Katasi
2007-09-20, 05:21 AM
Gyriac Beetle
Fine Aberration
HD: 2d8-2 (10)
Speed: 5 ft. (1 squares); Fly 20 ft. (good)
Init: +6
AC: 18; touch 14; flat-footed 12
(+8 Size, +6 Dex, +4 Natural )
BAB/Grp: +1/-15
Attack:Bite +1 (1)
Full-Attack: Bite: +1
Space/Reach: 1/2 ft./0
Special Attacks: Poison(Ex), Stinger Shot 2/day (Ex), Spell-Like Abilities
Special Qualities: Disappear (Ex), Spell Resistance +19, Psionic Resistance +9, See Invisibility, Greater Darkvision 60', Immunity to Fire and Poison, Light Sensitivity
Saves Fort -1 Ref +6 Will +4
Abilities: Str 1, Dex 22, Con 9, Int 14, Wis 12, Cha 12
Skills: Hide +30, Bluff +5, Sense Motive +5, Spot +5
Feats: Improved Natural Armor
Environment: Caves
Organization: Solitary
Challenge Rating: 6
Treasure: Standard gems
Alignment: Usually Neutral Evil
Advancement: -
Level Adjustment: You cannot, will not, and MAY NOT play a Gryiac character. (If your DM allows it LA +10)
Gryiacs speak Undercommon, Terran, Common, and Draconic but seldom do so.
Due to it's ability to get onto a person and even under their armor, a attack from a Gryiac is considered to be flat-footed and may be a touch attack (DM's decision)
Poison (Ex)
A Gryiac has both a poisonous bite and two poisonous stingers. A Gyriac's poison deals initial and secondary damage of 1d8 Con. The save DC is 10. The save DC is CON based
Stinger Shot
Twice a day a Gryiac can launch one of it's poisonous stingers, the stinger has a range increment of 5 feet and deals 1 point of damage on impact. A Gryiac's metabolism is able to replace both lost stingers if he Gyriac rests for 8 hours.
Spell-Like Abilities
Hold Monster 3/day, Charm 3/day, Blindness/Deafness 3/day
Disapear (Ex)
A Gyriac can use the Hide skill even while being observed. Doing so is a free-action that does not provoke an attack-of-opportunity. Their coloring as well as a tiny bit of shiftablity in their pigmentation allows them to blend easily into most natural surfaces nad most surfaces made of natural materials. They take a -6 to their hide check while flying.
Greater Darkvision
A Gryiac can see in utter darkness for 60 ft. This ability works even in magical darkness.
Light Sensitivity: Gyriac are dazzled in bright sunlight or within the radius of a daylight spell.
The Gyriac Beetle is well known as the bane of spelunkers everywhere. A beetle, totally unnoticable, until they attack. Even then most victims of a Gyriac never even see their killer. If someone where to capture one and look it it under a magnifying glass they would find it is an inconsequential looking insect, with two dark black patches located in line behind it's head. Gryiacs are fiercely territorial, and kill anything that comes into their territory, which can include up to a mile of caverns. This includes all other Gryiacs. The female Gryiac grows mature eggs once in her lifetime. After mating she kills her mate. She lays half her eggs in his territory, and half in hers before dying afterwards. The eggs are left to fend for themselves, not hard considering they are toxic to anyone who eats them. Their poison is equal to that of a hatched Gryiac. Gryiacs hatch full grown from their eggs. When the eggs hatch the newborn Gryiacs are seperated into two types. The normal Gryiacs stay and fight eachother for the territory until only one is left in each. The more gifted ones run off into the darkness and hide. These become Gryiac Mages or Killers (See Below). the average Gryiac lives for 80 years before mating and dying.
Gyriac Mage, 10th level Wizard
Fine Magical Beast
HD: 2d8-2+10d4-10 (20)
Speed: 5 ft. (1 squares); Fly 20 ft. (good)
Init:+8
AC: 20; touch 14; flat-footed 12
(+8 Size, +8 Dex, +4 Natural )
BAB/Grp: +6/+1 /-9
Attack:Bite +9 (1)
Full-Attack: Bite: +9/+4 (1/1)
Space/Reach: 1/2 ft./0
Special Attacks:Poison(Ex), Stinger Shot 2/day (Ex), Spell-Like Abilities
Special Qualities: Disappear (Ex), Spell Resistance +19, Psionic Resistance +9, See Invisibility, Greater Darkvision 60', Immunity to Fire and Poison, Light Sensitivity
Saves: Fort +2 Ref +11 Will +11
Abilities: Str 1, Dex 26, Con 9, Int 22, Wis 15, Cha 14
Skills: Hide +34, Bluff +17, Sense Motive +17, Spot +17, Knowledge: Arcana +20, Spellcraft +20, Decipher Script +20, Use Magic Device +17, Knowledge: Dungeoneering +14
Feats: Improved Natural Armor, Spell Penetration, Improved Counterspell, Silent Spell, Quicken Spell, Empower Spell, Spell Mastery (Magic Missile, Protection from Good, Dispel Magic, Darkness, Major Image, Fireball)
Environment: Caves
Organization: Solitary
Challenge Rating: 16
Treasure: Double gems, Half Magic Items
Alignment: Usually Neutral Evil
Advancement: By Character Class; Proffered Class: WIzard
Level Adjustment: You cannot, will not, and MAY NOT play a Gryiac character. (If your DM allows it LA +10)
Gryiac Mages speak Undercommon, Terran, Common, Infernal, and Draconic but seldom do so.
