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Thread: Songbird race! (And other stuff.)

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    Default Re: Songbird race! (And other stuff.)

    Celestial Stag

    Nothing is known about the appearence of celestial stags and it is unclear how they acquired their confusing name.
    Celestial stags speak Common, Undercommon and Terran.

    Size/Type: Medium Aberration
    Hit Dice: 6d8+12 (36 hp)
    Initiative: +0
    Speed: 30 feet (6 squares)
    Armor Class: 16 (+6 natural), touch 10, flat-footed 16
    Base Attack/Grapple: +4/+11
    Attack: Slam +7 melee (1d6+3)
    Full Attack: 2 slams +7 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Meltdown, torment
    Special Qualities: Darkvision 120 ft., oblivion
    Saves: Fort +6, Ref +2, Will +5
    Abilities: Str 16, Dex 10, Con 14, Int 11, Wis 7, Cha 15
    Skills: Bluff +8, Intimidate +8, Knowledge (dungeoneering) +5, Listen +3
    Feats: Great Fortitude, Improved GrappleB, Iron Will, Persuasive
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 4
    Alignment: Usually neutral
    Advancement:
    Level Adjustment:

    Meltdown (Su)
    Celestial stags desire to reach the surface world without exception; however, allowing them to do so is extremely dangerous. Upon exposure to natural light, a celestial stag's body begins to melt away and the resulting liquid soon evaporates, turning into a rapidly expanding cloud of noxious gas that spreads at a rate of 250 feet per round, dealing 18d10 points of damage to every living creature within a 1 mile radius. The affected area becomes poisonous thereafter for 1d12 weeks, dealing initial and secondary damage of 1d8 Con to any living creature that enters it and fails to make a DC 19 Fort save. The save DC is Constitution-based and includes a +4 racial bonus.

    Oblivion (Su)
    It is impossible to properly observe or describe a celetial stag, as observers cannot remember their features for any length of time. The DC for Knowledge (dungeoneering) checks made to identify a celestial stag increases by 15.

    Torment (Ex)
    If bribery and persuasion fails, celestial stags sometimes attempt to learn the way to the surface via torture. A celestial stag must succed on a grapple check made to pin the opponent to do so. Each round the pin is maintained, the stag deals 2d8 points of bludgeoning, piercing or slashing damage (the stag's choice).


    (I'm aware that Meltdown looks like an overkill, but the creature I adapted here is described as being able to destroy an entire country with this ability, so in fact I might actually be underselling it a fair bit.)
    Last edited by Metastachydium; 2021-07-11 at 01:55 PM. Reason: Gave a rate of spreading to Meltdown.