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The Demented One
2006-08-06, 04:57 PM
Mad Gasser
Size/Type: Medium Aberration
Hit Dice: 8d8+16 (52 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flatfooted 12
Base Attack/Grapple: +6/+9
Attack: Slam +8 melee (1d4+2)
Full Attack: 2 Slams +8 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60 ft., immune to acid, paralysis, poison, and sleep, DR 5/byeshk
Saves: Fort +4, Ref +5, Will +6
Abilities: Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 8
Skills: Hide +12, Intimidate +7, Move Silently +12
Feats: Empower BreathDrac, Heighten BreathDrac, Stealthy
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 9-18 HD (Medium), 19-25 HD (Large)
Level Adjustment: –

Mad Gassers are bizarre creatures who taint the air with foul, toxic vapors. They have silvery skin, and are vaguely humanoid in form. In place of a mouth, they have a gas mask-like extrusion, covered in minute orifices, from which they breathe their toxic gases. Their eyes are glassy and dark, like the lenses of a gas mask. These creatures, for inscrutable reasons, tend to sneak into the houses of sleeping creatures, whom they paralyze and slowly poison in a nightly process that can take weeks to come to its fatal conclusion–the gasser seems to avoid the wait. When fighting, they make use of a breath weapon they otherwise abstain from–a cone of death gas. This potent vapor, which they only produce in small quantities, can kill it foes, though using it is harmful to even the Gasser itself.

Breath Weapon (Su)
A Mad Gasser has five different breath weapons. Each is a 30 ft. cone, unless noted, and each has a save DC of 16. After using a breath weapon, a Mad Gasser may not use any of its breath weapons for 1d4 rounds. Its breath weapons are as follows.

Acidic Gas: 2d10 points of acid damage. Reflex half
Death Gas: 15 ft. cone, usable only once a day. Creatures must make one of two Fortitude saves or die. Using its Death Gas breath weapon deals 1d4 points of Con damage to a Mad Gasser.
Paralyzing Gas: Creatures must make Fortitude save or be paralyzed for 1d6 rounds.
Poison Gas: Creatures must make Fortitude save or be affected by poison. Initital and secondary damage both 1d2 Con damage.
Sleep Gas: Creatures must make a Will save or fall asleep for 1d10 rounds.