The Vorpal Tribble
2009-11-10, 01:26 PM
Coalblack ****
http://th09.deviantart.net/fs33/300W/f/2008/239/9/7/EGG_by_Conteart.jpg
Tiny Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +4
Speed: 60 ft. (6 squares), fly 60 ft. (clumsy)
Armor Class: 21 (+4 dex, +1 dodge, +4 natural, +2 size), touch 17, flat-footed 17
Base Attack/Grapple: +3/-6
Attack: Flurry +10 melee (1d4-2)
Full Attack: Flurry x2 +10 melee (1d4-2)
Space/Reach: 0 ft./0 ft.
Special Attacks: Crawling touch, ferocity, pounce, rake, sneak attack 2d6, shadowswift
Special Qualities: Crow at midnight, darkvision 120 ft., dual existence, low-light vision
Saves: Fort +5, Ref +8, Will +4
Abilities: Str 6, Dex 18, Con 14, Wis 12, Int 2, Cha 12
Skills: Balance +8, Bluff +5, Escape Artist +8, Hide +22, Intimidate +5, Spot +5, Survival +5
Feats: Dodge, Iron Will, Weapon Finesse (flurry)(B)
Environment: Any land
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-7 HD (Tiny)
Level Adjustment: -
Coalblack cockerels are creatures of great rarity. They are born to mothers who die in the effort of egg laying upon unhallowed ground. The heat of decomposition warms the egg until the chick hatches. It feeds off the maggots of her corpse, growing rapidly. Within a week it has reached full bantie size. Witches are known to produce the required conditions and raise the **** for their own purposes. They are an evil mockery of the rooster's normal symbol of the sun, light and life.
They are more than black, and even in the darkest cave, they can be seen as an even deeper darkness. They shun the day, but if forced into sunlight appear as a normal bantam rooster, albeit one with feathers completely hiding it's face. It's feathers are alike to tar-dripped spider webs, the lacing forming grotesque patterns in the wind. It's hackles are permanently raised in battle readiness. The legs are of bone-like paleness and it's beak full of razor, pin-like teeth. From it's beak there always seems to issue a vague shadow of many, long, writhing worms.
Combat
In spite of their humble stature coalblack ***** are vicious and deadly killers. They lie in wait from a hidden locale and spring at their prey, in complete silence.
Crawling Touch (Ex): Any wound that a coalblack **** deals with its natural weapons does not heal naturally, but festers, attracting flies. Every day the wounds remain unhealed by magical means the damage increases by 1. Maggots infest the wound, which the **** feeds on in the night if it successfully sneaks within. Wounds from multiple attacks stack.
Crow at Midnight (Su): A coalblack **** that crows does not produce sound, but an intense silence. This acts as a Silence spell by a 10th level caster. The **** can continue the crow, and thus the silence, as a standard action, and can continue for a number of rounds equal to it's Constitution modifier.
Dual Existence (Ex): A coalblack **** exists both as spirit and flesh. As such it's natural weapons act as Ghost Touched. Death sense detects it as dead, while spells that detect life also register it as living. It takes only half damage from negative energy effects, and only heals half the amount from healing spells.
Ferocity (Ex): A coalblack **** is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Pounce (Ex): If a coalblack **** charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +10 melee, damage 1d4-2.
Sneak Attack: As Rogue ability. 2d6 damage.
Shadowswift (Su): A coalblack cockerel is considered to be continuously under the effect of a Haste spell. Bonuses have been added to the stats above.
Skills: Coalblack ***** have a +4 racial bonus on intimidate and bluff checks, a +4 bonus to balance, escape artist, hide and spot checks, and a +6 bonus to survival checks. While in tall undergrowth this hide bonus increases to +6.
http://th09.deviantart.net/fs33/300W/f/2008/239/9/7/EGG_by_Conteart.jpg
Tiny Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +4
Speed: 60 ft. (6 squares), fly 60 ft. (clumsy)
Armor Class: 21 (+4 dex, +1 dodge, +4 natural, +2 size), touch 17, flat-footed 17
Base Attack/Grapple: +3/-6
Attack: Flurry +10 melee (1d4-2)
Full Attack: Flurry x2 +10 melee (1d4-2)
Space/Reach: 0 ft./0 ft.
Special Attacks: Crawling touch, ferocity, pounce, rake, sneak attack 2d6, shadowswift
Special Qualities: Crow at midnight, darkvision 120 ft., dual existence, low-light vision
Saves: Fort +5, Ref +8, Will +4
Abilities: Str 6, Dex 18, Con 14, Wis 12, Int 2, Cha 12
Skills: Balance +8, Bluff +5, Escape Artist +8, Hide +22, Intimidate +5, Spot +5, Survival +5
Feats: Dodge, Iron Will, Weapon Finesse (flurry)(B)
Environment: Any land
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-7 HD (Tiny)
Level Adjustment: -
Coalblack cockerels are creatures of great rarity. They are born to mothers who die in the effort of egg laying upon unhallowed ground. The heat of decomposition warms the egg until the chick hatches. It feeds off the maggots of her corpse, growing rapidly. Within a week it has reached full bantie size. Witches are known to produce the required conditions and raise the **** for their own purposes. They are an evil mockery of the rooster's normal symbol of the sun, light and life.
They are more than black, and even in the darkest cave, they can be seen as an even deeper darkness. They shun the day, but if forced into sunlight appear as a normal bantam rooster, albeit one with feathers completely hiding it's face. It's feathers are alike to tar-dripped spider webs, the lacing forming grotesque patterns in the wind. It's hackles are permanently raised in battle readiness. The legs are of bone-like paleness and it's beak full of razor, pin-like teeth. From it's beak there always seems to issue a vague shadow of many, long, writhing worms.
Combat
In spite of their humble stature coalblack ***** are vicious and deadly killers. They lie in wait from a hidden locale and spring at their prey, in complete silence.
Crawling Touch (Ex): Any wound that a coalblack **** deals with its natural weapons does not heal naturally, but festers, attracting flies. Every day the wounds remain unhealed by magical means the damage increases by 1. Maggots infest the wound, which the **** feeds on in the night if it successfully sneaks within. Wounds from multiple attacks stack.
Crow at Midnight (Su): A coalblack **** that crows does not produce sound, but an intense silence. This acts as a Silence spell by a 10th level caster. The **** can continue the crow, and thus the silence, as a standard action, and can continue for a number of rounds equal to it's Constitution modifier.
Dual Existence (Ex): A coalblack **** exists both as spirit and flesh. As such it's natural weapons act as Ghost Touched. Death sense detects it as dead, while spells that detect life also register it as living. It takes only half damage from negative energy effects, and only heals half the amount from healing spells.
Ferocity (Ex): A coalblack **** is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Pounce (Ex): If a coalblack **** charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +10 melee, damage 1d4-2.
Sneak Attack: As Rogue ability. 2d6 damage.
Shadowswift (Su): A coalblack cockerel is considered to be continuously under the effect of a Haste spell. Bonuses have been added to the stats above.
Skills: Coalblack ***** have a +4 racial bonus on intimidate and bluff checks, a +4 bonus to balance, escape artist, hide and spot checks, and a +6 bonus to survival checks. While in tall undergrowth this hide bonus increases to +6.