Icewalker
2008-09-14, 04:10 AM
I don't have fluff for this, because it doesn't really have background other than slight context in the adventure I'm making. I'm just putting it up if anyone would have use for it, and to help make sure I get the balance right.
With regards to description, they are small and somewhat amorphous sand figures. Roughly humanoid, to the extent of arms and legs and maybe a bit of a blob where the head might be. They just run up to people and cling to them and start sucking out water.
Sand Dervish
Small Elemental
HD 9d8+20 (61 HP)
Speed 30 ft. (6 squares);
Init: +4
AC 21; touch 15; flat-footed 17
(dex +4, size +1, natural +6)
BAB/Grp+6/+10
Attack Desiccating Touch +10 melee (2d6 dehydration)
Full-Attack Desiccating Touch +10/+5 (2d6 dehydration)
Space 5 ft.; Reach 5 ft.
Special Attacks Desiccating Grip 2d6, Improved Grab
Special Qualities Elemental Traits (http://www.d20srd.org/srd/typesSubtypes.htm#elementalType)
Saves Fort +8 Ref +7 Will +7
Abilities Str 18, Dex 18, Con 14, Int -, Wis 19, Cha 5
Skills
Feats Improved Grapple
Environment
Challenge Rating X
Alignment Neutral
Desiccating Grip: As a touch attack, Sand Dervishes can drain moisture from a living creature. This attack deals 2d6 points of desiccation damage, or 2d8 to plant creatures or elementals with the water subtype. The touched creature can make a DC 19 Fortitude save to reduce the damage by half. If grappling, this damage is dealt to the grappled creature every round.
Improved Grab: To use this ability, a Sand Dervish must hit with a touch attack. It deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity.
Now...I can't measure CR. VTs calculator comes out as CR 6. How accurate is this?
That's everything, I believe.
A few possible additions:
You could give them a burrow speed if you want, it'd make sense, or the earth tunneling ability of earth elementals. I left it out because I don't need it for my use, but if it'd be useful, it's a sensical addition if you plan to use these.
With regards to description, they are small and somewhat amorphous sand figures. Roughly humanoid, to the extent of arms and legs and maybe a bit of a blob where the head might be. They just run up to people and cling to them and start sucking out water.
Sand Dervish
Small Elemental
HD 9d8+20 (61 HP)
Speed 30 ft. (6 squares);
Init: +4
AC 21; touch 15; flat-footed 17
(dex +4, size +1, natural +6)
BAB/Grp+6/+10
Attack Desiccating Touch +10 melee (2d6 dehydration)
Full-Attack Desiccating Touch +10/+5 (2d6 dehydration)
Space 5 ft.; Reach 5 ft.
Special Attacks Desiccating Grip 2d6, Improved Grab
Special Qualities Elemental Traits (http://www.d20srd.org/srd/typesSubtypes.htm#elementalType)
Saves Fort +8 Ref +7 Will +7
Abilities Str 18, Dex 18, Con 14, Int -, Wis 19, Cha 5
Skills
Feats Improved Grapple
Environment
Challenge Rating X
Alignment Neutral
Desiccating Grip: As a touch attack, Sand Dervishes can drain moisture from a living creature. This attack deals 2d6 points of desiccation damage, or 2d8 to plant creatures or elementals with the water subtype. The touched creature can make a DC 19 Fortitude save to reduce the damage by half. If grappling, this damage is dealt to the grappled creature every round.
Improved Grab: To use this ability, a Sand Dervish must hit with a touch attack. It deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity.
Now...I can't measure CR. VTs calculator comes out as CR 6. How accurate is this?
That's everything, I believe.
A few possible additions:
You could give them a burrow speed if you want, it'd make sense, or the earth tunneling ability of earth elementals. I left it out because I don't need it for my use, but if it'd be useful, it's a sensical addition if you plan to use these.