goken04
2009-07-13, 07:08 PM
Pantheans, you best keep out!
The Mixyl-pik is an adorable creature who looks something like a cross between a sloth and a raccoon, with slate-gray and dark-blue fur, and a dark-colored carapace around his torso. He's no good for throwing against a party for combat purposes (his claw attacks are sad...), but given the right set-up, I anticipate he'll be a tough challenge for the party. (Which consists of a Human Barbarian, Human Warblade, Drow Psion, Drow Wizard, and Goblin Bard, all of level 3.)
The setting for which I created him is that the party has been tasked with a side-quest by a high-level Wizard to retrieve this critter. The Wizard needs some of the creature's blood as a material component and needs the party to keep it alive because this is the only one the Wizard is aware of (and if they kill the creature, no more blood), but doesn't "want to be bothered" catching the animal himself. Fortunately for me, they didn't ask him too many questions about the Mixyl-pik.
The trick is the dungeon I intend to create for him (as his lair). You have to put lots of fun and terrible magical traps through out it (all resetting, of course), which the creature can just teleport around. Lots and lots of treasure, for the enjoyment of the mixyl-pik and the party. And I'd say at least one notable, extremely tempting, area under the effect of an anti-magic field (where the party can spend great periods of time setting a useless trap).
Mixyl-Pik
Size/Type: Small Aberration
Hit Dice: 3d8+6 (19 hp)
Initiative: +9
Speed: 20 ft. (4 squares)
Armor Class: 19 (+1 size, +5 Dex, +3 natural), flat-footed 14, touch 16
Base Attack/Grapple: +2/-2
Attack: Claw +2 melee (1d4+0)
Full Attack: 2 CLaws +2 melee (1d4+0)
Space/Reach: 5 ft./5 ft.
Special Attacks: Petrifying Gaze (Fort 15)
Special Qualities: Darkvision 60 ft., Dimension Door, Disqueting Aura 30 ft., Virulent Blood,
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 11, Dex 20, Con 14, Int 4, Wis 13, Cha 6
Skills: Concentration +6, Perception +3, Stealth +11
Feats: Improved Initiative, Ability Focus (Petrifying Gaze)
Environment: Underground
Organization: Solitary
Challenge Rating: 2
Treasure: Double
Alignment: Always True Neutral
Advancement: 4-7 HD (Medium)
Level Adjustment: --
The mixyl-pik is a lethargic creature that has been fairly compared to both the sloth and the raccoon. Like its small, mammalian cousins, the mixyl-pik is highly interested in silver objects (though the mixyl-pik expresses only interest in truly silver objects, trinkets which merely appear silver are not good enough and it seems to identify them instinctually) and, when motivated, can react surprisingly quickly. The mixyl-pik sleeps 20 hours per day and spends the other four eating and slowly constructing its nest (or often several nests in one lair).
An intricate facet of the design of any mixyl-pik's nest is the integration of a multitude of silver baubles and trinkets. Though the mixyl-pik moves slowly, it can teleport short distances at an alarming rate. It uses this natural advantage to search great depths for items it can add to its nests (which are typically built of rocks, mud, and moss the creature has collected). When it has found a suitable addition, it will place the object in a pouch along the inside of its cheek thereby allowing the object to accompany the mixyl-pik in its teleportation back to his lair.
The mixyl-pik consists on a diet of mosses, bugs, small rodents, and the occassional fish from an underground lake. It does not use its Petrifying Gaze to hunt, prefering instead to spend hours sneaking up on small rodents and bugs before snatching them with its long, sharp claws. The mixyl-pik's metabolism works at such a slow rate that it need eat only once or twice a week.
Combat
The mixyl-pik is not an aggressive creature and will always flee from combat at its first opportunity. Often, immediately before teleporting towards an escape route, the creature will use its Petrifying Gaze attack as a defense mechanism against any creatures it perceives as a predator. It will usually attempt to flee immediately upon making eye contact with any other creature of Small-size or larger.
Petrifying Gaze (Su) Turn to stone for 1d3 x 10 minutes, 30 feet, Fortitude DC 15 negates. The save DC is Constitution-based.
Dimension Door (Sp) The mixyl-pik can teleport, as the spell Dimension Door (caster level 6th), except that its range is changed to 60-feet and the casting time is one swift action. The ability affects only the mixyl-pik and anything it may be carrying in its mouth.
