| Post/Author/DateTime | Post |
|---|---|
| Talisman10-09-06, 03:10 PM | Miasm Medium Elemental (Earth) Hit Dice 3d8+6 (19 hp) Initiative +0 Speed 20' AC 14 (+4 natural) Base Attack/Grapple +2/+4 Attack/Full Attack 1 slam +4 melee Damage Slam 1d8+2 Space/Reach 5' x5'/5' Special Attacks -- Special Qualities Stench, dying gout, elemental, immunities, fire resistance 5, cold resistance 10 Saves Fort +7, Ref +1, Will +1 Abilities Str 14, Dex 10, Con 14, Int 6, Wis 10, Chr 8 Skills Listen +4, Spot +4, Survival +8 Feats Great Fortitude, Track Environment Ancient forests Organization Solitary or pack (2-20) Challenge Rating 2? Treasure None Alignment Always neutral Advancement 4-6 HD (Medium), 7-9 HD (Large) Level Adjustment -- The forest floor humps itself up into a mound-like mass, about five feet tall and three or four across. The mass oc leaves, dirt and forest debris lurches toward your with inscrutable intent, and a ghastly, putrid stench of decay assails your nostrils. Also known as stinking mounds, miasms are peculiar elemental creatures which exist in the most ancient and primeval of forests. Physically, a miasm resembles nothing so much as a heap of litter from the forest floor which has somehow humped itself up into a roughly cylindrical shape. Miasms have no apparent limbs or facial features; in combat they attack by simply slamming their noisome bodies against their foes. Miasms are believed to generate spontaneously from the accumulated leaf litter of centuries that collects undisturbed in the most ancient of forests. Through magical processes not fully understood, the organic debris reaches some sort of "critical mass" and a miasm is born. Miasms have no organization or society by human definitions, ignoring each other totally (but see below). They are possessed of an inexplicable hatred for all things except normal forest plants and animals. Combat: Miasms rarely initiate combat, preferring to simply follow their "prey" until their stench and unnerving presence goads them into attacking or leaving. However, in rare instances miasms have been known to attack berserkly for no apparent reason. As stated above, miasms seem to hold each other in the same disregard as everything else. However, on rare occasions the death of a single miasm causes all the others in the near area to congregate and stalk the "murderers". No one can explain this phenomenon, and there is no known way of dissuading the vengeful mounds save by departing their home territory or slaying them all. Stench (Ex): The aptly named stinking mounds continually exude a hideous stench, reminiscent of a decaying swamp full of carrion, in a 20' radius. All creatures exposed to this stench must make Fortitude saves (DC 13) or be sickened until the miasm departs. A successful save renders the character immune to the stench of any miasm for the duration of the encounter. The save DC is Constitution-based. Dying Gout (Ex): When killed a miasm collapses in a heap of rotten forest debris, releasing a blast of stench sufficient to make its normal odor smell pleasant. Anyone within 20' of a mound as it dies must make a Fortitude save (DC 18) or be nauseated for 1 round and sickened for 2d4 rounds. This effects occurs regardless of whether the initial Fortitude save succeeded or failed. Immunities: Miasms are immune to all diseases, mind-affecting effects and acid attacks. They are also immune to the stench and dying gout abilities of other miasms. Elemental traits: As elementals, miasms are immune to poison, sleep, paralysis and stunning. They are not subject to sneak attacks, critical hits, or flanking. They possess 60' darkvision. A slain miasm cannot be raised or ressurected, although a wish or miracle will restore it to life. Skills: A miasm has a +4 racial bonus on all Survival checks, including those made to track. |
| Dracomortis10-09-06, 07:08 PM | I just had an image of my overly vain elf hexblade running up to this thing, failing his Fortitude save, and puking over his new leather boots. Bravo :clap:! Anyway, I'd say you were right on the mark with the miasm being a CR 2. His AC is about average, while his attack bonus and abilities are slightly on the low side, but stench makes up for that. Dying gout, while powerful and virtually guaranteed to succeed, won't even be an issue unless the miasm is encountered with other creatures. I am, however, slightly worried about its resistances; considering the damage a 2nd-level character can put out, they might as well be immunities. I'd probably suggest lowering them to 5 each, because even then the PCs probably aren't going to hurt it much. |
| Talisman10-12-06, 05:13 PM | I am, however, slightly worried about its resistances; considering the damage a 2nd-level character can put out, they might as well be immunities. I'd probably suggest lowering them to 5 each, because even then the PCs probably aren't going to hurt it much. Duly noted. Maybe I should drop fire resistance? It's made of dry leaves and sticks, after all... I'm keeping cold resistance at 10; though...it just makes sense to me. |