Due to it's ability to get onto a person and even under their armor, a bite attack from a Gryiac is considered to be flat-footed and may be a touch attack (DM's decision)
Poison (Ex)
A Gryiac has both a poisonous bite and two poisonous stingers. A Gyriac's poison deals initial and secondary damage of 1d8 Con. The save DC is 10. The save DC is CON based
Stinger Shot
Twice a day a Gryiac can launch one of it's poisonous stingers, the stinger has a range increment of 5 feet and deals 1 point of damage on impact. A Gryiac's metabolism is able to replace both lost stingers if he Gyriac rests for 8 hours.
Spell-Like Abilities
Hold Monster 3/day, Charm 3/day, Blindness/Deafness 3/day
Disapear (Ex)
A Gyriac can use the Hide skill even while being observed. Doing so is a free-action that does not provoke an attack-of-opportunity. Their coloring as well as a tiny bit of shiftablity in their pigmentation allows them to blend easily into most natural surfaces nad most surfaces made of natural materials. They take a -6 to their hide check while flying.
Greater Darkvision
A Gryiac can see in utter darkness for 60 ft. This ability works even in magical darkness.
Light Sensitivity: Gyriac are dazzled in bright sunlight or within the radius of a daylight spell.
A Gyriac Mage is, if that's possible, more deadly than a Gyriac. They are possibly the deadliest creatures to be found underground. They tend to plan their actions very carefully, and often create plots spanning nations or even entire planes. They can even be found quite alot outside of their natural cave homes, using their ability to cast and see in darkness to negate their problems with sunlight. The do not specialize, they prefer to be able to cast every spell they can find. Always preparing for any event, they get spell mastery for the spells they think might best help them escape from capture or captivity, should it ever come, unlikely as it is.
This is my first attempt at monsters, what do you all think? I'll do the Gyriac Killer tomorrow. It'll basically be made in a similar way to Gyriac Mage, only with slightly different stats, and Rogue and possibly assasin levels.
Fine Aberration
HD: 2d8-2 (10)
Speed: 5 ft. (1 squares); Fly 20 ft. (good)
Init: +6
AC: 18; touch 14; flat-footed 12
(+8 Size, +6 Dex, +4 Natural )
BAB/Grp: +1/-15
Attack:Bite +1 (1)
Full-Attack: Bite: +1
Space/Reach: 1/2 ft./0
Special Attacks: Poison(Ex), Stinger Shot 2/day (Ex), Spell-Like Abilities
Special Qualities: Disappear (Ex), Spell Resistance +19, Psionic Resistance +9, See Invisibility, Greater Darkvision 60', Immunity to Fire and Poison, Light Sensitivity
Saves Fort -1 Ref +6 Will +4
Abilities: Str 1, Dex 22, Con 9, Int 14, Wis 12, Cha 12
Skills: Hide +30, Bluff +5, Sense Motive +5, Spot +5
Feats: Improved Natural Armor
Environment: Caves
Organization: Solitary
Challenge Rating: 6
Treasure: Standard gems
Alignment: Usually Neutral Evil
Advancement: -
Level Adjustment: You cannot, will not, and MAY NOT play a Gryiac character. (If your DM allows it LA +10)
Gryiacs speak Undercommon, Terran, Common, and Draconic but seldom do so.
Due to it's ability to get onto a person and even under their armor, a attack from a Gryiac is considered to be flat-footed and may be a touch attack (DM's decision)
Poison (Ex)
A Gryiac has both a poisonous bite and two poisonous stingers. A Gyriac's poison deals initial and secondary damage of 1d8 Con. The save DC is 10. The save DC is CON based
Stinger Shot
Twice a day a Gryiac can launch one of it's poisonous stingers, the stinger has a range increment of 5 feet and deals 1 point of damage on impact. A Gryiac's metabolism is able to replace both lost stingers if he Gyriac rests for 8 hours.
Spell-Like Abilities
Hold Monster 3/day, Charm 3/day, Blindness/Deafness 3/day
Disapear (Ex)
A Gyriac can use the Hide skill even while being observed. Doing so is a free-action that does not provoke an attack-of-opportunity. Their coloring as well as a tiny bit of shiftablity in their pigmentation allows them to blend easily into most natural surfaces nad most surfaces made of natural materials. They take a -6 to their hide check while flying.
Greater Darkvision
A Gryiac can see in utter darkness for 60 ft. This ability works even in magical darkness.
