The Vorpal Tribble
2006-02-05, 12:57 AM
Crystal Woman
The drip-drop of trickling water echoes through the cavern and you lift your torch. A figure like a ghostly skeleton ducks away, leaving a trail of slime that swiftly evaporates...
Medium Fey (aquatic)
Hit Dice: 4d6+8 (22 hp)
Initiative: +3
Speed: 30 ft. (6 squares), swim 50 ft.
Armor Class: 15 (+3 dex, +2 natural) touch 13, flat footed 12
Base Attack/Grapple: +2/+2
Attack: Slam +5 melee (1d3 plus clammy touch)
Full attack: 2 slams +5 melee (1d3 plus clammy touch)
Space/Reach: 5 ft./5 ft.
Special Attacks: Clammy touch, spell-like abilities.
Special Qualities: Amphibious, blindsight 60 ft., falling up, natural slime, spell resistance 15, transparency
Saves: Fort +3, Ref +7, Will +7
Abilities: Str 10, Dex 17, Con 14, Int 10, Wis 16, Cha 14
Skills: Diplomacy +9, Escape Artist +16, Hide +10, Knowledge (Dungeoneering) +17, Move Silently +10, Swim +7
Feats: Improved Trip, Weapon Finesse
Environment: Underground
Organization: Solitary
Challenge Rating: 4
Treasure: Quarter standard
Alignment: Usually chaotic good
Advancement: 5-8 HD (Medium)
Level Adjustment: +3
Crystal women are guardians of the dark, cold subteranean water sources such as rivers and lakes, and prefer a locale complete with waterfall. They are ultimately enigmatic fey whom are very rarely seen, though they are often nearby. They are social folk amongst other crystal women however, and usually a small community is found within the underground waters. They are immensely amused however by lost surface folk unable to find their way in the pitch of caves. They often take pity on them, leading them to caverns that will take them to the surface, but only if the lost victim acts decently within their presence.
In shape they seem as petite young women, but they appear to be ghostly skeletons at first, for their glistening skin is completely transparent. As well, they are eyeless, with just clear, unmarred skin in their place. Delicate webs stretch between their long fingers and toes, though are all but invisible unless examined up close. Their thick, sweeping hair is silvery, and somewhat translucent. Here and there about their hair are thicker, stiff hairs that jut out many feet, which are in reality whiskers to further aid them in their sightlessness.
Crystal women are just under five feet in height, and weigh 90-95 lbs. They speak aquan, fey, and undercommon.
Combat
Crystal woman are not eager to fight, but if endangered or their homes threatened they will attempt to keep their opponent off-balance by tripping. When their opponents stand and allow an attack of opportunity they tend to reach out to their victim with their clammy touch to fill them with an unnerving chill.
Amphibious (Ex): A crystal woman is able to breathe air just as easily as she breathes water.
Clammy Touch (Su): A successful touch attack from a crystal woman causes the victim to sweat profusely with chill perspirations and begins to shive violently. One hit by a clammy touch must succed on a DC 14 fortitude save or take 1 point of dexterity damage. Multiple touches stack. On a natural 20 the victim instead is infected with Slimey Doom (DMG p. 92). The save is Constitution based.
Falling Up (Su): Crystal women may swim straight up waterfalls at their swim speed or reverse their velocity when coming down one, taking no damage reguardless of height of fall or depth of water.
Natural Slime (Ex): Crystal women secrete a slick, odorless slime that allows them to slip through water quickly and protect them against scrapes from stone. This slime grants them a +6 racial bonus to escape artist checks.
Spell-like Abilities:
3/day Grease. Caster level 5th. Save DC's are Charisma-based.
Transparency (Ex): A crystal woman's transparent skin grants a +20 bonus to hide checks if moving at their base speed while underwater. Crystal women out of water gain only a +6 bonus.
Skills: A crystal woman has a +10 racial bonus on Knowledge (dungeoneering) checks as well as a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
The drip-drop of trickling water echoes through the cavern and you lift your torch. A figure like a ghostly skeleton ducks away, leaving a trail of slime that swiftly evaporates...
Medium Fey (aquatic)
Hit Dice: 4d6+8 (22 hp)
Initiative: +3
Speed: 30 ft. (6 squares), swim 50 ft.
Armor Class: 15 (+3 dex, +2 natural) touch 13, flat footed 12
Base Attack/Grapple: +2/+2
Attack: Slam +5 melee (1d3 plus clammy touch)
Full attack: 2 slams +5 melee (1d3 plus clammy touch)
Space/Reach: 5 ft./5 ft.
Special Attacks: Clammy touch, spell-like abilities.
Special Qualities: Amphibious, blindsight 60 ft., falling up, natural slime, spell resistance 15, transparency
Saves: Fort +3, Ref +7, Will +7
Abilities: Str 10, Dex 17, Con 14, Int 10, Wis 16, Cha 14
Skills: Diplomacy +9, Escape Artist +16, Hide +10, Knowledge (Dungeoneering) +17, Move Silently +10, Swim +7
Feats: Improved Trip, Weapon Finesse
Environment: Underground
Organization: Solitary
Challenge Rating: 4
Treasure: Quarter standard
Alignment: Usually chaotic good
Advancement: 5-8 HD (Medium)
Level Adjustment: +3
Crystal women are guardians of the dark, cold subteranean water sources such as rivers and lakes, and prefer a locale complete with waterfall. They are ultimately enigmatic fey whom are very rarely seen, though they are often nearby. They are social folk amongst other crystal women however, and usually a small community is found within the underground waters. They are immensely amused however by lost surface folk unable to find their way in the pitch of caves. They often take pity on them, leading them to caverns that will take them to the surface, but only if the lost victim acts decently within their presence.
In shape they seem as petite young women, but they appear to be ghostly skeletons at first, for their glistening skin is completely transparent. As well, they are eyeless, with just clear, unmarred skin in their place. Delicate webs stretch between their long fingers and toes, though are all but invisible unless examined up close. Their thick, sweeping hair is silvery, and somewhat translucent. Here and there about their hair are thicker, stiff hairs that jut out many feet, which are in reality whiskers to further aid them in their sightlessness.
Crystal women are just under five feet in height, and weigh 90-95 lbs. They speak aquan, fey, and undercommon.
Combat
Crystal woman are not eager to fight, but if endangered or their homes threatened they will attempt to keep their opponent off-balance by tripping. When their opponents stand and allow an attack of opportunity they tend to reach out to their victim with their clammy touch to fill them with an unnerving chill.
Amphibious (Ex): A crystal woman is able to breathe air just as easily as she breathes water.
Clammy Touch (Su): A successful touch attack from a crystal woman causes the victim to sweat profusely with chill perspirations and begins to shive violently. One hit by a clammy touch must succed on a DC 14 fortitude save or take 1 point of dexterity damage. Multiple touches stack. On a natural 20 the victim instead is infected with Slimey Doom (DMG p. 92). The save is Constitution based.
Falling Up (Su): Crystal women may swim straight up waterfalls at their swim speed or reverse their velocity when coming down one, taking no damage reguardless of height of fall or depth of water.
Natural Slime (Ex): Crystal women secrete a slick, odorless slime that allows them to slip through water quickly and protect them against scrapes from stone. This slime grants them a +6 racial bonus to escape artist checks.
Spell-like Abilities:
3/day Grease. Caster level 5th. Save DC's are Charisma-based.
Transparency (Ex): A crystal woman's transparent skin grants a +20 bonus to hide checks if moving at their base speed while underwater. Crystal women out of water gain only a +6 bonus.
Skills: A crystal woman has a +10 racial bonus on Knowledge (dungeoneering) checks as well as a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.