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| R.M.G.C.L.F.02-07-06, 08:35 PM | Joonrhoe Medium Aberration(Metal) HD:8d8+16(52hp) Init:+5 Speed: 40ft AC:19(+5 dex, +4 natural) BAB/Grapple: +6/+9 Attacks: 2 wings+11 melee, kick(slam? rake?)+6 melee Damage: Wing 1d8+3 slashing, kick 1d12+1 plus rocket legs Face/Reach: 5ft by 5ft/5ft Special Attacks: Tint Visage, Rocket Legs, Breath Weapon, eldritch alacrity Special Qualities: Hardness 4, darkvision 90ft, Dance of Blades, explosive body, metal content, distort metal spell Saves: Fort+4, Ref+7, Will+9 (+3 racial bonus to saves against fear) Abilities: Str17,Dex21,Con14,Int13,Wis16,Cha14 Skills: Disguise+4, Hide+16, move silently+13, Jump+11, spot+6, listen+6 (+5 racial bonus to jump checks, +10 bonus to disguise when using tint visage, -3 racial penalty to move silently, +4 racial bonus to balance checks) Feats: weapon finesse, expertise, improved disarm, sunder (B) _______________________________ Climate/Terrain: Plains, hills, and wetlands Organization: Solitary, pair, or gang (3-6) CR: 7? Alignment: Usually Lawful Evil (76%) Treasure: Standard Advancement: 9-12HD(medium), 13-18HD(large) A joonrhoe is a dull metallic aqua color. It’s lower legs are 2ft long cylinders, widened at the end. Its body is covered in interlocking plate-like parts, its thighs are narrow and slightly curved, each with a small metal protrusion on the inner backside, one of flint, one of steel. Their torsos are built like the chest of a full-plate armor. Instead of arms it has two big sharp blade-like wings. The head is marked with curved sharp crests, and spines coming out from the back. Its mouth is a three-jawed snapping beak, complete with a phosphorescent groping chord-like tongue. Its eyes glow can with a dozen forge-fires or a flickering lamp on a foggy night. Joonrhoe are agile and fierce creatures, resembling some strange hybrid of human, bird, insect and armor. Their bodies include a higher metal content than most creatures, something evidenced visibly by their vaguely metallic skins and glowing eyes. Despite this, they are still fully organic life, neither animated by magic nor composed of machinery. Living muscles pull their alloyed limbs, and the iron-rich tissue is permeated by veins leading to a beating heart. Junrhoes primarily eat meat, but must suplement their diet with a fair amount of salt and sulphur (the later generally consumed in the form of eggs). The joonrhoe’s high-iron body content means that it has to ingest a large amount of red meat and blood to nourish itself, a requirement which it frequently meets by shredding humanoids into bite-sized strips. Joonrhoes are also aggressive creatures that revel in the thrill of combat and shedding of blood, regardless of whether it is to be drunk or merely spilled upon the earth. Despite all this violent behavior, they are creatures of great patience, and can use their illusory ability to pass as a harmless heron or a reclusive geisha for days until they strike. Joonrhoes speak umber hulk, elven, and auran. Combat: Joonrhoes will usually infiltrate a small community or inhabit some crossroad, using their tint visage ability to blend in. When the moment is ripe, they reveal themselves, cut their quarry to shreds and use their agile and tubular tongue to snap up the choice pieces and drain blood before the corpse is still cold. Should any engage them in combat, they readily oblige, fighting many opponents with their swift wings and knocking them temporarily out of the fray with their rocket-powered kicks. Joonrhoes will eagerly accept any offer of one-on-one combat, but few people will engage with such poor odds. Tint Visage(su): a Joonrhoe can make itself appear to be a woman dressed in a kimono and holding fans, a metal fixture of roughly equal size (a dense knot of pipes, a wheel barrow, etc), or any tall, long-legged bird (herons, storks, and ostriches are among its favorite guises). This ability is an illusionary glamer that takes a full-round action to activate and lasts for 4 hours unless dismissed by the joonrhoe (free action). This grants it a +10 bonus to disguise checks. It allows a save (DC17, wisdom based) for disbelief only when it is interacted with and revealing conflicting sensory information (as per change self). Eldritch Alacrity(su): a joonrhoe can act as hasted for 1d6 rounds once per day, as a free action. Rocket Legs(ex): a joonrhoes cylindrical legs contain organs that produce combustive chemicals. It can discharge these in an explosive blast a number of times per day equal to its constitution bonus plus two. It can either gain a fly speed of 120ft (clumsy) for one round, or add an explosive blast to a normal kick attack. The latter deals an extra 2d4 fire damage and knocks them back 1d6x5ft and render's them prone. All these secondary effects canbe negated by a reflex save (dc:16). Breath Weapon(su): line of electricity, 80ft long, reflex save dc:16. Those in the area 4d6 electric damage and are dazzled for 2 rounds. A successful reflex save halves the damage and negates the dazzling, and those who beat the dc by 7 or more negate the damage entirely. This attack can be used as a quickened action once every 3 rounds. Dance of Blades(ex): each round a joonrhoe gets one readied action standard action for free that it can use to parry, disarm, or sunder. Distort Metal Spell(su): when a metal spell is cast on a joonrhoe, it is not harmed. Roll 1d12 to determine the effect: 1-5 No effect 6-9 Deflected back on caster 10-12 The joonrhoe is healed as if by a cure spell of equal level and automatically becomes disguised as if by its tint visage ability. Metal Content(ex): an joonrhoe has a high iron content and is more metal than nonmetal. It is vulnerable to rusting grasp, rust monster, heat/chill metal, and other spells that specifically affect metals and iron-based material. Explosive(su): when slain, a joonrhoe bursts into a crackling blast of energy. Those within a 20ft radius take 1d12 electric damage, 2d8 fire damage, and 1d6+2 slashing damage from the fire, electric discharge, and bodily shrapnel, and are blinded for 1 round and dazzled for one minute by the burst of light. Those within a 40ft radius take 1d4 slashing, 1d6 fire, and are dazzled for one round. A reflex save dc:18 (+2 racial bonus to dc, con-based) halves the damage, and a fortitude save dc:18 (+2 racial bonus to dc, con-based) negates the blinding and dazzling. |
| Draconegia202-07-06, 09:46 PM | This is a very cool monster. YOu definetly gave it an appropriate type, an abberation indeed. 2 things though: Its AC seems a little low. For the rest of its (very origional!) abilities and its metallic description, it should have about 22 armor (if its chest is indeed the equivilent of a full plate chestpiece). Besides, thats not too unreasonable for a level 7 fighter with 18 strength and a +2 greatsword ( for a total attack bonus of +13, a 50% chance of hitting). Overall, I like the feeling of the creature, a metal bird-man filled with arcane energies which it evolved (or whatever). |
| R.M.G.C.L.F.02-07-06, 11:22 PM | Well, the thing is I gave it hardness, which is tantamount to unbeatable DR, so I thought that justified as sufficient defense boost. It looks like a chestplate, but is very different in nature. It's softer, and if you hit it, you're generally hitting the joonrhoe. Thank you. ^__^ :D I love praise. |
| R.M.G.C.L.F.02-09-06, 09:44 PM | bump |
| Kraleck02-12-06, 09:02 AM | Awesome monster, excellent concept. I can almost picture that thing. |
| R.M.G.C.L.F.02-17-06, 09:35 PM | Bump Got oriental adventures, altered it a bit in light of the metal element. |