The Vorpal Tribble
2008-08-22, 09:36 AM
Duskwing Moth Swarm
A blood-curdling scream of terror sounds out from nearby, trailing off eerily. Dashing through a door you find a bed covered in a writhing mass of giant, dark winged moths. Its occupant however is nowhere to be seen...
Diminutive Magical Beast (extraplanar, swarm)
Hit Dice: 5d10-10 (17 hp)
Initiative: +7
Speed: 40 ft. fly (average)
Armor Class: 21 (+7 dex, +4 size), touch 21, flat-footed 14; 20% miss-chance
Base Attack/Grapple: +5/-
Attack: Swarm (1d6 plus duskdream)
Full attack: Swarm (1d6 plus duskdream)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, duskdream, eternal sleep
Special Qualities: Born of dream, darkvision 60 ft., immune to weapon damage, low-light vision, power resistance 15, swarm traits
Saves: Fort +2, Ref +11, Will +4
Abilities: Str 2, Dex 24, Con 7, Int -, Wis 10, Cha 8
Skills: -
Feats: Flyby Attack(B)
Environment: Region of Dreams
Organization: Solitary, Miasma (2-6 swarms), Nightmare (8-20)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -
From the night terrors of those whom fear masses of insects, pour forth the duskwings, enveloping the sleeper that brought them into existence.
A duskwing appears as a very large moth with velvetty purple or blue coloring so dark as to be nearly black. Its wing-span is almost a foot long with shadowy rippling movements flowing across the wings. While in flight with their brethren it is almost impossible to figure out where one duskwing ends and another begins. It has large, bushy antennae that flow behind nearly its body-length that writhes and curls in an oddly disconcerting manner. Its legs are quite long as well, and end in tiny, gripping claws.
Combat
A duskwing seeks to surround and attack any thinking being it encounters. Sleeping and psionic creatures are always focused on above all others. The swarm deals 1d8 points of slashing damage to any creature whose space it occupies at the end of its move. It will then quickly try to surround the victim and pull them into their realm.
Born of Dream (Ex): A duskwing swarm appears hazy and out of focus, such that all melee and ranged attacks against them are assessed a 20 percent miss chance. This 20 percent miss chance is not the same as concealment.
Distraction (Ex): Any living creature vulnerable to a duskwing swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Duskdream (Su): A duskwing swarm damage partially transforms their opponent into dream substance, which flashes away like steam.
If one would be killed by the duskwing's swarm damage they do not die but are pushed physically into a dreamscape. However, this visit is not idyllic-the creature permanently relinquishes its ties to the waking world and becomes but a passing dream with a life forever bound to this nightmarish region of dream. Reality Revision, Wish, or Miracle can bring them back from dream, but must be done twice, once to rebuild their body and the other to bring them back to the waking world. The save DC is Charisma-based.
Eternal Sleep (Su): Once per round 1d4 individual duskwings can be sent out as a ranged touch attack (+16 modifier, range 160 feet) to one or multiple targets. If successful, the opponent must succeed on a DC 11 will save or fall asleep permanently. Bend Reality, Psychic Chirurgery, or Reality Revision all may cure this condition, plus the equivalent spells such as Remove Curse, Limited Wish, and Wish. Those immune to sleep are also immune to this ability. The save DC is charisma based.
A blood-curdling scream of terror sounds out from nearby, trailing off eerily. Dashing through a door you find a bed covered in a writhing mass of giant, dark winged moths. Its occupant however is nowhere to be seen...
Diminutive Magical Beast (extraplanar, swarm)
Hit Dice: 5d10-10 (17 hp)
Initiative: +7
Speed: 40 ft. fly (average)
Armor Class: 21 (+7 dex, +4 size), touch 21, flat-footed 14; 20% miss-chance
Base Attack/Grapple: +5/-
Attack: Swarm (1d6 plus duskdream)
Full attack: Swarm (1d6 plus duskdream)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, duskdream, eternal sleep
Special Qualities: Born of dream, darkvision 60 ft., immune to weapon damage, low-light vision, power resistance 15, swarm traits
Saves: Fort +2, Ref +11, Will +4
Abilities: Str 2, Dex 24, Con 7, Int -, Wis 10, Cha 8
Skills: -
Feats: Flyby Attack(B)
Environment: Region of Dreams
Organization: Solitary, Miasma (2-6 swarms), Nightmare (8-20)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -
From the night terrors of those whom fear masses of insects, pour forth the duskwings, enveloping the sleeper that brought them into existence.
A duskwing appears as a very large moth with velvetty purple or blue coloring so dark as to be nearly black. Its wing-span is almost a foot long with shadowy rippling movements flowing across the wings. While in flight with their brethren it is almost impossible to figure out where one duskwing ends and another begins. It has large, bushy antennae that flow behind nearly its body-length that writhes and curls in an oddly disconcerting manner. Its legs are quite long as well, and end in tiny, gripping claws.
Combat
A duskwing seeks to surround and attack any thinking being it encounters. Sleeping and psionic creatures are always focused on above all others. The swarm deals 1d8 points of slashing damage to any creature whose space it occupies at the end of its move. It will then quickly try to surround the victim and pull them into their realm.
Born of Dream (Ex): A duskwing swarm appears hazy and out of focus, such that all melee and ranged attacks against them are assessed a 20 percent miss chance. This 20 percent miss chance is not the same as concealment.
Distraction (Ex): Any living creature vulnerable to a duskwing swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Duskdream (Su): A duskwing swarm damage partially transforms their opponent into dream substance, which flashes away like steam.
If one would be killed by the duskwing's swarm damage they do not die but are pushed physically into a dreamscape. However, this visit is not idyllic-the creature permanently relinquishes its ties to the waking world and becomes but a passing dream with a life forever bound to this nightmarish region of dream. Reality Revision, Wish, or Miracle can bring them back from dream, but must be done twice, once to rebuild their body and the other to bring them back to the waking world. The save DC is Charisma-based.
Eternal Sleep (Su): Once per round 1d4 individual duskwings can be sent out as a ranged touch attack (+16 modifier, range 160 feet) to one or multiple targets. If successful, the opponent must succeed on a DC 11 will save or fall asleep permanently. Bend Reality, Psychic Chirurgery, or Reality Revision all may cure this condition, plus the equivalent spells such as Remove Curse, Limited Wish, and Wish. Those immune to sleep are also immune to this ability. The save DC is charisma based.