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Cornugon
2006-08-26, 04:52 PM
Entrancer
Medium Aberration
Hit Dice: 3d8+3 (16 hp)
Initiative: +8
Speed: 40 ft.
Armor Class: 16 (+4 dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/+1
Attack: Claw +6 (1d4-1 plus dazing touch)
Full Attack: 2 Claws +6 (1d4-1 plus dazing touch)
Space/Reach: 5ft./5ft.
Special Attacks: Dazing touch
Special Qualities: Darkvision 60ft., telepathy 60ft.
Saves: Fort +2, Ref +5, Will +4
Abilities: Str 8, Dex 18, Con 12, Int 8, Wis 12, Cha 16
Skills: +11 Hide, +11 Move Silently, +12 Jump
Feats: Improved Initiative, Weapon Finesse
Environment: Underground
Organization: Solitary, Pack (3-6), Hunt (10-20)
Challenge Rating: 2
Treasure: Standard
Alignment: Always NE
Advancement: 5-8 HD (Medium), 9-12 (Large)
Level Adjustment: -

Out of the shadows leaps a lithe creature with the front half of a cat and rear half of a snake. Its skin is a deep colored leather that is covered in sickly mucus, and its two feet end in wicked claws. It screams in your mind, and you realize it has no mouth.
Entrancers are strange abberations that cloud the minds of their prey, making them unable to move. They generally hide out of sight in the dark spots of the earth, jumping out with surprising speed and agility to strike at opponents. They appear as a strange mix of cat and snake, with a feline head that lacks any mouth or nose. Entrancers are covered in a sticky mucus covered hide that allows them to move quite quickly over the ground. It is rumoured they feed off the pain and suffering of the last thoughts of their victims.

Entrancers do not speak, but communicate through telepathy with each other and only with each other. A typical entrancer measures about 5 feet in length and weighs only 50 pounds.

Combat
An entrancer typically sits in wait for prey, then leaps out and strikes quickly. It withdraws quickly if wounded for more than a few points of damage. It typically tries to single out opponents, thus making them nearly helpless thanks to its dazing touch ability.

Dazing Touch (Su): Any opponent struck by an entrancer’s claws must make a DC 16 fortitude save or be dazed for one round. This ability does not work on creatures with 6 or more Hit Dice, this maximum increases by 1 Hit Die for every 2 Hit Dice an entrancer gains. It is Mind-Affecting Compulsion effect. The DC is charisma based, and includes a +2 racial bonus.

Skills: Entrancers receive a +4 racial bonus on Hide and Move Silently Checks, and a +8 racial bonus on Jump and Balance checks. They may use their Dexterity modifier instead of their Strength modifier for Jump checks.

[hr]

The poor, poor single rogue that goes ahead scouting and finds this.

asromta
2006-08-26, 04:59 PM
....Hit Dice, and increases by 1 Hit Die for every 2 Hit Dice an entrancer gains.

Should this be ....Hit Dice, this maximum increases by 1 Hit Dice.... ?

Cornugon
2006-08-27, 01:05 AM
Uh, yes, that sounds much clearer, and was the intended meaning, changing it now.