mr_odd
2014-07-11, 12:16 AM
Husk
Husk Creatures resemble what they were before death. Their skin is slightly rotted and jet black. All parts of the eyes have become an illuminated dark blue. They are typically naked or wearing light cloth fabrics. Fingers and toes have become extended and sharpened similar to claws.
Husks maintain the same size type as the base creatures.
Husks' speed is the base creature's speed +5 ft.
Str and Dex are modified by+2. Con is nonexistent. Wis becomes 10, Int becomes 8, and Cha becomes 1.
Hit Dice: 3D10 (15hp)
Bab: +4
AC= 10+Dex+2 (natural armor)
Attack: Claw (1D4+?)
Full Attack: 2 Claws
Feats= Alertness (only in a herd of at least 4), Improved Initiative
Skills= Listen +5, Spot +3
Special Abilities=
•Energy Release- When ordered by an Elevated Husk, a husk explodes in a blast of energy. This blast takes up a 10ft by 10ft area and deals 2D8 to anyone who fails to make a reflex save DC 15. Those who succeed take half damage.
Elevated Husk
Elevated Husks appear to be even more feral and stronger.
Husks maintain the same size type as the base creatures.
Husks' speed is the base creature's speed +5 ft.
Str and Dex are modified by+2. Con are nonexistent. Wis becomes 14 and Cha becomes 1.
Hit Dice: 6D10 (30hp)
Bab: +6
AC= 10+Dex+3 (natural armor)
Attack: Claw (1D4+?)
Attack: Bite (1D4+?)
Full Attack: 2 Claws + Bite
Feats= Alertness, Improved Initiative
Skills= Listen +7, Spot +5
Special Abilities=
•Frenzied Charge- On the first turn of combat, a husk may make a charge attack but may make two attacks instead of one. Both attacks must be made against the same target.
•Energy Release- When ordered by a Commander Husk, an elevated husk explodes in a blast of energy. This blast takes up a 10ft by 10ft area and deals 4D6 to anyone who fails to make a reflex save DC 18. Those who succeed take half damage.
Husk Commander
Elevated Husks command herds of husks. They look the same as husks except they have illuminated dark blues tattoos all around their body.
Same as elevated husks except...
HP: 8D10 (40hp)
Intelligence becomes 12.
Wisdom becomes 14.
Special Abilities:
Call Husk to Release- An Elevated Husk can command a husk, elevated husk, or itself to release energy and explode as a standard action. This can be done every 1D4 turns.
•Energy Release- When ordered by itself, a commander husk explodes in a blast of energy. This blast takes up a 10ft by 10ft area and deals 2D4+2D6+2D8 damage to anyone who fails to make a reflex save DC 18. Those who succeed take half damage.
Phase- An Elevated Husk can teleport with a range of 100 ft every 1D4 turns.
Phasing Charge- An Elevated Husk can charge, but instead of moving, may use Phase before attacking.
Husk Creatures resemble what they were before death. Their skin is slightly rotted and jet black. All parts of the eyes have become an illuminated dark blue. They are typically naked or wearing light cloth fabrics. Fingers and toes have become extended and sharpened similar to claws.
Husks maintain the same size type as the base creatures.
Husks' speed is the base creature's speed +5 ft.
Str and Dex are modified by+2. Con is nonexistent. Wis becomes 10, Int becomes 8, and Cha becomes 1.
Hit Dice: 3D10 (15hp)
Bab: +4
AC= 10+Dex+2 (natural armor)
Attack: Claw (1D4+?)
Full Attack: 2 Claws
Feats= Alertness (only in a herd of at least 4), Improved Initiative
Skills= Listen +5, Spot +3
Special Abilities=
•Energy Release- When ordered by an Elevated Husk, a husk explodes in a blast of energy. This blast takes up a 10ft by 10ft area and deals 2D8 to anyone who fails to make a reflex save DC 15. Those who succeed take half damage.
Elevated Husk
Elevated Husks appear to be even more feral and stronger.
Husks maintain the same size type as the base creatures.
Husks' speed is the base creature's speed +5 ft.
Str and Dex are modified by+2. Con are nonexistent. Wis becomes 14 and Cha becomes 1.
Hit Dice: 6D10 (30hp)
Bab: +6
AC= 10+Dex+3 (natural armor)
Attack: Claw (1D4+?)
Attack: Bite (1D4+?)
Full Attack: 2 Claws + Bite
Feats= Alertness, Improved Initiative
Skills= Listen +7, Spot +5
Special Abilities=
•Frenzied Charge- On the first turn of combat, a husk may make a charge attack but may make two attacks instead of one. Both attacks must be made against the same target.
•Energy Release- When ordered by a Commander Husk, an elevated husk explodes in a blast of energy. This blast takes up a 10ft by 10ft area and deals 4D6 to anyone who fails to make a reflex save DC 18. Those who succeed take half damage.
Husk Commander
Elevated Husks command herds of husks. They look the same as husks except they have illuminated dark blues tattoos all around their body.
Same as elevated husks except...
HP: 8D10 (40hp)
Intelligence becomes 12.
Wisdom becomes 14.
Special Abilities:
Call Husk to Release- An Elevated Husk can command a husk, elevated husk, or itself to release energy and explode as a standard action. This can be done every 1D4 turns.
•Energy Release- When ordered by itself, a commander husk explodes in a blast of energy. This blast takes up a 10ft by 10ft area and deals 2D4+2D6+2D8 damage to anyone who fails to make a reflex save DC 18. Those who succeed take half damage.
Phase- An Elevated Husk can teleport with a range of 100 ft every 1D4 turns.
Phasing Charge- An Elevated Husk can charge, but instead of moving, may use Phase before attacking.