Drider Husk Harvester: Difference between revisions
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LE, Large, Aberration | LE, Large, Aberration | ||
'''Init''' +6; '''Senses''' | '''Init''' +6; '''Senses''' [[Standard Darkvision]] 60 ft, [[Low-Light Vision]] 120 ft, Perception +20 | ||
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'''Special Defenses:''' - | '''Special Defenses:''' - | ||
'''Immunities:''' | '''Immunities:''' Immune to the first instance of all conditions applied during an encounter (Heavy role included) | ||
'''Weaknesses:''' - | '''Weaknesses:''' - | ||
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'''Ranged''' None, but see | '''Ranged''' None, but see | ||
'''Special Attacks''' | '''Special Attacks''' Throw Web, Drider Poison, Drain Husk, Drider's Bolt | ||
'''Action Points''' 1 (Heavy Role Included) | '''Action Points''' 1 (Heavy Role Included) | ||
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=== STATISTICS === | === STATISTICS === | ||
'''Str''' | '''Str''' 26, '''Dex''' 16, '''Con''' 22, '''Int''' 14, '''Wis''' 10, '''Cha''' 6 | ||
'''Base Atk''' +13; '''CMB''' +22; '''CMD''' 30 | '''Base Atk''' +13; '''CMB''' +22; '''CMD''' 30 | ||
'''Feats''' | '''Feats''' Mobility EFFECT: +4 AC(AC38) versus attacks of opportunity incurred by their own movement. | ||
'''Skills''' | '''Skills''' Stealth +21, Sense Motive +21, Intimidate +21 | ||
'''Languages''' | '''Languages''' Undercommon | ||
=== SPECIAL ABILITIES === | === SPECIAL ABILITIES === | ||
; Throw Web (Ex) | |||
Once per round, as a standard action, Driders may throw a specially prepared web. This is resolved as a ranged touch attack (+14 to-hit, ranged touch, range increment 10, max range 50 feet). Creatures struck by the web take 7d6 poison damage from the Drider Poison soaking it. There is no saving throw against this poison damage. (This is a poison effect and is negated by immunity to poisons, and can be reduced by ER /-.) In addition, affected targets must make a reflex saving throw against a DC of 22. Those who fail the saving throw gain the [[Pinned]] condition. Those who make the saving throw gain the [[Hindered]] condition. Either condition may be removed by expending a standard action to carefully unwrap the poisoned webbing. Note that adjacent allies may spend a standard action to free a pinned or hindered victim. | |||
; | ; Drider Poison (Ex) | ||
poison (injury); Save Fortitude DC 22; Onset 1/round for 2 rounds; Effect 1d3 Str damage and 3d6+1 points of non-lethal physical damage; Cure 1 save. | |||
; | ; Drain Husk (Ex) | ||
Once per round, if a Drider is able to make a melee attack on a foe that is both [[Pinned]] and suffering a loss of Str from Drider Poison, and the Drider successfully hits with that melee attack, their Drain husk ability kicks in (a triggered free action) as they sink their fangs into their foe and drain it of delicious fluids. The struck creature takes an additional 3d6+2 points of subdual damage and suffers 1 point of Con drain. If a foe is rendered unconscious via Drain Husk (in combination with other damage), they will be carried away by the Drider (assuming it wins the battle) and eaten at its leisure at a later date. | |||
; Venom Cup (Ex) | |||
As a swift action, a Drider Prototype can reapply poison to one of his claws. This is done with a practiced economy, as the vicious appendage is dipped into a cup-like device on his belt, right above his bloated thorax. The cup-like device contains 10 doses of Drider Poison, and can be refilled outside of combat. Driders produce their own poison within their wretched bodies, but the way they produce it means they cannot use it in combat without a Venom Cup. The details are quite unpleasant, and best not discussed. | |||
; Drider's Bolt (Sp) | |||
:* ''Concentration: d20+13 vs a DC of 21'' | |||
As a standard action, Driders may cast Bolt. This affects a 120 foot line originating from their space, as a massive blast of lightning erupts from their fingertips. The Drider may choose which square in their space the Bolt originates from. Bolt inflicts 7d6 points of electrical damage to all creatures caught in its area of effect. A Reflex save against a DC of 22 will reduce this to half damage. | |||
=== TREASURE === | === TREASURE === | ||
sell value of approximately 22,500 gp (Heavy Role included) | sell value of approximately 22,500 gp (Heavy Role included) | ||
=== COMBAT TACTICS === | === COMBAT TACTICS === | ||
<describe typical actions taken during combat here> | <describe typical actions taken during combat here> |
Revision as of 21:28, 19 September 2015
Drider Husk Harvester (Heavy Role) (CR 13)
Referees should adjust the numbers presented below by small amounts to better fit the theme of the monster being converted.
