Admiral Squish
2010-11-23, 01:51 PM
Bloodprawn Swarm
http://fc03.deviantart.net/fs40/i/2009/050/c/c/Heavy_metal_Death_shrimp_by_AlchoholoKeil.jpg
Fine Construct (swarm, symbiont)
Hit Dice: 2d8 (11 HP)
Initiative: +2
Speed: 10 feet (2 squares)
Armor Class: 20 AC (+8 size, +2 dex), 20 Touch, 18 Flat-footed
Base Attack/Grapple: +1/-18
Attack: Swarm (1d6)
Full Attack: Swarm (1d6-5)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Construct Traits, Swarm Traits, Symbiont Traits
Saves: Fort +0, Ref +2, Will +0
Abilities Str 1, Dex 14, Con -, Int -, Wis 10, Cha 4, Ego 2
Skills: -
Feats: -
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singular) or Host +1 (When Worn)
Alignment: always Neutral
Advancement:-
You hear the sound of metal on stone up ahead in the darkness. From the shadows crawls a thousand tiny insect-like metallic creatures.
Bloodprawn swarms are not actually prawns, or insects. They are, in fact, constructs. Tiny, tiny, incredibly detailed constructs. Nobody knows exactly where these swarms first came from, or what masterful craftsman first built their incredibly detailed forms, but they wander through the cavernous tunnels of the dark seeking hosts. Driven by some unknown program, the bloodprawns will enter a host's body and enter the bloodstream, where they begin work immediately, repairing any damage caused by their entry. Each bloodprawn is about a half-inch long, with intricate detailing so fine and complex that it's nearly impossible to appreciate with the naked eye. Viewed under magnification, the minute engraving and precisely machined joints become visible. Each prawn is unique, with it's own, individual engravings and markings. The work is so fine and precise, it can be almost guaranteed that these prawns were not the work of human hands.
Combat:
Bloodprawn swarms are physically weak and can only attach themselves to willing or helpless hosts (as a full-round action). In general, a creature either seeks out a bloodprawn swarm to gain its benefits or encounters the bloodprawn swarm accidentally. Driven by some unknown program, the bloodprawns will enter a host's body and enter the bloodstream, where they begin work immediately, repairing any damage caused by their entry and tuning the host's body to the peak of it's capabilities. The bloodprawns fade into the host's blood, becoming almost unnoticeable, except for the occasional feeling of something moving under the host's skin.
Attaching or removing a bloodprawn swarm deals 1d2 points of constitution damage.
Distraction: Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Once inside a host, the host is automatically nauseated for one round, but is then immune to this ability.
Host Benefit: While a bloodprawn swarm is attached, the swarm grants it's host fast healing 5 and, once attached to a host for at least one consecutive week, grants it's host a +2 inherent bonus to strength, dexterity, and constitution. In addition, once/day, the bloodprawn swarm can prevent it's host from dying. As an immediate action, if the host of a bloodprawn swarm would die for any reason, the bloodprawn swarm can revive him, leaving him at -9 HP and stable. The host's body must be intact for this to work (So, this ability could not save a character who was struck by a disintegrate or destruction spell).
Symbiont Traits: See page 299 of the EBERRON Campaign
Setting.
http://fc03.deviantart.net/fs40/i/2009/050/c/c/Heavy_metal_Death_shrimp_by_AlchoholoKeil.jpg
Fine Construct (swarm, symbiont)
Hit Dice: 2d8 (11 HP)
Initiative: +2
Speed: 10 feet (2 squares)
Armor Class: 20 AC (+8 size, +2 dex), 20 Touch, 18 Flat-footed
Base Attack/Grapple: +1/-18
Attack: Swarm (1d6)
Full Attack: Swarm (1d6-5)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Construct Traits, Swarm Traits, Symbiont Traits
Saves: Fort +0, Ref +2, Will +0
Abilities Str 1, Dex 14, Con -, Int -, Wis 10, Cha 4, Ego 2
Skills: -
Feats: -
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singular) or Host +1 (When Worn)
Alignment: always Neutral
Advancement:-
You hear the sound of metal on stone up ahead in the darkness. From the shadows crawls a thousand tiny insect-like metallic creatures.
Bloodprawn swarms are not actually prawns, or insects. They are, in fact, constructs. Tiny, tiny, incredibly detailed constructs. Nobody knows exactly where these swarms first came from, or what masterful craftsman first built their incredibly detailed forms, but they wander through the cavernous tunnels of the dark seeking hosts. Driven by some unknown program, the bloodprawns will enter a host's body and enter the bloodstream, where they begin work immediately, repairing any damage caused by their entry. Each bloodprawn is about a half-inch long, with intricate detailing so fine and complex that it's nearly impossible to appreciate with the naked eye. Viewed under magnification, the minute engraving and precisely machined joints become visible. Each prawn is unique, with it's own, individual engravings and markings. The work is so fine and precise, it can be almost guaranteed that these prawns were not the work of human hands.
Combat:
Bloodprawn swarms are physically weak and can only attach themselves to willing or helpless hosts (as a full-round action). In general, a creature either seeks out a bloodprawn swarm to gain its benefits or encounters the bloodprawn swarm accidentally. Driven by some unknown program, the bloodprawns will enter a host's body and enter the bloodstream, where they begin work immediately, repairing any damage caused by their entry and tuning the host's body to the peak of it's capabilities. The bloodprawns fade into the host's blood, becoming almost unnoticeable, except for the occasional feeling of something moving under the host's skin.
Attaching or removing a bloodprawn swarm deals 1d2 points of constitution damage.
Distraction: Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Once inside a host, the host is automatically nauseated for one round, but is then immune to this ability.
Host Benefit: While a bloodprawn swarm is attached, the swarm grants it's host fast healing 5 and, once attached to a host for at least one consecutive week, grants it's host a +2 inherent bonus to strength, dexterity, and constitution. In addition, once/day, the bloodprawn swarm can prevent it's host from dying. As an immediate action, if the host of a bloodprawn swarm would die for any reason, the bloodprawn swarm can revive him, leaving him at -9 HP and stable. The host's body must be intact for this to work (So, this ability could not save a character who was struck by a disintegrate or destruction spell).
Symbiont Traits: See page 299 of the EBERRON Campaign
Setting.