Disquieting Aura (Su) The mixyl-pik projects a field in the space around it which dampens all noises within a 30-ft. radius (centered on the mixyl-pik) as if they had been affected by the spell Silence (Caster level 6th, no save). However, the resonance created by the aura makes the sudden silence difficult to detect and creatures who enter the aura must succeed at a Perception check (DC 13) or fail to notice the aura. Any creature with an Intelligence of 3 or higher that speaks or attempts to make vocalizations automatically notices that it has been silenced. When a creature is aware that it is under a Silence effect, it then receives a Will Save (DC 13) to overcome the effect. If it fails, the creature is Silenced for the duration of its time inside the Disquieting Aura. If the creature succeeds, it does not face the Silence effect of the aura until it leaves the aura's area and re-enters. Additionally, the mixyl-pik senses all vibrations within the Disquieting Aura and is treated as having Tremorsense (30-ft.) for for all objects or creatures within the Disquieting Aura who moved the previous turn. The mixyl-pik can activate or deactivate its aura as an immediate action.
Virulent Blood (Su) The mixyl-pik is renowned for its extraordinarily magical blood which is often used as a material component for extremely talented magicians. Because of its special blood, the mixyl-pik, its supernatural and spell-like abilities, any items it wears or uses, and any spells it casts (or has cast on it) are entirely immune to the effects of Dispel Magic (or similar spells) and anti-magic fields. All of the mixyl-pik's abilities that would normally be affected, instead function normally.
Skills
The mixyl-pik has a +2 racial bonus to its Concentration and Stealth checks.
As you probably noticed, we use a skill system which has been condensed to resemble the fourth edition skill list, so you may have to adjust the Mixyl-pik's 6 skill points as would be appropriate in your world, should you see fit to use him.
But basically, the idea is that this little bugger has a high likelihood of going quite early in initiative. With its tremorsense and Darkvision, the party isn't likely to get a surprise round. On its first turn, it attempts to petrify the closest enemy to it, then it teleports 60 feet towards an exit (hopefully, through a wall to another room). Ideally, the player characters shouldn't know that its gaze attack wears off after 10-30 minutes and should be utterly terrified when it happens. :smallbiggrin:
The party was tasked by the wizard to fit a collar (which will stop it from teleporting, though they don't know that since they didn't bother to ask) around the neck of the Mixyl-pik. While the party attempts to close into grapple-range, the Mixyl-pik will spend its time teleporting through out the dungeon (and its three nests therein), making the party chase it through numerous terrible traps and petrifying them whenever they get close enough.
What do you think? Does the little guy need any finishing touches? I put him at a CR 2, since he is not a very difficult encounter independently. The trick with this guy is placing him in an environment which favors him (and increases the CR appropriately).
Last encounter the same group TRASHED a CR 6, which is consistent with a trend of the party handling ECLs three levels higher as if they were an equal ECL, so I don't think something this difficult will be inappropriate for them.
The Mixyl-pik is an adorable creature who looks something like a cross between a sloth and a raccoon, with slate-gray and dark-blue fur, and a dark-colored carapace around his torso. He's no good for throwing against a party for combat purposes (his claw attacks are sad...), but given the right set-up, I anticipate he'll be a tough challenge for the party. (Which consists of a Human Barbarian, Human Warblade, Drow Psion, Drow Wizard, and Goblin Bard, all of level 3.)
The setting for which I created him is that the party has been tasked with a side-quest by a high-level Wizard to retrieve this critter. The Wizard needs some of the creature's blood as a material component and needs the party to keep it alive because this is the only one the Wizard is aware of (and if they kill the creature, no more blood), but doesn't "want to be bothered" catching the animal himself. Fortunately for me, they didn't ask him too many questions about the Mixyl-pik.
The trick is the dungeon I intend to create for him (as his lair). You have to put lots of fun and terrible magical traps through out it (all resetting, of course), which the creature can just teleport around. Lots and lots of treasure, for the enjoyment of the mixyl-pik and the party. And I'd say at least one notable, extremely tempting, area under the effect of an anti-magic field (where the party can spend great periods of time setting a useless trap).
Mixyl-Pik
Size/Type: Small Aberration
Hit Dice: 3d8+6 (19 hp)
Initiative: +9
Speed: 20 ft. (4 squares)
Armor Class: 19 (+1 size, +5 Dex, +3 natural), flat-footed 14, touch 16
Base Attack/Grapple: +2/-2
Attack: Claw +2 melee (1d4+0)
Full Attack: 2 CLaws +2 melee (1d4+0)
Space/Reach: 5 ft./5 ft.
Special Attacks: Petrifying Gaze (Fort 15)
Special Qualities: Darkvision 60 ft., Dimension Door, Disqueting Aura 30 ft., Virulent Blood,
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 11, Dex 20, Con 14, Int 4, Wis 13, Cha 6
Skills: Concentration +6, Perception +3, Stealth +11
Feats: Improved Initiative, Ability Focus (Petrifying Gaze)
Environment: Underground
Organization: Solitary
Challenge Rating: 2
Treasure: Double
Alignment: Always True Neutral
Advancement: 4-7 HD (Medium)
Level Adjustment: --
The mixyl-pik is a lethargic creature that has been fairly compared to both the sloth and the raccoon. Like its small, mammalian cousins, the mixyl-pik is highly interested in silver objects (though the mixyl-pik expresses only interest in truly silver objects, trinkets which merely appear silver are not good enough and it seems to identify them instinctually) and, when motivated, can react surprisingly quickly. The mixyl-pik sleeps 20 hours per day and spends the other four eating and slowly constructing its nest (or often several nests in one lair).