<insert descriptive text here>
GENERAL
CR 13 Hit Dice 19
XP 51,200 (heavy role included)
LE, Large, Aberration
Init +6; Senses Standard Darkvision 60 ft, Low-Light Vision 120 ft, Perception +20
DEFENSE
AC 34, touch 20, flat-footed 30 (+8 armor, +4 dex, +6 natural, +6 deflection)
hp 590 (heavy role included)
Fort +12, Ref +16, Will +12
Aura: -
SR: -
Special Defenses: -
Immunities: Immune to the first instance of all conditions applied during an encounter (Heavy role included)
Weaknesses: -
OFFENSE
Speed 40 ft., Climb 50 ft
Space / Reach: 10 ft. / 10 ft.
Single Melee 2 x Drider's Claws +19 (2d8+15/x2) + Drider Poison
Full Melee 4 x Drider's Claws +19 (2d8+15/x2) + Drider Poison
Ranged None, but see
Special Attacks Throw Web, Drider Poison, Drain Husk, Drider's Bolt
Action Points 1 (Heavy Role Included)
STATISTICS
Str 26, Dex 16, Con 22, Int 14, Wis 10, Cha 6
Base Atk +13; CMB +22; CMD 30
Feats Mobility EFFECT: +4 AC(AC38) versus attacks of opportunity incurred by their own movement.
Skills Stealth +21, Sense Motive +21, Intimidate +21
Languages Undercommon
SPECIAL ABILITIES
- Throw Web (Ex)
Once per round, as a standard action, Driders may throw a specially prepared web. This is resolved as a ranged touch attack (+14 to-hit, ranged touch, range increment 10, max range 50 feet). Creatures struck by the web take 7d6 poison damage from the Drider Poison soaking it. There is no saving throw against this poison damage. (This is a poison effect and is negated by immunity to poisons, and can be reduced by ER /-.) In addition, affected targets must make a reflex saving throw against a DC of 22. Those who fail the saving throw gain the Pinned condition. Those who make the saving throw gain the Hindered condition. Either condition may be removed by expending a standard action to carefully unwrap the poisoned webbing. Note that adjacent allies may spend a standard action to free a pinned or hindered victim.
- Drider Poison (Ex)
poison (injury); Save Fortitude DC 22; Onset 1/round for 2 rounds; Effect 1d3 Str damage and 3d6+1 points of non-lethal physical damage; Cure 1 save.
- Drain Husk (Ex)
Once per round, if a Drider is able to make a melee attack on a foe that is both Pinned and suffering a loss of Str from Drider Poison, and the Drider successfully hits with that melee attack, their Drain husk ability kicks in (a triggered free action) as they sink their fangs into their foe and drain it of delicious fluids. The struck creature takes an additional 3d6+2 points of subdual damage and suffers 1 point of Con drain. If a foe is rendered unconscious via Drain Husk (in combination with other damage), they will be carried away by the Drider (assuming it wins the battle) and eaten at its leisure at a later date.
- Venom Cup (Ex)
As a swift action, a Drider Prototype can reapply poison to one of his claws. This is done with a practiced economy, as the vicious appendage is dipped into a cup-like device on his belt, right above his bloated thorax. The cup-like device contains 10 doses of Drider Poison, and can be refilled outside of combat. Driders produce their own poison within their wretched bodies, but the way they produce it means they cannot use it in combat without a Venom Cup. The details are quite unpleasant, and best not discussed.
- Drider's Bolt (Sp)
-
- Concentration: d20+13 vs a DC of 21
As a standard action, Driders may cast Bolt. This affects a 120 foot line originating from their space, as a massive blast of lightning erupts from their fingertips. The Drider may choose which square in their space the Bolt originates from. Bolt inflicts 7d6 points of electrical damage to all creatures caught in its area of effect. A Reflex save against a DC of 22 will reduce this to half damage.
TREASURE
sell value of approximately 22,500 gp (Heavy Role included)
COMBAT TACTICS
<describe typical actions taken during combat here>