The Vorpal Tribble
2006-07-03, 11:11 AM
Blarestorm
Dimunitive Elemental (air, chaos, extraplanar, swarm)
Hit Dice: 8d8+16 (52 hp)
Initiative: +4
Speed: Fly 80 ft. (good)
Armor Class: 26 (+8 deflection, +4 dex, +4 size), touch 26, flat-footed 22
Base Attack/Grapple: +6/-
Attack: Swarm (2d6 plus 1d8 sonic)
Full Attack: Swarm (2d6 plus 1d8 sonic)
Space/Reach: 20 ft./0 ft.
Special Attacks: Cacophonic burst, distraction
Special Qualities: Blindsight 120 ft., elemental traits, immunity to sonics, indeterminate location, shell of insanity, swarm traits
Saves: Fort +4, Ref +10, Will +2
Abilities: Str 6, Dex 19, Con 14, Int -, Wis 10, Cha 1
Skills: -
Feats: Wingover(B)
Environment: Windswept Depths of Pandemonium
Organization: Swarm
Challenge Rating: 7
Treasure: None
Alignment: Chaotic Neutral
Advancement: Swarm or Froth (1-6 swarms)
Level Adjustment: -
Within Pandemonium are a million caverns carved from the sheer force of wind. In the deepest places chaos itself is concentrated and the flesh-ripping wind that blows through is trapped within. The magic forces the two together they are nearly a solid substance. However, only so much can be compacted before it explodes forth, throwing hundreds of fist-sized spheres of elemental energies surrounded by a rippling shell of pure chaos.
What appears is a bubbling froth that seems to lurch and leap and dive through the most vicious winds or down the deepest caverns.
Combat
Blarestorms have no concept of foe or friend, and thus the damage they cause is never intentional. Occassionally for an unknown reason however a swarm will chase anything that moves, perhaps instinctively trying to incorporate it into the swarm's mass.
A blarestorms natural weapons are considered chaotic for the purpose of overcoming damage reduction.
Cacophonic Burst (Ex): Whenever a blarestorm sustains more than 6 damage from a single attack, several bubbles are destroyed, releasing the pent up energies within. All those within 25 feet of a blarestorm take 4d6 damage, and must make a DC 15 fortitude save or be deafened for as many minutes as damage dealt. The times of multiple deafenings stack. 1d6 rounds later the victim also takes 2d6 chaos damage reguardless of distance or location from the original damage. This sonic damage ranges from the deepest tone to a great high pitch that acts as the Shatter spell to objects and creatures within range. The save DC is Constitution-based.
Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 15) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Indeterminate Location (Su): A blarestorm moves in such an utterly unpredictable fashion that its almost impossible to know where it truley is as if continuously under the Displacement spell.
Shell of Insanity (Su): A blarestorm is not only immune to chaos, but is toughened by it. For every hit dice of damage done by chaos or a chaotic-aligned weapon the blarestorms deflection bonus increases by 1 for an hour as its shell incorporates the aligned energy.
Dimunitive Elemental (air, chaos, extraplanar, swarm)
Hit Dice: 8d8+16 (52 hp)
Initiative: +4
Speed: Fly 80 ft. (good)
Armor Class: 26 (+8 deflection, +4 dex, +4 size), touch 26, flat-footed 22
Base Attack/Grapple: +6/-
Attack: Swarm (2d6 plus 1d8 sonic)
Full Attack: Swarm (2d6 plus 1d8 sonic)
Space/Reach: 20 ft./0 ft.
Special Attacks: Cacophonic burst, distraction
Special Qualities: Blindsight 120 ft., elemental traits, immunity to sonics, indeterminate location, shell of insanity, swarm traits
Saves: Fort +4, Ref +10, Will +2
Abilities: Str 6, Dex 19, Con 14, Int -, Wis 10, Cha 1
Skills: -
Feats: Wingover(B)
Environment: Windswept Depths of Pandemonium
Organization: Swarm
Challenge Rating: 7
Treasure: None
Alignment: Chaotic Neutral
Advancement: Swarm or Froth (1-6 swarms)
Level Adjustment: -
Within Pandemonium are a million caverns carved from the sheer force of wind. In the deepest places chaos itself is concentrated and the flesh-ripping wind that blows through is trapped within. The magic forces the two together they are nearly a solid substance. However, only so much can be compacted before it explodes forth, throwing hundreds of fist-sized spheres of elemental energies surrounded by a rippling shell of pure chaos.
What appears is a bubbling froth that seems to lurch and leap and dive through the most vicious winds or down the deepest caverns.
Combat
Blarestorms have no concept of foe or friend, and thus the damage they cause is never intentional. Occassionally for an unknown reason however a swarm will chase anything that moves, perhaps instinctively trying to incorporate it into the swarm's mass.
A blarestorms natural weapons are considered chaotic for the purpose of overcoming damage reduction.
Cacophonic Burst (Ex): Whenever a blarestorm sustains more than 6 damage from a single attack, several bubbles are destroyed, releasing the pent up energies within. All those within 25 feet of a blarestorm take 4d6 damage, and must make a DC 15 fortitude save or be deafened for as many minutes as damage dealt. The times of multiple deafenings stack. 1d6 rounds later the victim also takes 2d6 chaos damage reguardless of distance or location from the original damage. This sonic damage ranges from the deepest tone to a great high pitch that acts as the Shatter spell to objects and creatures within range. The save DC is Constitution-based.
Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 15) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Indeterminate Location (Su): A blarestorm moves in such an utterly unpredictable fashion that its almost impossible to know where it truley is as if continuously under the Displacement spell.
Shell of Insanity (Su): A blarestorm is not only immune to chaos, but is toughened by it. For every hit dice of damage done by chaos or a chaotic-aligned weapon the blarestorms deflection bonus increases by 1 for an hour as its shell incorporates the aligned energy.