| Post/Author/DateTime | Post |
|---|---|
| Watchdog_of_Hades04-29-07, 01:34 PM | Noctial Large Ooze (Air, Incorporeal) Hit Dice: 7d10+14 (52 hp) Initiative: +0 Speed: Fly 40 ft. (perfect), swim 40 ft. Armor Class: 10 (-1 size, +1 deflection), touch 10, flat-footed 10 Base attack/Grapple: +5/+9 Attack: Slam +4 melee touch (1d8 cold) Full Attack: Slam +4 melee touch (1d8 cold) Space/Reach: 10 ft./10 ft. Special Attacks: Death throes Special Qualities: Ooze traits, Mindless, Air subtype, Incorporeal, Made of sky, blindsight 60 ft. Saves: Fort +4, Ref +2, Will +2 Abilities: Str -, Dex 11, Con 15, Int -, Wis 10, Cha 10 Skills: - Feats: - Environment: Any Organization: Usually solitary Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: 8-10 HD (Large); 11-17 (Huge) Level Adjustment: - Several pinpoints of bright white light are suspended in what appears to be a large pool of ink as black as the night sky. The pool flows towards you through the air, the stars dancing a strangely hypnotizing pattern within its seemingly endless depths. When a star is born, it violently tears apart the void that was there before its creation, ripping the nihility into hundreds of pieces and sending them hurtling through space. Occasionally, one finds its way to a planet, where it stays, consuming creatures to fill the unending emptiness inside it. These are noctials, rare but dangerous creatures that usually dwell in the wilderness. Combat Noctials prefer open environments at night, making use of their Made of Sky ability to blend in with the night sky and drop down on unsuspecting prey. They are reclusive during the day, hiding in caves and other dark places. If it is clear that a noctial will lose a battle, a noctial will, rather than show a sense of self-preservation and flee, instead move to a position where its death throes will hurt its attackers as much as possible. Made of Sky (Ex): Noctials are made of the blackness between the stars, and so blend in perfectly. If the sun has set and a creature looking at a noctial sees nothing behind it except the sky, the noctial can hold perfectly still and automatically succeed on a Hide check, effectively being invisible to that creature as long as it remains immobile. True Seeing and the like have no effect on this ability. Death Throes (Su): When a noctial dies, it explodes in a manner not unlike that of a dying star. Transforming into a raging inferno of white fire, it deals 4d6 damage to all creatures within 10 feet and 1d6 to all creatures within 20 feet. This will also ignite most flammable material within 20 feet. Ooze traits: Noctials are immune to all mind-affecting effects, poison, sleep effects, paralysis, polymorph, stunning, critical hits, flanking, and all effects relying on sight. Incorporeal subtype: All nonmagical weapons miss noctials. All magical attacks have a 50% miss chance, unless they are based on positive energy, negative energy, or force or have Ghost touch. Noctials can partially enter objects, but must always be within 5 feet of the object's exterior. A noctial's attacks pass through natural armor, armor, and shields unless they are force-based (Mage Armor) or have a deflection bonus. They also can't manipulate objects, be grappled, or really interact with matter at all. |
| Domriso04-29-07, 05:11 PM | This is a very nice creature. I like the entire idea around it. But, are you sure it is really a CR 7 creature? Seems slightly high to me. |
| Watchdog_of_Hades04-29-07, 08:03 PM | Well, that was from the days of it having 2d6 damage from its slam, and I try to compensate for my desire to make party-killer monsters with horribly low CRs. Does 6 sound better? |