Sticky Creature
Sticky Creature Pattern (+1 CR)
- Subtype: add Sticky to subtypes
Sticky Creature does exactly what it sounds like: Makes a creature sticky. Attacking or touching it can cause the attacker to get stuck, which is rarely a good thing.
How is this accomplished? The possibilities are nearly endless. Earth Elementals can become Tar Elementals, or creatures can be covered in alchemical glue they poured over themselves. Maybe there was a weird experiment, and now the creature is actually made of living glue! Perhaps there is a layer of telekinetic mire that surrounds a ghost, or sticky ectoplasm coating a Devil, or maybe an entire swamp is filled with muck creatures which all are made of swamp goop.
Perhaps an invading bandit horde has honey-coated shields, or some Treants exude thick, gelid sap. Some Aboleths may have slime coats that are more sticky than usual, or a band of Trolls have been cursed to be forever melting. Psychic compulsions, astral slime, coatings of soft metal, the possibilities are nearly endless.
Have fun creating!
This creature seems confident that if it is attacked, their attacker will regret it. What tricks could it have to be so certain?
General
- Init: +1 CRs greater than base creature.
- Senses:
- Perception: +1 CRs greater than base creature.
- Movement Types:
- Increase all move speeds by 10 ft.
Defense
- Maneuver Defense: +2 CRs greater than base creature.
- Hit Points: +2 CRs greater than base creature.
- Fort: +2 CRs greater than base creature.
- Will: +1 CRs greater than base creature.
- Special Defenses:
- Strong Against:
- Weak Against:
Offense
- Space / Reach: - / -
- To-Hits: +1 CRs greater than base creature.
- Damage: +1 CRs greater than base creature.
- Save DC's: +1 CRs greater than base creature.
Statistics
- Str: Dex: Con: Int: Wis: Cha:
- Feats:
- Skills:
- creature adds +1 CRs to all of its existing skills.
- Languages:
Special Abilities
Sticky Entrapment (Su; Sticky Creature Pattern)
Once per round per enemy creature, any creature which successfully strikes a Sticky Creature in melee combat, while in an adjacent space, must immediately make a Reflex save against a DC of 14 or be struck by a vile splatter of thick, ropy glue-like ichor. If the save is failed, the attacker suffers from Sticky Entrapment and gains the hindered condition, and much worse, may not move away from the Creature's space (even with a teleport move speed). Entrapped creatures may still move into any unblocked, unoccupied space adjacent to the Creature.The Creature, likewise, may not move away from any space with a character stuck to it, but may move to any space which is adjacent to all stuck creatures, and it does NOT gain the hindered condition. A hindered creature may roll another saving throw against the same DC once each round, to break free of the vile glue, ending the hindered condition and allowing them to move away from the Sticky Creature if they wish.
If a creature that has the hindered condition from Sticky Entrapment chooses to attack the Sticky Creature again while still hindered, and fails the saving throw a second time, they are instead given the entangled condition, although the Sticky Creature is NOT entangled. They may continue to save, as above, to break the entangled condition as well.