An intricate facet of the design of any mixyl-pik's nest is the integration of a multitude of silver baubles and trinkets. Though the mixyl-pik moves slowly, it can teleport short distances at an alarming rate. It uses this natural advantage to search great depths for items it can add to its nests (which are typically built of rocks, mud, and moss the creature has collected). When it has found a suitable addition, it will place the object in a pouch along the inside of its cheek thereby allowing the object to accompany the mixyl-pik in its teleportation back to his lair.
The mixyl-pik consists on a diet of mosses, bugs, small rodents, and the occassional fish from an underground lake. It does not use its Petrifying Gaze to hunt, prefering instead to spend hours sneaking up on small rodents and bugs before snatching them with its long, sharp claws. The mixyl-pik's metabolism works at such a slow rate that it need eat only once or twice a week.
Combat
The mixyl-pik is not an aggressive creature and will always flee from combat at its first opportunity. Often, immediately before teleporting towards an escape route, the creature will use its Petrifying Gaze attack as a defense mechanism against any creatures it perceives as a predator. It will usually attempt to flee immediately upon making eye contact with any other creature of Small-size or larger.
Petrifying Gaze (Su) Turn to stone for 1d3 x 10 minutes, 30 feet, Fortitude DC 15 negates. The save DC is Constitution-based.
Dimension Door (Sp) The mixyl-pik can teleport, as the spell Dimension Door (caster level 6th), except that its range is changed to 60-feet and the casting time is one swift action. The ability affects only the mixyl-pik and anything it may be carrying in its mouth.
Disquieting Aura (Su) The mixyl-pik projects a field in the space around it which dampens all noises within a 30-ft. radius (centered on the mixyl-pik) as if they had been affected by the spell Silence (Caster level 6th, no save). However, the resonance created by the aura makes the sudden silence difficult to detect and creatures who enter the aura must succeed at a Perception check (DC 13) or fail to notice the aura. Any creature with an Intelligence of 3 or higher that speaks or attempts to make vocalizations automatically notices that it has been silenced. When a creature is aware that it is under a Silence effect, it then receives a Will Save (DC 13) to overcome the effect. If it fails, the creature is Silenced for the duration of its time inside the Disquieting Aura. If the creature succeeds, it does not face the Silence effect of the aura until it leaves the aura's area and re-enters. Additionally, the mixyl-pik senses all vibrations within the Disquieting Aura and is treated as having Tremorsense (30-ft.) for for all objects or creatures within the Disquieting Aura who moved the previous turn. The mixyl-pik can activate or deactivate its aura as an immediate action.
Virulent Blood (Su) The mixyl-pik is renowned for its extraordinarily magical blood which is often used as a material component for extremely talented magicians. Because of its special blood, the mixyl-pik, its supernatural and spell-like abilities, any items it wears or uses, and any spells it casts (or has cast on it) are entirely immune to the effects of Dispel Magic (or similar spells) and anti-magic fields. All of the mixyl-pik's abilities that would normally be affected, instead function normally.
Skills
The mixyl-pik has a +2 racial bonus to its Concentration and Stealth checks.
As you probably noticed, we use a skill system which has been condensed to resemble the fourth edition skill list, so you may have to adjust the Mixyl-pik's 6 skill points as would be appropriate in your world, should you see fit to use him.
But basically, the idea is that this little bugger has a high likelihood of going quite early in initiative. With its tremorsense and Darkvision, the party isn't likely to get a surprise round. On its first turn, it attempts to petrify the closest enemy to it, then it teleports 60 feet towards an exit (hopefully, through a wall to another room). Ideally, the player characters shouldn't know that its gaze attack wears off after 10-30 minutes and should be utterly terrified when it happens. :smallbiggrin:
The party was tasked by the wizard to fit a collar (which will stop it from teleporting, though they don't know that since they didn't bother to ask) around the neck of the Mixyl-pik. While the party attempts to close into grapple-range, the Mixyl-pik will spend its time teleporting through out the dungeon (and its three nests therein), making the party chase it through numerous terrible traps and petrifying them whenever they get close enough.
What do you think? Does the little guy need any finishing touches? I put him at a CR 2, since he is not a very difficult encounter independently. The trick with this guy is placing him in an environment which favors him (and increases the CR appropriately).
Last encounter the same group TRASHED a CR 6, which is consistent with a trend of the party handling ECLs three levels higher as if they were an equal ECL, so I don't think something this difficult will be inappropriate for them.