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The Demented One
2006-08-13, 01:57 PM
Nerodia
Size/Type: Tiny Elemental (Extraplanar, Symbiont, Water)
Hit Dice: 1d8+2 (10 hp)
Initiative: +2
Speed: 5 ft. (1 square), swim 10 ft.
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flatfooted 13
Base Attack/Grapple: +0/-10
Attack: Bite +4 melee (1d3-2)
Full Attack: Bite +4 melee (1d3-2)
Space/Reach: 2 ½ ft./0 ft.
Special Attacks: Attach, enchanting mist, dehydration
Special Qualities: Elemental traits, symbiont traits, darkvision 60 ft., assume form, split
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 6, Dex 14, Con 14, Int 4, Wis 11, Cha 11, Ego 6
Skills: Listen +2, Spot +2, Swim +6
Feats: Weapon FinesseB, Ability Focus (Enchanting Mist)
Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually Neutral Evil
Advancement: 2-5 HD (Tiny)
Level Adjustment: –

Nerodiae are rare, malevolent creatures from the Elemental Plane of Water, though they have spread throughout the multiverse. They thrive off of water–but not just any water. They must consume the water that makes up living beings, and to do so, they disguise them selves, looking like nothing more than a cup of water. Once drunk, they spread throughout their host’s body, slowly but surely draining away at his aqua vitae. Wise adventurers know that applying intense heat or flame to a Nerodia’s host can drive the elemental way (Knowledge [The Planes] DC 16). A Nerodia in its natural form appears to be a small, featureless serpent made from murky water.

Attach (Ex)
A Nerodia can attach itself to a willing or helpless creature as a full-round action. Once it has done so, it fuses with the host’s body, and begins dehydrating it. A Nerodia can detach itself from a host as a full-round action, but they are loath to do so. If a the host of a Nerodia takes one point of fire or heat damage, the Nerodia is forced out of its body.

Enchanting Mist (Su)
As a standard action, a Nerodia may fill its space with a thin mist. Any creature that enters the mist must make a DC 12 Will save or be compelled to allow the Nerodia to attach to it. This is a mind-affecting compulsion effect. The save is Charisma based.

Dehydration (Ex)
Each round a Nerodia is attached to a creature, it drains it of water, dealing 1d6 points of dessication damage to it. It gains 1 hp for every 3 points of damage dealt. Creatures with the water subtype take double damage from this ability. Any hp in excess of its maximum hp is gained as temporary hp, which lasts for 1 hour.

Assume Form (Ex)
A Nerodia in a vessel, such as a cup or bucket, spreads out to fill it perfectly. Distinguishing it from simple water requires a DC 20 Spot check. If a creature drinks the Nerodia, it automatically attaches to the creature.

Split (Ex)
A Nerodia that gains 10 points of temporary hp from its dehydration ability splits into two separate Nerodiae, each with full hp. If the Nerodia was attached to a creature when it split, both of the resulting Nerodiae automatically attach to it.

Skills
A Nerodia has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

martyboy74
2006-08-13, 03:54 PM
What happens if you boil the glass/cup/bucket that it's in?

Lord Iames Osari
2006-08-13, 07:43 PM
It takes heat damage. Duh.

Collin152
2006-08-14, 12:11 AM
How does this monstrosity respond to fire damage?

The Demented One
2006-08-14, 12:22 AM
How does this monstrosity respond to fire damage?
For starters, it gets the hell out of its host if you burn him.