Chissil (new aberration) [Archive] - Wizards Community

Post/Author/DateTimePost
kinem

04-17-05, 11:18 PM
Chissil

Medium-sized aberration
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 30’
Armor Class: 14 (+1 dex, +3 natural), touch 11, ff 13
BAB / Grapple: +1 / +2
Attack: Tentacle +2 melee (1d4+1+paralysis)
Full Attack: 2 tentacles +2 melee (1d4+1+paralysis)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Paralysis, spell-like abilities
Special Qualities: Darkvision 60’, SR 17, DR 5/slashing, resistant to poison, immune to paralysis
Saves: Fort +2, Reflex +1, Will +4
Abilities: STR 13, DEX 12, CON 15, INT 13, WIS 12, CHA 12
Skills: Spot +2, Listen +2, Move Silently +2, Hide +3, Concentration +2, Knowledge (dungeoneering) +6, Survival +6 (+8 underground)
Feats: Ability Focus (paralysis), Eschew Material Components [B]
Environment: Underground
Organization: Solitary, pair, band (3-12), or tribe (13-70)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Lawful Good
Advancement: 3-5 HD (medium), 6-12 HD (large)
Level adjustment: +3

Chissils are a strange race that lives in the underdark. A chissil has four tentacle-like legs, a tentacle-covered body, and two long tentacles in front that it uses to attack with. The coloration is gray or brown. They communicate by their own tentacle sign language.

Despite their strange appearance, which suggests kinship with evil-natured aberrations, chissils cooperate and help each other to survive and extend this attitude to other races if they are able to interact peacefully. They will flee a threat if possible, but will seek revenge if members of the band have been slain. Most chissil clerics worship Hieroneous, visualized as a giant chissil.

Combat:

In melee, a chissil strikes its foe with its front tentacles. They prefer to avoid combat, but when it is necessary, they try to soften up foes with ranged attacks first.

Paralysis (su): A creature struck by a front tentacle must make a save (Fort DC 14, Charisma based) or be paralyzed for 1d6+1 rounds.

Spell-like abilities (sp): 3/day: spider climb, acid splash; 1/day: acid arrow, fear (Will DC 15), invisibility, telepathic bond. The DC is charisma based and the caster level is equal to the chissil’s HD + class levels.

Resistant to poison (ex): A chissil receives a +8 racial bonus to Fortitude saves vs. poison.

Feats: A chissil with class levels that can cast spells gains Eschew Material Components as a bonus feat.
kinem

04-18-05, 11:30 AM
So what do you think - flavor, balance, ...?
Charles the druid

04-19-05, 07:39 PM
its sounds like it would make a good appitizer, yum calimaria
Soel Griffin

04-21-05, 03:01 AM
Nice to have another good or non-evil abby around. Would make a cool encounter, or a really different pc race!

It seems pretty good balance-wise, but I would suggest dropping Acid Arrow and Fear.They just don't jibe, for me, with this creature.

What does the main body look like? I would imagine a sort of onion-like pod-body with 2 vertical ovals for eyes, and a mouth located under the front tentacles...
kinem

04-21-05, 06:23 PM
Thanks Soel. I haven't fleshed out the looks of the main body (hard to see it under the tentacles), so that works fine. I'll use it if you don't mind.

It needs Acid Arrow and Fear. First of all, they add a bit to the 'creep factor' which it sorely needs to fit in with its fellow abberrations. If stupid humans think 'slimy = evil' or the like, they need a lesson.

Acid Arrow is its main ranged attack, and the best part is it ignores SR. When a mean old mindflayer comes around, the tribe needs it to send him packing.

Fear may sound 'evil' but actually it's a lot kinder and gentler to scare away an enemy than to kill him, isn't it?