kinem
2013-11-02, 01:04 PM
Snallith
Size/Type: Medium Outsider [Evil]
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 16 (+2 natural, +4 chain shirt), touch 10, flat-footed 15
Base Attack/Grapple: +2/+3
Attack: Longsword +3 melee (1d8+1/19-20) or tentacle +3 incorporeal touch (1 Strength damage)
Full Attack: Longsword +3 melee (1d8+1/19-20) and tentacle +3 incorporeal touch (1 Strength damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Strength damage, spell-like abilities, Darkfinger 3/day
Special Qualities: Darkvision 60 ft., outsider traits, ability damage resistance 1
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 13, Dex 10, Con 13, Int 10, Wis 11, Cha 12
Skills: Listen +5, Spellcraft +5, Spot +5, Knowledge (planes) +5, Intimidate +6, Hide +5, Move Silently +5, Survival +5, Jump +5
Feats: Weapon Focus (tentacle), Spell Penetration[B], Multiattack[B], Improved Multiattack[B]
Environment: Any (Lower Outer Planes)
Organization: Solitary, pair, band (3-9), or army (10-1000)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By character class
Level Adjustment: +1
A snallith is a creature of fiendish origin, and looks roughly humanoid, with dull grey scales and no hair. Its most striking feature is that its left arm trails off into an incorporeal tentacle. Some of them find their way to the material plane, and often prefer to stay there. Snalliths speak Abyssal, Common, and Infernal.
Though most snalliths are evil, some of them - especially those who have spent time among other races - come to a less selfish view of life, and cooperate with others and even help them. Even these tend to be somewhat greedy.
Spell-like abilities: Each can be used 3/day -
detect magic, message, ray of enfeeblement, silent image (Will DC 12 disbelief if interacted with), protection from good,
lesser confusion (can be cast normally or as a touch attack; Will neg DC 12),
chill touch (can be cast as part of a tentacle attack during an attack or full attack, without drawing an attack of opportunity; Fort partial or Will negates, DC 12),
Caster level 2 (as HD); save DCs are Charisma-based. Spell penetration applies to these abilities.
Tentacle (Ex)
The snallith's incorporeal tentacle can be used to make an incorporeal touch attack that deals 1 point of Strength damage. It uses its Dex modifier for this attack. This could be used to deliver a touch spell or spell-like ability in addition to the Strength damage. The snallith can use his tentacle to hold a touch spell charge (or that for his chill touch), attacking normally with a weapon in his hand while using his tentacle to deliver the touch attacks. If delivering a beneficial touch spell, the snallith can forgo causing Strength damage. A snallith can make attacks of opportunity using either his tentacle or his hand (or the weapon he holds, if applicable).
Strength Damage (Su)
The tentacle attack deals 1 points of Strength damage to a living foe. Strength damage is doubled on a critical hit.
Darkfinger (Ex)
3/day as a standard action, a snallith can extend his tentacle up to 250’, which can be used to make one attack with it as if his reach were that long. This could also be used to deliver a touch spell or spell-like ability in addition to the Strength damage, and can be used while casting it, counting as a single standard action. If delivering a touch spell or spell-like ability, increase the DC by 3 for this attack. If delivering a beneficial touch spell, the snallith can forgo causing Strength damage.
Ability damage resistance (Ex): Whenever a snallith is subject to ability damage or drain, the amount of damage or drain taken is reduced by 1 (to a minimum of zero).
Snalliths breathe, but do not need to drink, eat, or sleep (although they can do so if they wish). They do not age or die of old age. As outsiders, raise dead does not work on them, although other spells such as limited wish or true resurrection can raise them from the dead.
Size/Type: Medium Outsider [Evil]
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 16 (+2 natural, +4 chain shirt), touch 10, flat-footed 15
Base Attack/Grapple: +2/+3
Attack: Longsword +3 melee (1d8+1/19-20) or tentacle +3 incorporeal touch (1 Strength damage)
Full Attack: Longsword +3 melee (1d8+1/19-20) and tentacle +3 incorporeal touch (1 Strength damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Strength damage, spell-like abilities, Darkfinger 3/day
Special Qualities: Darkvision 60 ft., outsider traits, ability damage resistance 1
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 13, Dex 10, Con 13, Int 10, Wis 11, Cha 12
Skills: Listen +5, Spellcraft +5, Spot +5, Knowledge (planes) +5, Intimidate +6, Hide +5, Move Silently +5, Survival +5, Jump +5
Feats: Weapon Focus (tentacle), Spell Penetration[B], Multiattack[B], Improved Multiattack[B]
Environment: Any (Lower Outer Planes)
Organization: Solitary, pair, band (3-9), or army (10-1000)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By character class
Level Adjustment: +1
A snallith is a creature of fiendish origin, and looks roughly humanoid, with dull grey scales and no hair. Its most striking feature is that its left arm trails off into an incorporeal tentacle. Some of them find their way to the material plane, and often prefer to stay there. Snalliths speak Abyssal, Common, and Infernal.
Though most snalliths are evil, some of them - especially those who have spent time among other races - come to a less selfish view of life, and cooperate with others and even help them. Even these tend to be somewhat greedy.
Spell-like abilities: Each can be used 3/day -
detect magic, message, ray of enfeeblement, silent image (Will DC 12 disbelief if interacted with), protection from good,
lesser confusion (can be cast normally or as a touch attack; Will neg DC 12),
chill touch (can be cast as part of a tentacle attack during an attack or full attack, without drawing an attack of opportunity; Fort partial or Will negates, DC 12),
Caster level 2 (as HD); save DCs are Charisma-based. Spell penetration applies to these abilities.
Tentacle (Ex)
The snallith's incorporeal tentacle can be used to make an incorporeal touch attack that deals 1 point of Strength damage. It uses its Dex modifier for this attack. This could be used to deliver a touch spell or spell-like ability in addition to the Strength damage. The snallith can use his tentacle to hold a touch spell charge (or that for his chill touch), attacking normally with a weapon in his hand while using his tentacle to deliver the touch attacks. If delivering a beneficial touch spell, the snallith can forgo causing Strength damage. A snallith can make attacks of opportunity using either his tentacle or his hand (or the weapon he holds, if applicable).
Strength Damage (Su)
The tentacle attack deals 1 points of Strength damage to a living foe. Strength damage is doubled on a critical hit.
Darkfinger (Ex)
3/day as a standard action, a snallith can extend his tentacle up to 250’, which can be used to make one attack with it as if his reach were that long. This could also be used to deliver a touch spell or spell-like ability in addition to the Strength damage, and can be used while casting it, counting as a single standard action. If delivering a touch spell or spell-like ability, increase the DC by 3 for this attack. If delivering a beneficial touch spell, the snallith can forgo causing Strength damage.
Ability damage resistance (Ex): Whenever a snallith is subject to ability damage or drain, the amount of damage or drain taken is reduced by 1 (to a minimum of zero).
Snalliths breathe, but do not need to drink, eat, or sleep (although they can do so if they wish). They do not age or die of old age. As outsiders, raise dead does not work on them, although other spells such as limited wish or true resurrection can raise them from the dead.