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| BarrokTheBlack11-27-04, 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. |