Light Sensitivity: Gyriac are dazzled in bright sunlight or within the radius of a daylight spell.
The Gyriac Beetle is well known as the bane of spelunkers everywhere. A beetle, totally unnoticable, until they attack. Even then most victims of a Gyriac never even see their killer. If someone where to capture one and look it it under a magnifying glass they would find it is an inconsequential looking insect, with two dark black patches located in line behind it's head. Gryiacs are fiercely territorial, and kill anything that comes into their territory, which can include up to a mile of caverns. This includes all other Gryiacs. The female Gryiac grows mature eggs once in her lifetime. After mating she kills her mate. She lays half her eggs in his territory, and half in hers before dying afterwards. The eggs are left to fend for themselves, not hard considering they are toxic to anyone who eats them. Their poison is equal to that of a hatched Gryiac. Gryiacs hatch full grown from their eggs. When the eggs hatch the newborn Gryiacs are seperated into two types. The normal Gryiacs stay and fight eachother for the territory until only one is left in each. The more gifted ones run off into the darkness and hide. These become Gryiac Mages or Killers (See Below). the average Gryiac lives for 80 years before mating and dying.
Gyriac Mage, 10th level Wizard
Fine Magical Beast
HD: 2d8-2+10d4-10 (20)
Speed: 5 ft. (1 squares); Fly 20 ft. (good)
Init:+8
AC: 20; touch 14; flat-footed 12
(+8 Size, +8 Dex, +4 Natural )
BAB/Grp: +6/+1 /-9
Attack:Bite +9 (1)
Full-Attack: Bite: +9/+4 (1/1)
Space/Reach: 1/2 ft./0
Special Attacks:Poison(Ex), Stinger Shot 2/day (Ex), Spell-Like Abilities
Special Qualities: Disappear (Ex), Spell Resistance +19, Psionic Resistance +9, See Invisibility, Greater Darkvision 60', Immunity to Fire and Poison, Light Sensitivity
Saves: Fort +2 Ref +11 Will +11
Abilities: Str 1, Dex 26, Con 9, Int 22, Wis 15, Cha 14
Skills: Hide +34, Bluff +17, Sense Motive +17, Spot +17, Knowledge: Arcana +20, Spellcraft +20, Decipher Script +20, Use Magic Device +17, Knowledge: Dungeoneering +14
Feats: Improved Natural Armor, Spell Penetration, Improved Counterspell, Silent Spell, Quicken Spell, Empower Spell, Spell Mastery (Magic Missile, Protection from Good, Dispel Magic, Darkness, Major Image, Fireball)
Environment: Caves
Organization: Solitary
Challenge Rating: 16
Treasure: Double gems, Half Magic Items
Alignment: Usually Neutral Evil
Advancement: By Character Class; Proffered Class: WIzard
Level Adjustment: You cannot, will not, and MAY NOT play a Gryiac character. (If your DM allows it LA +10)
Gryiac Mages speak Undercommon, Terran, Common, Infernal, and Draconic but seldom do so.
Due to it's ability to get onto a person and even under their armor, a bite attack from a Gryiac is considered to be flat-footed and may be a touch attack (DM's decision)
Poison (Ex)
A Gryiac has both a poisonous bite and two poisonous stingers. A Gyriac's poison deals initial and secondary damage of 1d8 Con. The save DC is 10. The save DC is CON based
Stinger Shot
Twice a day a Gryiac can launch one of it's poisonous stingers, the stinger has a range increment of 5 feet and deals 1 point of damage on impact. A Gryiac's metabolism is able to replace both lost stingers if he Gyriac rests for 8 hours.
Spell-Like Abilities
Hold Monster 3/day, Charm 3/day, Blindness/Deafness 3/day
Disapear (Ex)
A Gyriac can use the Hide skill even while being observed. Doing so is a free-action that does not provoke an attack-of-opportunity. Their coloring as well as a tiny bit of shiftablity in their pigmentation allows them to blend easily into most natural surfaces nad most surfaces made of natural materials. They take a -6 to their hide check while flying.
Greater Darkvision
A Gryiac can see in utter darkness for 60 ft. This ability works even in magical darkness.
Light Sensitivity: Gyriac are dazzled in bright sunlight or within the radius of a daylight spell.
A Gyriac Mage is, if that's possible, more deadly than a Gyriac. They are possibly the deadliest creatures to be found underground. They tend to plan their actions very carefully, and often create plots spanning nations or even entire planes. They can even be found quite alot outside of their natural cave homes, using their ability to cast and see in darkness to negate their problems with sunlight. The do not specialize, they prefer to be able to cast every spell they can find. Always preparing for any event, they get spell mastery for the spells they think might best help them escape from capture or captivity, should it ever come, unlikely as it is.
This is my first attempt at monsters, what do you all think? I'll do the Gyriac Killer tomorrow. It'll basically be made in a similar way to Gyriac Mage, only with slightly different stats, and Rogue and possibly assasin levels.