| Post/Author/DateTime | Post |
|---|---|
| Raymond_Luxury_Yacht08-27-05, 09:47 AM | Here comes the next creature from medieval bestiaries, the deadly seps. Seps Small Magical Beast Hit Dice: 2d10+2 (13 hp) Initiative: +3 Speed: 30 ft., climb 20 ft. Armor Class: 15 (+3 Dex, +1 size, +1 natural) Base Attack/Grapple: +2/-2 Attack: Bite +6 melee (1d4 +1d6 acid) Full Attack: Bite +6 melee (1d4 +1d6 acid) Space/Reach: 5 ft./5 ft. Special Attacks: Acid Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +4, Ref +6, Will +0 Abilities: Str 10, Dex 16, Con 13, Int 1, Wis 10, Cha 4 Skills: Climb +8, Hide +9, Move Silently +6 Feats: Weapon Finesse Environment: Temperate and warm land Organization: Solitary Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: 3-6 HD (Small) Level Adjustment: - A small, brown serpent slithers towards you. Oddly, it has large ears resembling those of a donkey. Seps are small serpents with horrifically acidic venom. They are carnivorous, using their acid to reduce edibles to a liquid soup. Due to the dangers posed by their bite, few creatures prey on them. A seps is about four to five feet long, and weighs about 8 pounds. Combat Seps prefer to strike from ambush, letting their acid dispatch enemies. Acid (Ex): The venom of a seps is a powerful acid. A seps deals an additional 1d6 points of acid damage with its bite attack. Skills: A seps gains a +8 racial bonus on climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. |
| Raymond_Luxury_Yacht08-30-05, 03:28 PM | I made a few changes in an attempt to better balance it. Should I keep the changes or return the stats to the way they were? |