Dune Stalker [Archive] - Wizards Community

Post/Author/DateTimePost
BarrokTheBlack

11-27-04, 07:39 AM
this was designed as a monster for a desert campaign I was running. hope you enjoy

Dune Stalker
Type: Large Ooze
Hit Die:8d10 + 24
Initiative: 0
Speed: 15'
AC: 17 (-1 size +8 Natural Armour)
Attacks: Slam +6
Damage: 3d4+2 and 1d6 Acid
Face/Reach: 5'*5'/10'
Special Attacks: Improved Grab, Acid, Constrict 3d4+2 and 1d6 Acid
Special Qualities: Immunity to Fire, Blind sight, Ooze, Camouflage
Saves: Fort +6, Ref +2, Will +3
Abilities: Str 15, Dex 11, Con 16, Int -, Wis 13, Cha 10
Skills: Survival +6, Spot +6, Hide +6
Feats: Track
Climate/Terrain: Desert
Organisation: Solitary or group (2-5)
Challenge: 8
Treasure: None
Alignment: Always Neutral


A large rolling sliding carpet of sand flows over the desert floor, always hungry. The Dune Stalker is a distant cousin of the Grey Ooze but is larger and deadlier than its cousin, luckily its rarity has made it a creature more of legend, though adventurers have sometimes been unfortunate to have been chased oiver the dunes by families of them.

COMBAT
Improved Grab (EX): To use this ability the Dube Stalker must hit with its slam attack. If it gets hold it can constrict.
Acid (EX): a Dune Stalker secretes a digestive acid that quickly disolves only organic matter . Any melee attack deals acid damage.
Constrict (EX): A Dune Stalker deals automatic slam and aciddamage with a successful grappley check.
Blindsight (EX): The Dune Stalker's body is primitive sensory organ that can ascertain prey by scent and vibration within 60'.
Ooze: Immune to mind influencing effects, poison,sleep, paralysis stunning and polymorphing. Not subject to Critical hits
Camouflage (EX): It takes a successful Spot Check (DC18) to recognise a motionless Dune Stalker for what it actualy is. Only works when the dune stalker is on sand.