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Thread: Critters II!

  1. - Top - End - #871
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    Default Re: Critters II!

    How about I list under special abilities i list something that compels them to perform their daily routine over and over endlessly unless something distracts them such as a n attack?
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  2. - Top - End - #872
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    Does the wording for past life memories seem ok?
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  3. - Top - End - #873
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    Dr. Orpheus??
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  4. - Top - End - #874
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    Black Garbug
    Medium Aberration
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +2
    Speed: 15 ft. (3 squares), Fly 30 ft. (Good), Climb 15 ft.
    Armor Class: 17 (+2 Dex, +5 Natural), touch 12, flat-footed 15
    Base Attack/Grapple: +1/+3
    Attack: Tentacle +3 melee (1 point acid plus Paralysis)
    Full Attack: 6 Tentacles +3 melee (1 point acid plus Paralysis) and 1 Bite -2 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Paralysis, Blood Drain
    Special Qualities: Darkvision 60', Scent
    Saves: Fort +2, Ref +2, Will +5
    Abilities: Str 14, Dex 14, Con 14, Int 2, Wis 15, Cha 6
    Skills: Climb +10, Listen +4, Spot +5
    Feats: Fly-by Attack
    Environment: Warm or Temperate Swamp or Forest
    Organization: Solitary, pair, or cluster (3-5)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-4 HD (Medium), 5-8 HD (Large)
    Level Adjustment: ---

    Garbugs are variously thought to be either the adult form of Carrion Crawlers or at least related to them. Both male and female Garbugs look vaguely like winged lobsters with tentacles surrounding a proboscis. Males are a glossy black with a large feeding proboscis, while the bigger females are violet with large yellowish pincers. Their favored prey are giant spiders, but they will take anything else they can find, even carrion. Only the females make cave lairs or nests, with the males being nomadic until mating season. Eggs are laid in water, and adults are often cannibalistic, keeping their numbers small.

    Paralysis (Ex): Those hit by a Garbugs tentacle attack must succeed on a DC 13 Fortitude save or be Paralyzed for 2d4 rounds. The save DC is constitution based. In addition their paralytic slime is mildly acidic doing 1 point of acid damage for 2d4 rounds.

    Blood Drain (Ex): A Garbug drains blood, dealing 1d4 points of Constitution damage in any round when it has successfully Pinned it's victim in a Grapple (or any round it successfully attacks a Paralyzed victim with it's Proboscis). Once it has dealt 8 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the Garbugs appetite has been sated, the Garbug detaches and seeks a new target.

    Skills: Garbugs have a +8 Racial Bonus on Climb Checks, and may always Take 10 on a Climb Check.

    Combat: Black Garbugs immobilize prey with their tentacles before feeding off their blood.



    Violet Garbug
    Large Aberration
    Hit Dice: 3d8+6 (18 hp)
    Initiative: +2
    Speed: 15 ft. (3 squares), Fly 25 ft. (Good), Climb 15 ft.
    Armor Class: 17 (-1 Size, +2 Dex, +6 Natural), touch 11, flat-footed 15
    Base Attack/Grapple: +2/+5
    Attack: Tentacle +4 melee (1 point acid plus Paralysis)
    Full Attack: 6 Tentacles +4 melee (1 point acid plus Paralysis) and 2 Claws +4 melee (1d6+1)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Paralysis, Rend (2d6+2)
    Special Qualities: Darkvision 60', Scent
    Saves: Fort +3, Ref +3, Will +5
    Abilities: Str 16, Dex 14, Con 14, Int 2, Wis 15, Cha 6
    Skills: Climb +12, Listen +5, Spot +5
    Feats: Improved Multiattack, Multiattack
    Environment: Warm or Temperate Swamp or Underground
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Advancement: 4-9 (Large)
    Level Adjustment: ---


    Paralysis (Ex): Those hit by a Garbugs tentacle attack must succeed on a DC 13 Fortitude save or be Paralyzed for 2d4 rounds. The save DC is constitution based. In addition their paralytic slime is mildly acidic doing 1 point of acid damage for 2d4 rounds.

    Rend (Ex): If a Garbug hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+2 points of damage.

    Skills: Garbugs have a +8 Racial Bonus on Climb Checks, and may always Take 10 on a Climb Check.

    Combat: Violet Garbugs try to paralyze opponents before ripping them to pieces with their claws.
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  5. - Top - End - #875
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    Default Re: Critters II!

    Hey Bhu could you use your amazing skills to make some original (and slightly silly) daemons?
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    Quote Originally Posted by Xuldarinar View Post
    ..What have I done..? What have you done? That poor lantern archon..

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  6. - Top - End - #876
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    Default Re: Critters II!

