Blind predators of the earth [Archive] - Wizards Community

Post/Author/DateTimePost
Wyrd Bearer

02-05-06, 01:05 PM
A barely perceptible "wet" sound can be heard squishing somewhere up ahead. As you sweep the area with your lantern, you could swear that you saw something moist glistening on that wall over there.

Stoneblight
Small Outsider [Earth, Extraplaner]
HD: 3d8+3 (17 hp)
Initiative: +8
Speed: 30 ft. (6 squares), burrow 20 ft., climb 30 ft.
AC: 15 (+4 Dex, +1 size), touch 15, flat-footed 10
BAB/Grapple: +3/+0
Attack: Psuedopod +5 melee touch (1d6 acid damage)
Full Attack: Psuedopod +5 melee touch (1d6 acid damage)
Space/reach: 5 ft./5 ft.
Special Attack: Acid, cave-in
Special Qualities: Blind, earth-glide, earth-rot, immunity to acid, ooze-traits, resistance to cold, fire and electricity 5, scent, synesthete, tremorsense 90 ft.
Saves: Fort +4, Ref, +7, Will +2
Abilities: Str 13, Dex 18, Con 13, Int 4, Wis 11, Cha 10
Skills: Climb +9*, Hide +12, Listen +6(+10**), Move Silently +12, Search +5*, Spot +2(+4**), Survival +6
Feats: Blind-fight (B), Improved Initiative, Dodge, Mobility, Stealthy (B)
Environment: Underground
Organization: Solitary, pair, pack (3-9)
CR: CR varies (isolated without the advantage of being able to utilize their cave-in ability, individual CR is 3)
Treasure: Usually none (If adventurers take the time to sift through a cave-in caused by a stoneblight, they may find the remnants of previous victims which amount to 1/4 the appropriate treasure of the encounter [metallic or glass-based only))
Alignment: Neutral
Advancement: 4-6 HD (Small), 7-9 HD (Medium)
LA: -

Stoneblights are small creatures of hues that vary between a dull green to rocky gray. They are roughly oval in shape, but their form is amorphous and changes. If one could be observed long enough in an area of actual light, one would notice that the "skin" of an stoneblight changes and varies; scholars believe this is a form of non-verbal communication but are baffled as to why a sight-impaired creature that resides constantly in near dark conditions would develop such a trait.

Besides the shifting colour means of communication, a stoneblight exudes differing pheremones and scents that correspond with certain conditions, such as a musky scent for "danger" or a spicy smell for "prey." These pheremones can be detected through rock by other stoneblights. If potential victims had accute enough senses, they may be able to detect and confirm the presence of gathering stoneblights before it is too late.

Stoneblights are native to the Elemental Plane of Earth and speak no known language, although they have no problems communicating with other stoneblights.

Combat
Stoneblights feed almost exclusively on organic material, which they dissolve to a soupy mush with their acidic slime. The unique nature of the slime dissolves organic materials, such as wood or flesh, but does not harm metallic or glass objects, such as potions or metal armour. While scholars initially believed that this trait would lead to groups of xorns congregating around areas where stoneblights dwell, but this has been proven to not be the case by intrepid and daring researchers. Stoneblights are predators native to the Elemental Plane of Earth and as such, they are adapted primarily to hunt other creatures from the stoneblights' native plane.

Stoneblights hunt for food using ambush techniques. Fast and stealthy, they strike quickly and retreat back into the very rock itself. They pass through areas of rock several times to weaken the it with their earth-rot ability, then they wait for prey to walk under weakened cave ceilings or for a burrowing creature to pass through the weakened rock. Stoneblights then cause the weakened rock to cave-in, either crushing walking victims beneath the rubble or stunning burrowing creatures. Once a victim is trapped beneath the cave-in, a stoneblight will drop upon it, passing through the rock to reach its prey. Using its acid, it will disolve the trapped creature and absorb the resulting residue directly through its skin. Stoneblights prefer the flesh of xorn, but they are opportunistic and will pursue other prey if it presents itself.

A stoneblight will stake out areas with phosphorescent mold or other areas with dim lighting, it they have learned these areas are frequented by sighted prey.

Acid (Ex): The creature secretes a digestive acid that dissolves organic material quickly, but does not affect metal or glass. Any melee hit deals acid damage, and the opponent’s organic objects (most clothing, paper, skin, hide) dissolve and become useless immediately unless they succeed on DC 12 Reflex saves. A wooden (or any non-metallic) weapon that strikes a stoneblight also dissolves immediately unless it succeeds on a DC 12 Reflex save. The save DCs are Constitution-based. A stoneblight's acid damages stone and objects made from stone (such as stone plate or stone weapons) normally but has no special effects against them (i.e. a stone hammer striking a stoneblight takes 1d6 acid damage but otherwise does not have to save against instant dissolution).

