Beasts of Bestiaries #2 - The Seps [Archive] - Wizards Community

Post/Author/DateTimePost
Raymond_Luxury_Yacht

08-27-05, 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_Yacht

08-30-05, 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?