    Yugoloths you mean?
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  7. - Top - End - #877
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    Quote Originally Posted by Bhu View Post
    Yugoloths you mean?
    Sorry, I prefer daemons but yes, yugoloths
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    Quote Originally Posted by Xuldarinar View Post
    ..What have I done..? What have you done? That poor lantern archon..

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    The photo got removed, but I'm a silver trophy winner of Pathfinder Grab Bag XII: of Dungeons and Dragons

  8. - Top - End - #878
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    Default Re: Critters II!

    Lemme peek at teh existing ones and see what archetypes are missing.

    Orpheus you still out there?
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  9. - Top - End - #879
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    Quote Originally Posted by Bhu View Post
    Lemme peek at teh existing ones and see what archetypes are missing.

    Orpheus you still out there?
    I know what archetypes are missing: silly :3
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    Quote Originally Posted by Xuldarinar View Post
    ..What have I done..? What have you done? That poor lantern archon..

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    The photo got removed, but I'm a silver trophy winner of Pathfinder Grab Bag XII: of Dungeons and Dragons

  10. - Top - End - #880
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    Patraloth
    Medium Outsider (Evil, Extraplanar, Yugoloth)
    Hit Dice: 5d8+35 (57 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+8 Natural), touch 10, flat-footed 18
    Base Attack/Grapple: +5/+5
    Attack: Massive Tool +10 melee (2d6+7)
    Full Attack: Massive Tool +10 melee (2d6+7)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Massive Tool, Professional Builder, Summon Yugoloth, Infernal Cigar
    Special Qualities: Darkvision 60', DR 10/Magic, SR 18, Immunities, Yugoloth Qualities, Accident Insurance, Untiring
    Saves: Fort +11, Ref +9, Will +6
    Abilities: Str 20, Dex 10, Con 25, Int 14, Wis 14, Cha 14
    Skills: Appraise +6, Balance +4, Bluff +6, Climb +9, Craft (any 3) +14, Diplomacy +4, Disable Device +10, Forgery +8, Intimidate +8, Knowledge (Architecture & Engineering) +14, Knowledge (Geography, Local) +6, Open Locks +2, Profession (any 3) +6, Sense Motive +4, Use Magic Device +8, Use Rope +4
    Feats: Negotiator, Nimble Fingers
    Environment: Any
    Organization: Solitary, Work Group (2-8), Major Project (30-100)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: By Character Class
    Level Adjustment: ---

    Upon coming to the Jester's Realm (i.e. being kidnapped) many Yugoloths found themselves no longer bound to the plane that created them and able to choose their own future. The Patraloths chose to be builders rather than warriors but that makes them no less Evil. They stall on projects to drive up costs, use cheap materials, forge incredibly draconian contracts, etc. Sort of a combination of the worst stereotypes of shoddy construction worker/mechanics/plumbers etc. If paid and treated well though they can be a boon, putting up a fairly massive structure in little time. Occasionally they take enough pride in themselves to build an entire Lair for a BBEG in 24 hours just to show they can. Patraloths can also be bribed to slow down construction on projects they're building for your rivals, build in structural weaknesses, create secret back doors only you can use, etc. Their work is prized by Evil Masterminds, and their opponents. They mostly resemble human sized Yagnoloth without the oversized arm, though there is a great difference in details between individuals. Most are never seen without their ever present cigars or giant magical tools.

    Spell-Like Abilities (Sp): At Will: Fool's Gold, Grease, Make Whole, Obscure Object, Resinous Tar
    2/day: Create Fetch, Minor Creation

    Massive Tool: All Patraloths carry a huge two handed contraption that can shift into any tool of any size they need as a Swift Action, granting them a +2 Bonus to appropriate skill checks (usually Craft, Disable Device, or Open Lock). It may also be transformed into a two handed weapon doing 2d6+1.5 Str Modifier in bludgeoning, piercing, or slashing damage (you choose which, it's a Swift Action to change damage type).

    Professional Builder (Su): If you fail by 5 or more on a Craft Check you do not ruin half the raw materials. You may always Take 10 on a Craft Check. Your work looks exemplary, however it is shoddy and has half the normal Hit Points and Hardness.

    Summon Yugoloth (Ex): Once per day a Patraloth can attempt to Summon another Patraloth with a 40% chance of success.

    Infernal Cigar: No Patraloth worthy of the title is ever seen without their immortal, ever-burning cigar. In addition to giving the Patraloths their all important tobacco fix, it has some uses. The cigar never goes out, even underwater or in high wind. It may be used to start a fire if touched to any flammable material as a Swift Action. 3/day it may be used to blow acrid smoke in the face of an opponent adjacent to the Patraloth requiring them to make a DC 15 Fortitude Save (Save DC is 10 plus 1/2 HD plus Cha Modifier). If they succeed they are Dazzled 1 round. If they fail they are Blind for 1d4 rounds.