Cave-in (Ex): As a full-round action, a stoneblight cause areas of weakened stone to collapse, this subjects those beneath the weakened areas to be exposed to the dangers of a save-in described in the DMG (referenced below). A burrowing creature (such as a xorn) caught within the rock that a stoneblight caves in is stunned automatically for 1 round, just as if a move earth spell were cast upon it and it failed its save. A solitary stoneblight can only affect up to 20 cubic feet of weakened rock a round. Multiple stoneblights often work in concert to trap large or numerous prey.

Blind (Ex): A stoneblight is permenantly blind, nothing can change or restore sight to them, as they never could see in the first place. However, a stoneblight has several abilities that compensate for its lack of sight.

Earth-glide (Ex): A stoneblight can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing stoneblight flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth-rot (Su): A stoneblight has the power to weaken and rot rocks and stone; creatures with the Earth subtype are also vulnerable to a stoneblight's mere touch. Rock touching a stoneblight, either through contact or because a stoneblight passed through it, immediately loses 2d4 hardness and takes acid damage (1d6). Magical stone may make a DC 12 Fort save to avoid this rotting (save is Con based), this superecedes the rules for striking a stoneblight found within its Acid special attack heading. A creature with the Earth subtype, such as an earth elemental or a xorn, is subject not only to the acid that a stoneblight exudes (1d6 acid damage), but also takes 2d6 points of Con damage.

Ooze-traits (Ex): Immunity to poison, sleep effects, paralysis, polymorph, and stunning. A stoneblight is also not subject to critical hits or flanking.

Synesthete (Su): At will, as the psionic power synesthete (http://www.d20srd.org/srd/psionic/powers/synesthete.htm) , with the following exceptions. A stoneblight's entire body counts as its face for the purposes of this power. Despite being blind, a stoneblight's eyes count as being "functioning normally," meaning that if it chooses to feel light, it gains the +4 bonus to Spot checks.

Skills: A stoneblight has a +8 racial bonus on all Climb checks. The stoneblight must make a Climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10 even if rushed or threatened while climbing. A stoneblight also has a +4 racial bonus to Search checks when combing areas of collapsed rubble for crushed victims. **A stone blight may only have one of these numbers at a time, either the bonus to Listen or to Spot. A stoneblight may switch between feeling light or feeling sound as a swift action as per the synesthete power.


****

Cave-Ins and Collapses (CR 8)
Cave-ins and collapsing tunnels are extremely dangerous. Not only do dungeon explorers face the danger of being crushed by tons of falling rock, even if they survive they may be buried beneath a pile of rubble or cut off from the only known exit. A cave-in buries anyone in the middle of the collapsing area, and then sliding debris damages anyone in the periphery of the collapse. A typical corridor subject to a cave-in might have a bury zone with a 15-foot radius and a 10-foot-radius slide zone extending beyond the bury zone. A weakened ceiling can be spotted with a DC 20 Knowledge (architecture and engineering) or DC 20 Craft (stonemasonry) check. Remember that Craft checks can be made untrained as Intelligence checks. A dwarf can make such a check if he simply passes within 10 feet of a weakened ceiling.

A weakened ceiling may collapse when subjected to a major impact or concussion. A character can cause a cave-in by destroying half the pillars holding the ceiling up.

Characters in the bury zone of a cave-in take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried. Characters in the slide zone take 3d6 points of damage, or no damage at all if they make a DC 15 Reflex save. Characters in the slide zone who fail their saves are buried.

Characters take 1d6 points of nonlethal damage per minute while buried. If such a character falls unconscious, he must make a DC 15 Constitution check. If it fails, he takes 1d6 points of lethal damage each minute thereafter until freed or dead.

Characters who aren’t buried can dig out their friends. In 1 minute, using only her hands, a character can clear rocks and debris equal to five times her heavy load limit. The amount of loose stone that fills a 5-foot-by-5-foot area weighs one ton (2,000 pounds). Armed with an appropriate tool, such as a pick, crowbar, or shovel, a digger can clear loose stone twice as quickly as by hand. You may allow a buried character to free himself with a DC 25 Strength check.
R.M.G.C.L.F.

02-05-06, 02:54 PM
The contrast of CR8 and CR3 does not seem good. If it has such a powerful ability, you need to assume it will be used. If you set it at CR8, then you have a terrible vulnerable creautre. The whole encounter will hinge on an attack roll or two.
Wyrd Bearer

02-05-06, 03:34 PM
Yeah, that was bothering me as well, I suppose advancing the creature a few HD steps and boosting its special abilities could accomplish the change. I'll post revisions after the superbowl or tomorrow after classes. Beyond the CR inconsistencies, does the creature seem balanced in other respects?