DragonTounge
2007-06-10, 09:26 PM
MitP II is done voting.
Blood-Burning Swarm
Tiny magical beast (swarm)
Hit Dice: 7d10+17 (55hp)
Initiative: +2
Speed: 25ft. (5 squares), Swim 20ft.
AC: 19 (+5 nat, +2 dex, +2 size)
Base Attack/Grapple: +7/+3
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10ft./0ft.
Special Attacks: breath weapon, wound
Special Qualities: Adhisive, immune to weapon damage, low-light vision, swarm traits
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 10, Dex 15, Con 15, Int 3, Wis 10, Cha 8
Skills: Hide +10, Move Silently +6, Spot +3, Swim +13
Feats: Improved natural armor, Toughness
Climate/terrain: underwater or on beaches
Organization: Solitary or Hatching ground (1-2 blood-burning swarms and 4-24 blood-burning crabs)
Challenge Rating: 5
Treasure: 50% coins
Alignment: Always neutral
Advancement: none
Blood-burning swarms are made up of about 100 blood-burning crab hatchlings that are between 1-6 months old. In order to protect them selves the hatchlings gather in swarms. They generaly don't stray far from there hatching grounds but they occasinaly get split from the group. Each crab is about 1ft. long and 8in. tall.
Combat
When under attack, blood-burning swarms use simple tactics. They attempt to swamp enemies, injure them, and hit them with therir breath weapon.
Adhesive: Every round your in the same area as the blood-burning crab you must make a DC 15 reflex save. The first time you fail the crabs climb on you, and stick on to your skin because of an adhesive. This deals deals 2 points of dexterity damage as long as the crabs are on you. The next time you fail even more crabs climb on you, making it incredibly heavy, affecting you like a slow spell and giving you a 5% arcane spell failure chance. The next time you fail you become immobile and can't move from your current spot and can't attack. The only action you can take is trying to get the crabs off. Each time crabs climb on you the blood-burning swarm takes 1 damage. You can pull the crabs off with a DC 18 strength check however the amount of crabs goes down only one level in the adhesive progression.
Breath Weapon: The crabs in the swarm shoot salt in every direction, creating a 25ft. radius starting at the center of the swarm. The breath weapon deals 6d4 non-lethal damage and be blinded for 1 round. To negate the blindness and to take half-damage you must make a reflex save equal to half of the lethal hit points you have lost. It can fire a breath weapon every 1d4 rounds and the save DC can't go higher then 19.
Distraction: Any living creature that begins its turn with the blood-burning crab in its space must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is constitution based.
Wound: Any living creature damaged by a blood-burning crab continues to bleed, losing 1 hit point every round thereafter. Multiple wounds don't result in more hit point loss. The bleeding can be stopped by a DC 10 heal check or a cure spell.
Don't know much about swarms so tell me if the challenge ratings off.
This is this monsters counter part Blood burning crab (http://www.giantitp.com/forums/showthread.php?p=2721415#post2721415)
Blood-Burning Swarm
Tiny magical beast (swarm)
Hit Dice: 7d10+17 (55hp)
Initiative: +2
Speed: 25ft. (5 squares), Swim 20ft.
AC: 19 (+5 nat, +2 dex, +2 size)
Base Attack/Grapple: +7/+3
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10ft./0ft.
Special Attacks: breath weapon, wound
Special Qualities: Adhisive, immune to weapon damage, low-light vision, swarm traits
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 10, Dex 15, Con 15, Int 3, Wis 10, Cha 8
Skills: Hide +10, Move Silently +6, Spot +3, Swim +13
Feats: Improved natural armor, Toughness
Climate/terrain: underwater or on beaches
Organization: Solitary or Hatching ground (1-2 blood-burning swarms and 4-24 blood-burning crabs)
Challenge Rating: 5
Treasure: 50% coins
Alignment: Always neutral
Advancement: none
Blood-burning swarms are made up of about 100 blood-burning crab hatchlings that are between 1-6 months old. In order to protect them selves the hatchlings gather in swarms. They generaly don't stray far from there hatching grounds but they occasinaly get split from the group. Each crab is about 1ft. long and 8in. tall.
Combat
When under attack, blood-burning swarms use simple tactics. They attempt to swamp enemies, injure them, and hit them with therir breath weapon.
Adhesive: Every round your in the same area as the blood-burning crab you must make a DC 15 reflex save. The first time you fail the crabs climb on you, and stick on to your skin because of an adhesive. This deals deals 2 points of dexterity damage as long as the crabs are on you. The next time you fail even more crabs climb on you, making it incredibly heavy, affecting you like a slow spell and giving you a 5% arcane spell failure chance. The next time you fail you become immobile and can't move from your current spot and can't attack. The only action you can take is trying to get the crabs off. Each time crabs climb on you the blood-burning swarm takes 1 damage. You can pull the crabs off with a DC 18 strength check however the amount of crabs goes down only one level in the adhesive progression.
Breath Weapon: The crabs in the swarm shoot salt in every direction, creating a 25ft. radius starting at the center of the swarm. The breath weapon deals 6d4 non-lethal damage and be blinded for 1 round. To negate the blindness and to take half-damage you must make a reflex save equal to half of the lethal hit points you have lost. It can fire a breath weapon every 1d4 rounds and the save DC can't go higher then 19.
Distraction: Any living creature that begins its turn with the blood-burning crab in its space must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is constitution based.
Wound: Any living creature damaged by a blood-burning crab continues to bleed, losing 1 hit point every round thereafter. Multiple wounds don't result in more hit point loss. The bleeding can be stopped by a DC 10 heal check or a cure spell.
Don't know much about swarms so tell me if the challenge ratings off.
This is this monsters counter part Blood burning crab (http://www.giantitp.com/forums/showthread.php?p=2721415#post2721415)