The Vorpal Tribble
2006-08-29, 02:23 PM
Fuulifliff
Huge Ooze (extraplanar)
Hit Dice: 9d10+36 (85 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 13 (+1 dex, +4 natural, -2 size), touch 9, flat-footed 12
Base Attack/Grapple: +9/+19
Attack: Pierce +9 melee (1d8+2)
Full Attack: 3 pierces +9 melee (1d8+2)
Space/Reach: 15 ft./20 ft.
Special Attacks: Constrict, death throes, improved grab, spasm
Special Qualities: Blindsight 60 ft., immunity to sonic, ooze traits, split
Saves: Fort +7, Ref +4, Will -2
Abilities: Str 14, Dex 12, Con 19, Int -, Wis 1, Cha 1
Skills: Climb +10
Feats: -
Environment: Wilderness of the Beastlands
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10–14 HD (Huge); 15–30 HD (Gargantuan)
Level Adjustment: -
This extraordinarily strange creature is seemingly composed of nothing but long, stiff black bristles that heave and jerk in incredibly spastic manuevers. It has no defined shape, rising into the air, going flat, section shooting off in opposite directions simultaneously be fore snapping back.
A fuulifliff is an oddity even amongst its strange type, a literally furry seeming ooze. The creature is little more than a thin sheaf of protoplasmic muscle whoes purpose it is to animate the coarse, needle sharp cilia that appears much as hair.
Fuulifliffs are generally only found within the two lower levels of the Beastlands, lying low amongst the eternal shadows of the forest floor. In particular they prefer forests thick with pines and spruce where they they lie unmoving, their 'fur' lying flat and still, blending in with the dark layers of needles accumulated over the course of uncountable millenia.
Combat
A fuulifliff lies in wait until a creature ventures near. It then shoots up, bending and twisting and jerking, striking all around to spear its victim and cause them to fall in twitching spasms. When particularly hungry fuulifliffs are even known to hide within the branches of trees, masquerading as its prickly boughs.
Constrict (Ex): A fuulifliff deals automatic piercing damage with a successful grapple check.
Death Throes (Ex): When a fuulifliff dies it goes into an absolute frenzy of spastic activity, its fur sticking out in all directions. For 1d4 rounds all creatures within 20 feet take automatic piercing damage before it collapses.
Improved Grab (Ex): To use this ability, a fuulifliff must hit with its pierce attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Spasm (Ex): A fuulifliff's spines are covered in the same strange substance that coats its surface and allows it such sudden, inexplicable movement. A target hit by the fuulifliff's piece attack must succeed on a DC 18 Fortitude save or become paralyzed for 1d6 rounds as their bodies go into such intense spasms that they cannot move. Each round of their paralization they must make an additional Fortitude save or take 1d4 points of constitution damage as their muscles try to tear themselves apart. At the end of these spasms the victim becomes Fatigued. The save DC is Constitution-based.
Split (Ex): Slashing and piercing weapons and sonic attacks deal no damage to a fuulifliff. Instead the creature splits into two identical fuulifliffs, each with half of the original’s current hit points (round down). A fuulifliff with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Skills: Fuulifliffs have a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Huge Ooze (extraplanar)
Hit Dice: 9d10+36 (85 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 13 (+1 dex, +4 natural, -2 size), touch 9, flat-footed 12
Base Attack/Grapple: +9/+19
Attack: Pierce +9 melee (1d8+2)
Full Attack: 3 pierces +9 melee (1d8+2)
Space/Reach: 15 ft./20 ft.
Special Attacks: Constrict, death throes, improved grab, spasm
Special Qualities: Blindsight 60 ft., immunity to sonic, ooze traits, split
Saves: Fort +7, Ref +4, Will -2
Abilities: Str 14, Dex 12, Con 19, Int -, Wis 1, Cha 1
Skills: Climb +10
Feats: -
Environment: Wilderness of the Beastlands
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10–14 HD (Huge); 15–30 HD (Gargantuan)
Level Adjustment: -
This extraordinarily strange creature is seemingly composed of nothing but long, stiff black bristles that heave and jerk in incredibly spastic manuevers. It has no defined shape, rising into the air, going flat, section shooting off in opposite directions simultaneously be fore snapping back.
A fuulifliff is an oddity even amongst its strange type, a literally furry seeming ooze. The creature is little more than a thin sheaf of protoplasmic muscle whoes purpose it is to animate the coarse, needle sharp cilia that appears much as hair.
Fuulifliffs are generally only found within the two lower levels of the Beastlands, lying low amongst the eternal shadows of the forest floor. In particular they prefer forests thick with pines and spruce where they they lie unmoving, their 'fur' lying flat and still, blending in with the dark layers of needles accumulated over the course of uncountable millenia.
Combat
A fuulifliff lies in wait until a creature ventures near. It then shoots up, bending and twisting and jerking, striking all around to spear its victim and cause them to fall in twitching spasms. When particularly hungry fuulifliffs are even known to hide within the branches of trees, masquerading as its prickly boughs.
Constrict (Ex): A fuulifliff deals automatic piercing damage with a successful grapple check.
Death Throes (Ex): When a fuulifliff dies it goes into an absolute frenzy of spastic activity, its fur sticking out in all directions. For 1d4 rounds all creatures within 20 feet take automatic piercing damage before it collapses.
Improved Grab (Ex): To use this ability, a fuulifliff must hit with its pierce attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Spasm (Ex): A fuulifliff's spines are covered in the same strange substance that coats its surface and allows it such sudden, inexplicable movement. A target hit by the fuulifliff's piece attack must succeed on a DC 18 Fortitude save or become paralyzed for 1d6 rounds as their bodies go into such intense spasms that they cannot move. Each round of their paralization they must make an additional Fortitude save or take 1d4 points of constitution damage as their muscles try to tear themselves apart. At the end of these spasms the victim becomes Fatigued. The save DC is Constitution-based.
Split (Ex): Slashing and piercing weapons and sonic attacks deal no damage to a fuulifliff. Instead the creature splits into two identical fuulifliffs, each with half of the original’s current hit points (round down). A fuulifliff with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Skills: Fuulifliffs have a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.