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    Ogre in the Playground
     
    Seharvepernfan's Avatar

    Join Date
    Mar 2011
    Location
    Cydonia

    Default Abyssal Maw & Abyssal Skulker revamp

    Abyssal Maw
    Medium Outsider (Chaotic, Extraplanar, Evil)
    Hit Dice: 2d8+2 (11hp)
    Initiative: +0
    Speed: 30ft
    Armor Class: 15 (+5 natural), touch 10, flat-footed 15
    Base Attack/Grapple: +2/+4
    Attack: Bite +5 (1d8+4+1d6 acid)
    Space/Reach: 5ft/5ft
    Special Attacks: Belch Fiends, Improved Grab (Bite), Nauseating Stench
    Special Qualities: Damage Reduction 5/cold iron or good, Darkvision 60ft, Scent
    Saves: Fort +4, Ref +3, Will +2
    Abilities: Str 17, Dex 10, Con 13, Int 6, Wis 9, Cha 8
    Skills: Climb +8, Hide +5, Jump +8, Listen +4, Move Silently +5, Spot +4
    Feats: Improved Natural Attack (Bite)
    Environment: The Abyss
    Organization: Solitary, pair, or gang (3-5)
    Challenge Rating: 2
    Treasure: Incidental
    Alignment: CE

    Belch Fiends: As a full-round action, an abyssal maw may open wide it's mouth and summon forth 2d4 fiendish rats or centipedes, 1d6 fiendish ravens, or 1d3 tiny fiendish vipers. Creatures summoned in this manner persist until the abyssal maw is slain. It may use this ability at will, but may not use it again until all currently summoned creatures are slain.

    Improved Grab: An abyssal maw may start a grapple with any large or smaller creature it successfully bites as a free action without provoking an AoO.

    Nauseating Stench: As a move action that does not provoke AoO's, an abyssal maw may release a thin cloud of foul-smelling vapor that forces any living creature within 10ft to make a fortitude save vs. DC 12 or be nauseated (sickened if successful) until they leave the cloud and for 1d3 rounds after leaving. The cloud is stationary and does not affect creatures native to the abyss. It persists for one minute and does not obscure sight. Treat this as a poison.

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    Abyssal Skulker
    Small Outsider (Chaotic, Extraplanar, Evil)
    Hit Dice: 2d8+2 (11hp)
    Initiative: +2
    Speed: 40ft
    Armor Class: 15 (+1 size, +2 dex, +2 natural), touch 13, flat-footed 13
    Base Attack/Grapple: +2/+2
    Attack: Claw +5 (1d3)
    Full Attack: 2 Claws +5 (1d3)
    Space/Reach: 5ft/5ft
    Special Attacks: Pounce, Rake, Sudden Strike +1d6
    Special Qualities: Damage Reduction 5/cold iron or good, Darkvision 60ft, Scent
    Saves: Fort +4, Ref +5, Will +5
    Abilities: Str 10, Dex 15, Con 12, Int 13, Wis 14, Cha 9
    Skills: Balance +7, Climb +7, Hide +11, Jump +9, Listen +7, Move Silently +9, Spot +7, Survival +7, Swim +5
    Feats: Weapon Finesse (Claws), Track (B)
    Environment: The Abyss
    Organization: Solitary, pair, or gang (3-5)
    Challenge Rating: 2
    Treasure: Incidental
    Alignment: CE

    Pounce: If an Abyssal Skulker charges a foe, it can make a full attack, including two rake attacks.

    Rake: Attack bonus +5, damage 1d3.

    Sudden Strike: As a ninja. May not gain sudden strike damage on rake attacks.

    An Abyssal Skulker has a +2 racial bonus climb & move silently checks.



    Thoughts?
    Last edited by Seharvepernfan; 2015-02-07 at 10:17 PM.
    Spoiler: Ironcage Keep
    Show
    Initiative:

    - Leo
    - Enemies
    - Frith (Light, 92 rounds), Obergrym (rage 5 rounds, 14/17 hp), Melrik - CURRENT
    - Enemies
    - Jade
    - Enemies

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