    Immunities: Yugoloths are immune to Poison and Acid.

    Accident Insurance (Su): Due to working on projects others are eager to sabotage, or that the Patraloths themselves are actively sabotaging, or simply because they work among often incompetent Evil Minions, the Patraloths have (as a race) cut some sort of deal with Fate (or whatever Deity is responsible for things like destiny or chance). As a result Patraloths gain a +5 Enhancement Bonus on Reflex Saves, and do not need to make Saves against non-magical traps.

    Untiring (Ex): Patraloths do not require sleep and are immune to Fatigue, Exhaustion, and Sleep Effects. They also need one quarter the normal amount of food/water per day to avoid problems with Starvation/Thirst.

    Skills (Ex): Patraloths gain a +8 Racial Bonus to Craft and Knowledge (Architecture and Engineering) Checks.

    Combat: Patraloths usually use Intimidation or Diplomacy to bluff until help arrives. They then use their cigar to blind their opponent and bludgeon him into unconsciousness or death depending on their preference.
    Last edited by Bhu; 2013-09-23 at 08:16 PM.
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  11. - Top - End - #881
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    Default Re: Critters II!

    Guessed where I'm going with this one yet?
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  12. - Top - End - #882
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    Patraloth almost done
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  13. - Top - End - #883
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    Patraloth done, Prosedaloth coming up next
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  14. - Top - End - #884
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    Quote Originally Posted by Bhu View Post
    Patraloth done, Prosedaloth coming up next
    sappy poetry-loth?
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    Quote Originally Posted by Xuldarinar View Post
    ..What have I done..? What have you done? That poor lantern archon..

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  15. - Top - End - #885
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    noooo...
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  16. - Top - End - #886
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    Quote Originally Posted by Bhu View Post
    noooo...

    den wut is dis bootiful loth
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    Quote Originally Posted by Xuldarinar View Post
    ..What have I done..? What have you done? That poor lantern archon..

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    The photo got removed, but I'm a silver trophy winner of Pathfinder Grab Bag XII: of Dungeons and Dragons

  17. - Top - End - #887
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    it's a surprise

    bootiful is however a very accurate guess
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  18. - Top - End - #888
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    Quote Originally Posted by Bhu View Post
    it's a surprise

    bootiful is however a very accurate guess
    oh god...prosedaloth

    PROSEdaloth

    PROSTERIOR

    OH CRAP OOOH oooh...eew :p

    that's a nice loth...thank you...that's exactly what we needed
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    Quote Originally Posted by Xuldarinar View Post
    ..What have I done..? What have you done? That poor lantern archon..

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    The photo got removed, but I'm a silver trophy winner of Pathfinder Grab Bag XII: of Dungeons and Dragons

  19. - Top - End - #889
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    Default Re: Critters II!

    Wow, I am a big fan of your work, I have been since "Back in the day, when you were on the wizards forum, you are truly an epic monster breeder, which now that I think about it should be a prestige class
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  20. - Top - End - #890
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    Default Re: Critters II!

    Thank you kind sir!

    I may have to make that PrC!
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  21. - Top - End - #891
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    If you're still taking requests Bhu.. do you think you could whip up a Loup Garou? =)
    It seems like a very underused creature.

    Stat-wise.. maybe CR 3-6?

    thank you in advance either way(both if you take the request, and for the fabulous critters threads so far)
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  22. - Top - End - #892
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    The French or Caribbean version?
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  23. - Top - End - #893
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    The French/Cajun one.
    Last edited by Togath; 2013-09-29 at 04:00 AM.
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  24. - Top - End - #894
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    Is there any noticeable difference between it and you usual european werewolf?
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  25. - Top - End - #895
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    It has an affinity to bats, a weakness to toads, and drinks blood like a vampire(if I recall, at leas tin some of the legends, it's someone who died and became a vampire* while afflicted by a curse turning them into a werewolf)

    *in the medieval sense, but I'd be fine with a more modern vampire-esc version.
    Maybe making it a more brute force oriented vampire, with less magic/charisma/intelligence?
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  26. - Top - End - #896
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    I don't know if this is also true down south, but in Quebec (which has a lot of loup garou stories, oddly enough) the stories paint them as being more annoying/weird than dangerous.

    There's this one story that goes along the lines of: a man hired an out of town worker to do some shifts at a lumber mill. Soon, workers began to mysteriously vanish. The owner confronts the man who confesses, yes, he is a werewolf. The owner fires him, and the man wanders off.

    The End. That's it. There's no angry mob or chase through the forest. It's given all the weight of a worker's comp video.

    There's also another regional belief that, in addition to the bite thing, you would become a loup garou if you did not attend mass for seven years. Not sure how you'd fit that into D&D, but it's an interesting alternative to the "morphing-rabies".

  27. - Top - End - #897
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    Default Re: Critters II!

