JNAProductions
2016-12-10, 10:45 PM
If you are in Blood Tithe, NO LOOKING! THAT MEANS YOU! :P
Sher'Tul Scout
Size/Type: Medium Aberration (Extraplanar, Shapechanger)
Hit Dice: 12d8+12 (66 hp)
Initiative: +3
Speed: 30 ft (6 squares), fly 60 ft (Perfect maneuverability)
Armor Class: 13, touch 13, flat-footed 10 (+3 dex)
Base Attack/Grapple: +9/+11
Attack: Tentacle +11 (1d6+2)
Full Attack: 4 Tentacles +11 (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Darkvision 60 feet, Formless, Sanguinius Potentia Est
Saves: Fort +5, Ref +7, Will +9
Abilities: Str 14, Dex 16, Con 12, Int 18, Wis 12, Cha 16
Skills: Concentration +16, Knowledge (Arcana) +19, Listen +16, Spot +16, Spellcraft +19, Use Magic Device +18
Feats: Empower Spell, Eschew Materials, Flyby Attack, Improved Natural Attack (Tentacle), Quicken Spell
Enviroment: ???
Organization: ???
Challange Rating: 16
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 13-18 HD (Medium), 19-24 HD (Large), 25-30 HD (Huge)
Spells: A Sher'Tul Scout casts spells as a 9th-level wizard.
Formless (Sp): A Sher'Tul Scout is constantly subject to a Shapechange spell (using its hit dice in place of its caster level). This ability can be dispelled, but the Sher'Tul can restart it as a free action.
Sanguinius Potentia Est (Su): Sher'Tul scouts revel in the power of blood. For each creature who made an attack within one mile of the Sher'Tul last round (to a maximum of 20 creatures), it gets a +1 bonus to attack rolls, damage rolls and its caster level (including for its shapechange ability) for that round, and also gains fast healing equal to that number. If its caster level for shapechange is reduced below the hit dice of the form it's in (other than its natural form), it must change into a different form that round before taking any more actions.
Full credit to this goes to Jor, since they're the one who actually made this, but I wanted some feedback from the forum at large.
This is designed to go up against a party of 4 or 5 12th level gestalt characters.
Sher'Tul Scout
Size/Type: Medium Aberration (Extraplanar, Shapechanger)
Hit Dice: 12d8+12 (66 hp)
Initiative: +3
Speed: 30 ft (6 squares), fly 60 ft (Perfect maneuverability)
Armor Class: 13, touch 13, flat-footed 10 (+3 dex)
Base Attack/Grapple: +9/+11
Attack: Tentacle +11 (1d6+2)
Full Attack: 4 Tentacles +11 (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Darkvision 60 feet, Formless, Sanguinius Potentia Est
Saves: Fort +5, Ref +7, Will +9
Abilities: Str 14, Dex 16, Con 12, Int 18, Wis 12, Cha 16
Skills: Concentration +16, Knowledge (Arcana) +19, Listen +16, Spot +16, Spellcraft +19, Use Magic Device +18
Feats: Empower Spell, Eschew Materials, Flyby Attack, Improved Natural Attack (Tentacle), Quicken Spell
Enviroment: ???
Organization: ???
Challange Rating: 16
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 13-18 HD (Medium), 19-24 HD (Large), 25-30 HD (Huge)
Spells: A Sher'Tul Scout casts spells as a 9th-level wizard.
Formless (Sp): A Sher'Tul Scout is constantly subject to a Shapechange spell (using its hit dice in place of its caster level). This ability can be dispelled, but the Sher'Tul can restart it as a free action.
Sanguinius Potentia Est (Su): Sher'Tul scouts revel in the power of blood. For each creature who made an attack within one mile of the Sher'Tul last round (to a maximum of 20 creatures), it gets a +1 bonus to attack rolls, damage rolls and its caster level (including for its shapechange ability) for that round, and also gains fast healing equal to that number. If its caster level for shapechange is reduced below the hit dice of the form it's in (other than its natural form), it must change into a different form that round before taking any more actions.
Full credit to this goes to Jor, since they're the one who actually made this, but I wanted some feedback from the forum at large.
This is designed to go up against a party of 4 or 5 12th level gestalt characters.