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The Vorpal Tribble
2006-09-13, 12:48 PM
Tekka-Tekka

http://my.photosleeve.com/TheVorpalTribble-albums/album03/adw.jpg

Medium Aberration
Hit Dice: 6d8+36 (63 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 40 ft.
Armor Class: 20 (+3 dex, +3 insight, +4 natural), touch 16, flat-footed 17
Base Attack/Grapple: +4/+8
Attack: Bite +8 melee (1d6+4)
Full Attack: Bite +8 melee (1d6+4) plus 2 slams +6 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, ritual dance, spell-like abilities
Special Qualities: darkvision 60 ft., fast healing 2, immortalized, low-light vision, scent
Saves: Fort +8, Ref +5, Will +8
Abilities: Str 18, Dex 17, Con 22, Int 2, Wis 16, Cha 10
Skills: Climb +12, Listen +8, Perform (dance) +13, Spot +8
Feats: Ability Focus (crazed dance), Alertness(B), Dodge, Multiattack
Environment: Warm Forest
Organization: Solitary, Pair, Trio, or Shindig (6-15)
Challenge Rating: 7
Treasure: Double standard
Alignment: True Neutral
Advancement: 7-11 HD (Medium)
Level Adjustment: -

A Tekka-tekka appears as something seen in a delusion. It has a simian build, though its skin is hairless and of a light blue color. Its thick red lips are set in a permanent O, and its shining black eyes glint with a chilling mania. It moves continuously in a ritual dance that jerks it into bizarre contortions.

Tekka-tekkas were once mandrills, raised by strange tribal peoples whom worshipped a terrible deity. After being altered and warped with cruel magics and its mind brutalized, it became a wholly alien being fit for guarding the temples of the horrible cult that spawned it.

They now forever wander about these temples, which are often nothing more than ruins, ever moving and watchful.

A tekka-tekka is about four feet long and weighs around 100 lbs.

Combat
Tekka-tekkas generally let out a psychic screech to alert any others of intruders. One is then often sent forward to perform a fevered dance to distract the newcomers as the others sneak up upon them invisibly. When close enough, they leap forward, gouging and biting with fanatic zeal in time with their dance.

Any members of this cult that may still be alive can command the tekka-tekkas to perform some action, otherwise they act on whatever their latest instructions happened to be.

Freedom of Movement (Su): A tekka-tekka is continuously under the affects of a Freedom of Movement spell.

Immortalized (Ex): A tekka-tekka never dies of old age or natural means. Only great physical harm can finally cause one to succumb. They take no penalties to their ability scores for aging and cannot be magically aged.

Pounce (Ex): If a tekka-tekka charges a foe, it can make a full attack.

Spell-like Abilities:
3/day Meld Into Stone, Spider Climb, True Seeing. Caster level 6th. Save DC's are Charisma-based.

Ritual Dance (Su):
A Tekka-tekka can produce a variety of affects with its fanatic dances. It may begin a new dance on its turn. These affects last for as long as the creature dances unless mentioned otherwise. This dance take a move action each round.

A tekka-tekka recieves a +10 perfection bonus on perform (dance) checks.

Crazed Dance (Su): Any of those that come within 60 feet and can witness the movements of a tekka-tekka must succeed on a DC 15 Will save or be drawn into the dance. The effect imposes a –4 penalty to Armor Class and a –10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.

This lasts for as long as the tekka-tekka dances plus 1d6 rounds. This dance is incredibly strenuous and every 10 minutes the victim must succeed on a DC 15 fortitude save or became Fatigued. The save DC increases by +1 for each previous check. Those who are Fatigued become Exhausted upon the next failed save. Afterwards the victim must continue making saves, taking 1d6 non-lethal damage each time.

Those who succeed on their saves risk being affected once more if they leave and return. The save DC is Charisma-based.

Group Dance (Su): A tekka-tekka seems to split off into two creatures as the persistant image spell. Each round one of the tekka-tekka's seems to split in two as well (chosen at random), to a maximum of 1 extra per HD of the tekka-tekka.

Swift Dance (Su): A tekka-tekka's dance speeds up to such swiftness that it cannot be seen. It enters another time frame, speeding up so greatly that all other creatures seem frozen as the Temporal Acceleration (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersQtoW.html#temporal-acceleration) power. It may continue this swift dance for a number of rounds equal to its constitution modifier. Each round it must succeed on a Fortitude save (DC 15 + 1 for each previous check) or become Fatigued and drop out of its swift dance. A tekka-tekka cannot use its swift dance while fatigued. A tekka-tekka is not shaken at the end of the duration.

Unseen Dance (Su): A tekka-tekka's dance twirls it out of sight. This acts as the Greater Invisibility spell.

Skills: Tekka-tekkas have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Peregrine
2006-09-13, 01:31 PM
I like it. :) My favourite monsters are always the ones that give players a reason to come across them, and well, temple guarding is more than enough for me. And then you go and give it a wad of flavourful features (and the collective noun 'shindig'!)

Killer dancing monkeys. Bring 'em on. 8)

fangthane
2006-09-13, 02:53 PM
1. lots of grammar issues. :)
2. Assuming the dance performances are relatively analogous to bardic music, rather than lasting 1d6 rounds the effect should last 5 rounds, and it should last those rounds after no longer being able to see the Tekka-tekka dancing, or for 5 rounds after it selects a different type of dance.
3. Given that the performances are analogous to bardic ones, it might be an idea to limit the beastie to one usage per hit die per day. In this case, I'd also have any effect last at least 5 rounds after concentration (with the exception of Swift Dance)
4. Swift Dance seems like after being used for full duration (despite saving) it should either fatigue the creature or at least be unusable for a given duration. I guess the other question here is whether it's also shaken for a round after 'returning.'

The Vorpal Tribble
2006-09-13, 03:48 PM
1. lots of grammar issues. :)
*glances around trying to find the lots*


2. Assuming the dance performances are relatively analogous to bardic music, rather than lasting 1d6 rounds the effect should last 5 rounds, and it should last those rounds after no longer being able to see the Tekka-tekka dancing, or for 5 rounds after it selects a different type of dance.
This has very little to dowith bardic music, particularly as their is no music involved.


3. Given that the performances are analogous to bardic ones, it might be an idea to limit the beastie to one usage per hit die per day. In this case, I'd also have any effect last at least 5 rounds after concentration (with the exception of Swift Dance)
Why exactly?


4. Swift Dance seems like after being used for full duration (despite saving) it should either fatigue the creature or at least be unusable for a given duration.
That'd make it nearly useless. Fatigue lasts for 8 hours. That means it could use it once per day for all intended purposes relating to the encounter. It'd then lose its pounce ability plus taking penalties to dex and strength.

But considering on average it'd only be able to use this three rounds before becoming fatigued, making it unusable for awhile just seems unneccessary.


I guess the other question here is whether it's also shaken for a round after 'returning.'
No, just its speeding up is alike to the Temporal Acceleration power. The rest of the ability obviously differs.