    Hey bhu, just to ask, do you edit the table of contents anymore?

    P.S. I think I might make some misc. creatures soon
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    Quote Originally Posted by Xuldarinar View Post
    ..What have I done..? What have you done? That poor lantern archon..

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  28. - Top - End - #898
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    I'm way behind, mostly becaue i get an error message everytime I try to edit it

    I'll make a go at fixing it again soon
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  29. - Top - End - #899
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    mmkay :)

    I need a good source of creature ideas :p
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    Quote Originally Posted by Xuldarinar View Post
    ..What have I done..? What have you done? That poor lantern archon..

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  30. - Top - End - #900
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    I type weirdness into google image search

    Prosedaloth
    Medium Outsider (Evil, Extraplanar, Yugoloth)
    Hit Dice: 6d8+18 (45 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (+1 Dex, +8 Natural), touch 11, flat-footed 18
    Base Attack/Grapple: +6/+7
    Attack: Slam +7 melee (1d6+1)
    Full Attack: 2 Slams +7 melee (1d6+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-Like Abilities, Disease, Summon Yugoloth
    Special Qualities: Darkvision 60', DR 10/Magic, SR 18, Immunities, Yugoloth Qualities, Energy Resistance 10 (Cold, Fire, Electricity), Tongues
    Saves: Fort +8, Ref +6, Will +7
    Abilities: Str 13, Dex 13, Con 16, Int 16, Wis 14, Cha 26
    Skills: Bluff +17, Concentration +8, Diplomacy +15, Disguise +13, Gather Information +17, Hide +11, Intimidate +13, Knowledge (Any one) +8, Listen +12, Move Silently +10, Search +8, Sense Motive +14, Spot +12, Survival +7, Use Rope +6
    Feats: Dodge, Mobility, Negotiator
    Environment: Any
    Organization: Solitary, Group (3-6), Brothel (10-30)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Always Neutral Evil
    Advancement: By Character Class
    Level Adjustment: +6

    Upon coming to the Jester's Realm, the Yugoloths came to a startling conclusion that should have been readily apparent to them millennia ago: They had no women. The Demons had their Succubi, and the Devils had the Brachina but what did the Yugoloth have? They were absolutely stunned that this lack of a Yugoloth devoted to this form of subterfuge had not been readily apparent to them.

    And so were born the Prosedaloths. Although they can resemble the fantasy of their target, or virtually any humanoid at will, their true form is that of a gray, faceless woman with ropy tendrils from hair. Lamprey like mouths occasionally open and close randomly upon her body. The Prosedaloths seduce targets for the Yugoloths (or whomever pays them) to either winnow favors from them, learn information, or simply blackmail them. They also spread rumors and disease, both of which are inevitably fatal to military moral.

    Many consider them more trouble than they are worth. Being as they are relatively new, most Prosedaloths are at the bottom of seniority when it comes time for promotions, and many find their duties to be alien as they fundamentally do not understand humanoid mating behaviors (though they learn to fake said knowledge quickly). This has led to more than one truly disturbing encounter for adventurers who spend the evening attempting to explain to their paramour how certain aspects of mortal life work in order to escape demise at the hands of a depressed Yugoloth who assumed that maniacal laughter while spinning ones head 360 degrees is a form of human endearment prior to cuddling. Many get very frustrated trying to prove themselves, and often abandon the Yugoloth military (or get thrown out for rabble rousing).

    Spell-Like Abilities (Sp): At will—charm monster, Detect Good, Detect Thoughts, Hiss of Sleep (see Draconomicon), Suggestion, Greater Teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.

    Disease (Su): Debbil Cooties, Contact, DC 16 (Save DC is Constitution Based), Incubation 1d4 days, 1d6 Wisdom. Successful saves do not allow the character to recover. Only magical healing can save the character. Victims of Debbil Cooties become increasingly impulsive, immoral, and unwise as their mind begins to let go. The Prosedaloth can turn this ability on or off once per round as a Free Action.

    Summon Yugoloth (Sp): Once per day a Prosedaloth can attempt to summon 1 Mezzoloth with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.

    Change Shape (Su): A Prosedaloth can assume the form of any Small or Medium humanoid as a Swift Action.

    Immunities (Ex): Prosedaloths are immune to Poison, Acid, and Disease.

    Tongues (Su):
    A Prosedaloth has a permanent tongues ability (as the spell, caster level 12th).

    Skills: Prosedaloths have a +4 Racial Bonus on Bluff and Gather Information Checks.

    Combat: Prosedaloths aren't fighters. They try to Bluff or seduce targets, only to flee at the earliest opportunity (or murder their would-be paramour while he is sleeping). If cornered they try to summon help, but rarely do they make an effort to truly fight.
    Last edited by Bhu; 2013-10-12 at 05:50 PM.
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