asromta
2006-08-25, 07:42 AM
Acoilain
Size/Type: Small Fey
Hit Dice: 5d6+15 (32 hp)
Intiative: +6
Speed: 10ft. land, 40ft. fly(perfect)
Armor Class: 18 (+2dex, +5 natural, +1 size), 13 touch, 16 flat footed
Base attack/grapple: +2/-3
Attack: Sting +5 (1d3-1 and poison)
Full attack: 2 Claws +5 melee (1d3-1), Sting +0 (1d3-1 and poison), Bite +0 (1d6-1)
Space/Reach: 5/5
Special Attacks: Take in, poison, spell-like abilities.
Special Qualities: Low light vision 60ft, immunity to acid and poison, vunerable to fire, DR 5/cold iron, fast healing 3.
Saves: Fort:+4, Ref:+6, Will:+8
Abilities: Str:9, Dex:14, Con:17, Int:8, Wis:19, Cha:11
Skills: Craft(alchemy) -1*, Concentration +11, Hide +18, Listen +12, Move Silently +14, Spot +12
Feats: Weapon finesse, Hover(B), Improved Initiative.
Environment: Warm Forest
Organization: Solitary, Hunting (2-4), Lair (3-10).
CR: 4
Treasure: Standard
Alignment: Usually Neutral evil
Advancement: By character class.
Level Adjustment: +2
Acoilain are acorn shaped creatures, with long brown and green hair covering most of their bodies. Each Acoilain possesses large, transparent wings attached at the top of the creature. Its face has two small green glowing eyes and a mouth with small sharp teeth. The point on its underside is long, and covered in a light brown syrupy substance. Two arm with claws spawn from its underside.
Acoilain hunt in warm forests. They hang from the trees and attack from above. Acoilain prefer to watch there prey die slowly over killing them out right. They live in small lairs built high in the treetops. They take any treasure up to their lairs. Acoilain often have a large collection of poisons, and will sometimes try to capture humanoids to try what effects various poisons have.
Acoilain speak Common and Sylvan.
Combat
Acoilain attack from up in a tree, dropping on unsuspecting bypassers. They either use a spell-like ability in the surpise round, or fly to someone who looks physically weak, trying to take them out with their poison. If they manage to poison someone, they will fly away and hope the poison is enough to kill.
Take in (ex): If an Acoilain hits with both claw attacks, it can choose to automatically hit with its Sting attack. If it chooses to do so, it gains no Bite attack that round.
Poison (ex): Injury, DC 17 or 1d6 con damage primary and secondary. The save DC is con based and includes a +2 racial bonus.
Spell-like abilities (sp): At will: Pass without trace, Fog cloud, Detect Poison, Acid Splash. 3/day: Melf's Acid Arrow, Poison(DC 16). 1/day: Magic fang, Barkskin, Entangle(DC 15) . Caster level 5th. The save DCs are Wisdom based.
Skills: Acoilain have a +4 racial bonus on Hide and Move Silently.
*Acoilain have a +12 racial bonus on Craft(alchemy), when using it to detect the kind of Poison with the Detect Poison spell.
Did I give it a good CR?
Size/Type: Small Fey
Hit Dice: 5d6+15 (32 hp)
Intiative: +6
Speed: 10ft. land, 40ft. fly(perfect)
Armor Class: 18 (+2dex, +5 natural, +1 size), 13 touch, 16 flat footed
Base attack/grapple: +2/-3
Attack: Sting +5 (1d3-1 and poison)
Full attack: 2 Claws +5 melee (1d3-1), Sting +0 (1d3-1 and poison), Bite +0 (1d6-1)
Space/Reach: 5/5
Special Attacks: Take in, poison, spell-like abilities.
Special Qualities: Low light vision 60ft, immunity to acid and poison, vunerable to fire, DR 5/cold iron, fast healing 3.
Saves: Fort:+4, Ref:+6, Will:+8
Abilities: Str:9, Dex:14, Con:17, Int:8, Wis:19, Cha:11
Skills: Craft(alchemy) -1*, Concentration +11, Hide +18, Listen +12, Move Silently +14, Spot +12
Feats: Weapon finesse, Hover(B), Improved Initiative.
Environment: Warm Forest
Organization: Solitary, Hunting (2-4), Lair (3-10).
CR: 4
Treasure: Standard
Alignment: Usually Neutral evil
Advancement: By character class.
Level Adjustment: +2
Acoilain are acorn shaped creatures, with long brown and green hair covering most of their bodies. Each Acoilain possesses large, transparent wings attached at the top of the creature. Its face has two small green glowing eyes and a mouth with small sharp teeth. The point on its underside is long, and covered in a light brown syrupy substance. Two arm with claws spawn from its underside.
Acoilain hunt in warm forests. They hang from the trees and attack from above. Acoilain prefer to watch there prey die slowly over killing them out right. They live in small lairs built high in the treetops. They take any treasure up to their lairs. Acoilain often have a large collection of poisons, and will sometimes try to capture humanoids to try what effects various poisons have.
Acoilain speak Common and Sylvan.
Combat
Acoilain attack from up in a tree, dropping on unsuspecting bypassers. They either use a spell-like ability in the surpise round, or fly to someone who looks physically weak, trying to take them out with their poison. If they manage to poison someone, they will fly away and hope the poison is enough to kill.
Take in (ex): If an Acoilain hits with both claw attacks, it can choose to automatically hit with its Sting attack. If it chooses to do so, it gains no Bite attack that round.
Poison (ex): Injury, DC 17 or 1d6 con damage primary and secondary. The save DC is con based and includes a +2 racial bonus.
Spell-like abilities (sp): At will: Pass without trace, Fog cloud, Detect Poison, Acid Splash. 3/day: Melf's Acid Arrow, Poison(DC 16). 1/day: Magic fang, Barkskin, Entangle(DC 15) . Caster level 5th. The save DCs are Wisdom based.
Skills: Acoilain have a +4 racial bonus on Hide and Move Silently.
*Acoilain have a +12 racial bonus on Craft(alchemy), when using it to detect the kind of Poison with the Detect Poison spell.
Did I give it a good CR?