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| was_fired07-20-05, 10:20 PM | Well I've poked holes at a lot of skilled writters monsters recently, so I figure it is only fair that I give you guys a chance to laugh at some of the things I sent against my party over the course of my last campaign. These buggers were found on a demi-plane completely devoid of water and overrun by salt. Salt Fiend Outsider Hit Dice: 12d8 + 60 (114) Initiative: +2 Speed: 30ft. Armor Class: 29 (+2 Dex, +17 natural), touch 12, flat-footed 27 Base Attack/Grapple: +12/+19 Full Attack: Salt Sword +19/+14/+9 (2d6 + 11 19-20/x2 plus dehydrating impact 2d8) Space/Reach: 5ft. / 5ft. Special Attacks: Dehydrating Breath, Dehydrating Impact, Salt Sword Special Abilities: Darkvision 60ft., Damage Reduction 5/magic, Regeneration 1, Lowlight Vision, Outsider Traits, Spell Resistance 15, Water Weakness Saves: Fort +15, Ref +10, Will +12 Abilities: Str 24, Dex 14, Con 20, Int 10, Wis 14, Cha 14 Skills: Bluff +15, Intimidate +15, Knowledge (Arcana) +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Listen +15, Move Silently +15, Spot +15 Feats: Die Hard, Endurance, Great Fortitude, Iron Will, Power Attack Challenge Rating: 8 Treasure: 1 medium magical item besides a scroll or potion Alignment: Often Neutral These well muscled human shaped creatures stands six feet and are made out of a translucent whitish grey material. As they move tiny parts of them seem to break off and fall to the ground. Inside the center of these creatures there appears to be some sort of item, the exact nature of which you cannot make out. Salt fiends are built from stray magical energies which animated salt around a collection of magic items. The fiends seek to protect these items with their lives. Until the fiend is slain using water it will continue to regenerate around this magical item. Dehydrating Breath (Su): 30ft cone which deals 5d8 points of dehydration damage. A Reflex Save (DC 21) halves this damage. Creatures which lack an anatomy which depends on water or have the fire subtype are immune to this attack. Creatures with endurance receive a +4 bonus on their saving throw against this attack. Creatures with the aquatic or water subtype take double damage from this attack. This can be used once every 1d4 rounds. Dehydrating Impact (Su): Any creature struck by the salt sword must make a Fortitude save (DC 21) or take 2d8 points of dehydration damage. The same rules for the breath weapon apply to this attack. Regeneration (Ex): Only water is capable of bypassing a salt fiends regeneration. Salt Sword (Ex): As a free action a salt fiend may form a salt sword out of their own bodies. This sword breaks appart into salt if it leaves their hands by any means or if the salt fiend is slain. Water Weakness: Normal water damages salt fiends as holy water damages undead creatures. Using a create water spell over the salt fiend forces it to make Reflex save or take 10d6 points of damage which bypasses regeneration. A successful save indicates that it takes 2d4 points of damage instead. A salt fiend can take up to 10d6 points of water damage a turn from complete imersion. These guys confused the heck out of the party as they just sort of showed up while they traveled across the plains. The fact they always were found around a portal in the middle of an ice or salt field didn't help the players confusion either. The lesser guardian was based on the runehound and was most likely under CRed by 1. Greater Guardian Large Aberation (Extraplanar) Hit Dice: 15d8 + 45 (112) Initiative: +2 Speed: 40ft. (8 squares) Armor Class: 26 (+2 Dex, +15 natural, -1 size) Base Attack/Grapple: +14/+30 Full Attack: 2 Slams +27 (1d8 + 14) Space/Reach: 10ft. / 10ft. Special Attacks: Sonic Bolt Special Abilities: Damage Reduction 10/magic, Darkvision 60ft, Low-Light Vision, Portal Requirement Saves: Fort +10, Ref +9, Will +12 Abilities: Str 39, Dex 14, Con 16, Int 10, Wis 12, Cha 10 Skills: Jump +18, Listen +19, Spot +19 Feats: Combat Reflexs, Die Hard, Endurance, Great Fortitude, Iron Will, Lightning Reflexs Challenge Rating: 9 Treasure: Standard Alignment: Neutral Evil This creature’s base form appears to be that of an eleven foot tall yellow skinned humanoid. However its arms have no hands at their ends; instead the stumps form into shapes ressembling that of a sledge hammer. It has no eyes in the human sense, but it seems to be capable of sight none the less. Sonic Bolt (Sp): 5d4 sonic damage over a 120ft line. A reflex save DC 14 halves this damage. Portal Requirement (Ex): A guardian who moves more than a mile away from a portal to their native plane begins to decay taking 1 point of constitution damage a minute. Lesser Guardian Large Aberation (Extraplanar) Hit Dice: 10d8 + 50 (95) Initiative: +2 Speed: 50ft. (10 squares) Armor Class: 16 (+2 Dex, +15 natural, -1 size) Base Attack/Grapple: +7/+18 Full Attack: Bite +13 (3d6 + 7) or Vile Spew +8 ranged touch (10d6 see text) Space/Reach: 10ft. / 15ft. Special Attacks: Vile Spew Special Abilities: Blind, Damage Reduction 5/magic, Extended Reach, Fast Healing 5, Physchic scent, Portal Requirement, Uncanny Blindsight Saves: Fort +10, Ref +9, Will +12 Abilities: Str 24, Dex 14, Con 21, Int 4, Wis 13, Cha 7 Skills: Hide +2, Move Silently +6, Spot +5, Survival +2 (+22 when tracking creatures with minds) Feats: Combat Reflexs, Die Hard, Endurance, Lightning Reflexs, Track (B) Challenge Rating: 6 Treasure: Standard Alignment: Neutral Evil This grey skinned quadraped stands six feet tall and is eight feet long. The most obvious feature about this creature is the its long, flexable neck which stretchs at least six feet in length. Its head has no features at all except a tremendous mouth filled with five rows of teeth and oozing out green salavia. Vile Spew (Ex): Usable once every 1d4 rounds at a range of 100ft. This deals 10d6 acid damage with a Reflex Save (DC 20) for half damage. Uncanny Blindsight: Blindsight has a range of 100ft. and the lesser guardian cannot be flanked. Portal Requirement (Ex): A guardian who moves more than a mile away from a portal to their native plane begins to decay taking 1 point of constitution damage a minute. Heh have fun tearing this apart and/or letting it drift away. |