The Vorpal Tribble
2006-07-25, 10:38 PM
Siphonut
Medium Construct (Extraplanar, Inevitable, Law)
Hit Dice: 6d10+20 (53 hp)
Initiative: +11
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 23 (+5 dex, +8 natural), touch 15, flat-footed 18
Base Attack/Grapple: +4/+8
Attack: Sting +9 melee (1d8 plus summoner's poison)
Full Attack: Sting +9 melee (1d8 plus summoner's poison) and 6 arms +7 melee (1d3)
Space/Reach: 5 ft./15 ft.
Special Attacks: Deft strike, improved grab, spell-like abilities, summoner's poison
Special Qualities: Construct traits, damage reduction 10/chaotic, darkvision 60 ft., fast healing 5, inevitable traits, low-light vision
Saves: Fort +2, Ref +7, Will +5
Abilities: Str 10, Dex 21, Con -, Int 8, Wis 17, Cha 14
Skills: Concentration +6, Listen +8, Spot +14
Feats: Improved Initiative, Multiattack, Quick Reconnoiter (http://realmshelps.dandello.net/cgi-bin/feats.pl?Quick_Reconnoiter,CAd), Weapon Finesse(B)
Environment: A lawful-aligned plane
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always Lawful Neutral
Advancement: 7-15 HD (Medium), 16-30 HD (Large)
Level Adjustment: -
A siphonut's appeareance in resting mode is that of a large half-sphere of glass-like material with metal supports running all along it in strange fractal patterns to strengthen it. that glistens with a faint silver gleam. Within the hemisphere something dark and oily sloshes and spins with its movements. A thick, golden band of machinery surrounds its rim from which blades constantly spin unseen with speed to keep the siphonut aloft. If seen from below the bottom of the dome is also clear, with a seemingly haphazard array of flexible tubing and metal mechanisms standing out against the inky substance within.
While in combat mode a half dozen flexible arms with grasping ends extends down and fill with the black fluid.
A siphonut is a creature most likely to sent on suicide missions. They make certain that creatures whom have evaded other inevitables are finally brought to justice. No niceties or even warning is given, which would defeat the purpose of the siphonut's mission.
Siphonut speak Abyssal, Celestial, Infernal, and the native language of their target.
Combat
A siphonut's attack is wholey unexpected and designed soley for a single attack. It watches its victim from a distance, stalking it until just the right moment with its Deft Strike attack. It then initiates a surprise attack if possible, grasping hold of its victim and using True Strike in conjunction with its sting attack to make certain it administers the strange poison within. As they drive in their stinger they give the command for their victims to allow themselves to be brought or they will die. It then teleports as far away as possible to avoid a counter attack.
A siphonut's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Deft Strike (Ex): As a standard action, a Siphonut can attempt to find a weak point in a visible target's armor. This requires a Spot check against a DC equal to the target's Armor Class. If it succeeds, its next attack against that target (which must be made no later than its next turn) ignores the target's armor bonus and natural armor bonus to AC (including any enhancement bonuses to armor or natural armor). Other AC bonuses still apply normally.
Improved Grab (Ex): To use this ability, an Siphonut must hit with two of its arms. 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 use its Stinger, but never beforehand. A siphonut gains a +4 racial bonus on grapple checks, which is already included in the statistics above
Spell-like Abilities: Caster level 6th. Save DC's are Charisma-based.
At will - Locate Creature, True Seeing
3/day - Haste, Silence, True Strike
1/day - Blindness/Deafness, Teleport
Summoner's Poison (Su): This poison is specifically prepared for the individual the Siphonut is sent for. If stung the victim must succeed on a DC 30 fortitude save each day or suffer 1 point of Constitution drain. Neither this poison, nor its effects, can be defeated by any spell lower than 9th level, and then only upon the plane where the victim is to be summoned. The victim may at any time stop fighting the poison and allow it to transport the victim as the Planeshift power as close as possible to the locale where they are to be tried. Because of the supernatural make of the poison even creatures immune to poison can be affected if they fail the initial save, though such creatures do not have to make additional saves afterwards. The poison is only effective on the preplanned victim, which must be alive to be affected.
Skills: A Siphonut has a +6 racial bonus on concentration and spot checks.
-=-=-=-=-=-=-
Note: For those of you who think this poison to be overpowered, compare it with other creatures who have save or die powers, and that this poison is not immediately deadly.
