Icewalker
2009-08-05, 05:22 PM
No specific inspiration, really. Kind of blink dogs, but only a little bit. Felt like making something terrifying. Now I really want to have a Flaydancer Rogue as a really high level villain in something...
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Flaydancer
Medium Outsider (Extraplanar, Evil, Chaotic)
HD 12d8+48 (102 HP)
Speed 100 ft. (20 squares)
Init: +12
AC 26; touch 22; flat-footed 14
(+12 Dex, +4 Natural)
BAB +12; Grp +18
Attack Spike +23 (1d6+6)
Full-Attack 4 spikes +23 (1d6+6)
Space 5 ft.; Reach 5 ft.
Special Attacks Flay, Blinkstrike
Special Qualities Blinding Speed, Blinkdance, Outsider Traits
Saves Fort +12 Ref +19 Will +11
Abilities Str 22, Dex 33, Con 18, Int 12, Wis 19, Cha 21
Skills Balance +26, Climb + 21, Escape Artist +34, Hide +26, Jump +21, Perform (Dance) +34, Move Silently +26, Spot +27, Tumble +34
Feats Weapon Finesse, Combat Reflexes, Dodge, Mobility, Spring Attack
Environment The Abyss
Organization Solitary, Troupe (4-16), Company (10-40)
Challenge Rating 10
Treasure Normal
Alignment Chaotic Evil
Advancement 13-20 (Medium)
The deep red lithe figure grins wildly as it wavers slightly side to side, its long bloodstreaked hair draping all the way to the knees behind it. The glistening spikes that protrude from its wrists, elbows, knees, and numerous other joints seem to all be caked in dried blood. One of them still has a remnant of skin attached to it. It's wide eyes have no apparent pupils, and are just solid black, but the face still somehow has a horrid beauty to it. Then, in an instant, it vanishes with a movement faster than your eye can see.
Flay (Ex): If a flaydancer hits with multiple spike attacks, it latches into the opponent’s body and tears the skin to ribbons. This attack automatically deals an additional 1d6 points of damage and 1 point of Constitution damage for every spike after the first that strikes a target.
Blinkstrike (Sp): As a full round action, a flaydancer can tear open reality with its spikes and teleport a short ways, ending with a barrage of piercing strikes. The flaydancer may teleport up to 75 feet instantly and make a full attack with bonuses and penalties as if on a charge. The use of this ability disables Blinkdance for 1 round.
Blinding Speed (Ex): The ridiculous speed a flaydancer moves at makes it nearly impossible to keep track of it's location and respond. In any round that a flaydancer moves at least 100 feet, it has total concealment for that round. Flaydancers do not provoke attacks of opportunity for moving into or out of opponents spaces.
Blinkdance (Sp): Whenever an attack is made against a moving flaydancer, its absurd speed gives it the opportunity for escape. As long as it moved at least 100 feet last round, a flaydancer may make a Reflex save and use its result in place of its armor class for an attack. If this successfully allows the flaydancer to dodge an attack, it may instantly teleport up to 50 feet.
Flaydancers have a +8 racial bonus to Spot, Perform (Dance), Escape Artist, and Tumble checks.
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Flaydancer
Medium Outsider (Extraplanar, Evil, Chaotic)
HD 12d8+48 (102 HP)
Speed 100 ft. (20 squares)
Init: +12
AC 26; touch 22; flat-footed 14
(+12 Dex, +4 Natural)
BAB +12; Grp +18
Attack Spike +23 (1d6+6)
Full-Attack 4 spikes +23 (1d6+6)
Space 5 ft.; Reach 5 ft.
Special Attacks Flay, Blinkstrike
Special Qualities Blinding Speed, Blinkdance, Outsider Traits
Saves Fort +12 Ref +19 Will +11
Abilities Str 22, Dex 33, Con 18, Int 12, Wis 19, Cha 21
Skills Balance +26, Climb + 21, Escape Artist +34, Hide +26, Jump +21, Perform (Dance) +34, Move Silently +26, Spot +27, Tumble +34
Feats Weapon Finesse, Combat Reflexes, Dodge, Mobility, Spring Attack
Environment The Abyss
Organization Solitary, Troupe (4-16), Company (10-40)
Challenge Rating 10
Treasure Normal
Alignment Chaotic Evil
Advancement 13-20 (Medium)
The deep red lithe figure grins wildly as it wavers slightly side to side, its long bloodstreaked hair draping all the way to the knees behind it. The glistening spikes that protrude from its wrists, elbows, knees, and numerous other joints seem to all be caked in dried blood. One of them still has a remnant of skin attached to it. It's wide eyes have no apparent pupils, and are just solid black, but the face still somehow has a horrid beauty to it. Then, in an instant, it vanishes with a movement faster than your eye can see.
Flay (Ex): If a flaydancer hits with multiple spike attacks, it latches into the opponent’s body and tears the skin to ribbons. This attack automatically deals an additional 1d6 points of damage and 1 point of Constitution damage for every spike after the first that strikes a target.
Blinkstrike (Sp): As a full round action, a flaydancer can tear open reality with its spikes and teleport a short ways, ending with a barrage of piercing strikes. The flaydancer may teleport up to 75 feet instantly and make a full attack with bonuses and penalties as if on a charge. The use of this ability disables Blinkdance for 1 round.
Blinding Speed (Ex): The ridiculous speed a flaydancer moves at makes it nearly impossible to keep track of it's location and respond. In any round that a flaydancer moves at least 100 feet, it has total concealment for that round. Flaydancers do not provoke attacks of opportunity for moving into or out of opponents spaces.
Blinkdance (Sp): Whenever an attack is made against a moving flaydancer, its absurd speed gives it the opportunity for escape. As long as it moved at least 100 feet last round, a flaydancer may make a Reflex save and use its result in place of its armor class for an attack. If this successfully allows the flaydancer to dodge an attack, it may instantly teleport up to 50 feet.
Flaydancers have a +8 racial bonus to Spot, Perform (Dance), Escape Artist, and Tumble checks.