher hybrids that fire off a flurry of magic missiles whenever they do anything. These missiles are protective of the pipsqueak and keep attacking their target until it no longer feels threatened. Not only are these missiles offensive, but they also give the pipsqueak a potent shield of force, and allow the pipsqueak to fly around at low speeds.
Combat
Pipsqueaks are peaceful little animals, unless disturbed. When attacked, they will at first try to run or fly away. If that fails, they will teleport towards their attacker, then proceed to use whatever actions they can to get missiles out. When damaged even one point, the pipsqueak will try to heal itself. If the pipsqueak has half of its hit points or less, it will fly into a missile rage.
When a pipsqueak warren is invaded, the king and queen (2 HD, double all missiles) pipsqueaks will command their brethren to be more offensive. All pipsqueaks immediately fly into missile rages and teleport into the square of the attackers.
Magic Actions (Su)
Whenever a pipsqueak takes any action during combat, it sends off a small magic missile, dealing 1 damage to an adjacent creature. The creature also takes 1 damage per round until the end of the encounter. This effect can take place before the action or after the action, at the pipsqueak's option.
Missile Defense (Su)
Thanks to its protective magic missiles, any damage dealt to a pipsqueak is reduced to 1, and pipsqueaks are immune to any type of non-damaging harmful effect.
In addition, whenever a pipsqueak is dealt damage, it sends off a small magic missile to the source dealing 1 damage, plus 1 damage per round until the end of the encounter.
Missileport (Su)
As an immediate or move action, a pipsqueak can teleport as greater teleport. On arrival and on takeoff, it sends off a small magic missile, dealing 1 damage to an adjacent creature. The creature also takes 1 damage per round until the end of the encounter.
Missile Barrage (Su)
As an immediate or standard action, a pipsqueak can voluntarily send out a barrage of small magic missiles at all adjacent creatures. Two missiles are sent per creature, dealing 1 damage per missile. The creatures also take 1 damage per round per missile until the end of the encounter.
Missile Block (Su)
As an immediate action, a pipsqueak can negate the effects of an attack which has dealt damage to it. It then sends out a small magic missile at its attacker, dealing 1 damage, plus 1 damage per round until the end of the encounter.
Magic Fix (Su)
As a full-round action, a pipsqueak can fully heal itself of all damage, as well as send out a small magic missile at each creature that damaged it, one per damage dealt, dealing 1 damage. The creatures also take 1 damage per round until the end of the encounter.
Missile Rage (Su)
As a free action, a pipsqueak can fly into a rage, which causes it to send out two missiles any time it would normally have sent one. In addition, its current and maximum hit points double for the duration. Missile Rage lasts until the end of the encounter.