Medium Construct (Extraplanar, Inevitable, Law)
Hit Dice: 6d10+20 (53 hp)
Initiative: +11
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 23 (+5 dex, +8 natural), touch 15, flat-footed 18
Base Attack/Grapple: +4/+8
Attack: Sting +9 melee (1d8 plus summoner's poison)
Full Attack: Sting +9 melee (1d8 plus summoner's poison) and 6 arms +7 melee (1d3)
Space/Reach: 5 ft./15 ft.
Special Attacks: Deft strike, improved grab, spell-like abilities, summoner's poison
Special Qualities: Construct traits, damage reduction 10/chaotic, darkvision 60 ft., fast healing 5, inevitable traits, low-light vision
Saves: Fort +2, Ref +7, Will +5
Abilities: Str 10, Dex 21, Con -, Int 8, Wis 17, Cha 14
Skills: Concentration +6, Listen +8, Spot +14
Feats: Improved Initiative, Multiattack, Quick Reconnoiter (http://realmshelps.dandello.net/cgi-bin/feats.pl?Quick_Reconnoiter,CAd), Weapon Finesse(B)
Environment: A lawful-aligned plane
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always Lawful Neutral
Advancement: 7-15 HD (Medium), 16-30 HD (Large)
Level Adjustment: -
A siphonut's appeareance in resting mode is that of a large half-sphere of glass-like material with metal supports running all along it in strange fractal patterns to strengthen it. that glistens with a faint silver gleam. Within the hemisphere something dark and oily sloshes and spins with its movements. A thick, golden band of machinery surrounds its rim from which blades constantly spin unseen with speed to keep the siphonut aloft. If seen from below the bottom of the dome is also clear, with a seemingly haphazard array of flexible tubing and metal mechanisms standing out against the inky substance within.
While in combat mode a half dozen flexible arms with grasping ends extends down and fill with the black fluid.
A siphonut is a creature most likely to sent on suicide missions. They make certain that creatures whom have evaded other inevitables are finally brought to justice. No niceties or even warning is given, which would defeat the purpose of the siphonut's mission.
Siphonut speak Abyssal, Celestial, Infernal, and the native language of their target.
Combat
A siphonut's attack is wholey unexpected and designed soley for a single attack. It watches its victim from a distance, stalking it until just the right moment with its Deft Strike attack. It then initiates a surprise attack if possible, grasping hold of its victim and using True Strike in conjunction with its sting attack to make certain it administers the strange poison within. As they drive in their stinger they give the command for their victims to allow themselves to be brought or they will die. It then teleports as far away as possible to avoid a counter attack.
A siphonut's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Deft Strike (Ex): As a standard action, a Siphonut can attempt to find a weak point in a visible target's armor. This requires a Spot check against a DC equal to the target's Armor Class. If it succeeds, its next attack against that target (which must be made no later than its next turn) ignores the target's armor bonus and natural armor bonus to AC (including any enhancement bonuses to armor or natural armor). Other AC bonuses still apply normally.
Improved Grab (Ex): To use this ability, an Siphonut must hit with two of its arms. 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 use its Stinger, but never beforehand. A siphonut gains a +4 racial bonus on grapple checks, which is already included in the statistics above
Spell-like Abilities: Caster level 6th. Save DC's are Charisma-based.
At will - Locate Creature, True Seeing
3/day - Haste, Silence, True Strike
1/day - Blindness/Deafness, Teleport
Summoner's Poison (Su): This poison is specifically prepared for the individual the Siphonut is sent for. If stung the victim must succeed on a DC 30 fortitude save each day or suffer 1 point of Constitution drain. Neither this poison, nor its effects, can be defeated by any spell lower than 9th level, and then only upon the plane where the victim is to be summoned. The victim may at any time stop fighting the poison and allow it to transport the victim as the Planeshift power as close as possible to the locale where they are to be tried. Because of the supernatural make of the poison even creatures immune to poison can be affected if they fail the initial save, though such creatures do not have to make additional saves afterwards. The poison is only effective on the preplanned victim, which must be alive to be affected.
Skills: A Siphonut has a +6 racial bonus on concentration and spot checks.
-=-=-=-=-=-=-
Note: For those of you who think this poison to be overpowered, compare it with other creatures who have save or die powers, and that this poison is not immediately deadly.