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starwoof
2006-05-19, 10:01 PM
Wild Ear Swarm
Fine Aberration
HD: 9d8 (36 hp)
Init: +9
Speed: Fly 40 ft (Perfect)
AC: 23 (+8 size, +5 dex), touch 23, flat-footed 18
Attack: Swarm 2d6
Full Attack: Swarm 2d6
Special Attacks: Cone of Wax
Special Qualities: Swarm Traits, sonic vulnerability, Blindsight 60 ft
Abilities: Str 1, Dex 18, Con 10, Int 2, Wis 10, Cha 6
Saves: Fort +3, Ref +10, Will +6
Skills: Hide +18, Listen +32
Feats: Improved Init, Ability focus (Wax), Lightning reflexes
Environment: Any land, underground, and starwoof’s house
CR: I really have no clue
Treasure: None
Alignment: Always neutral

Wild Ear Swarms were created by the wizard starwoof completely on accident. While showing a ranger several spells to summon different sorts of animals, he mispronounced the word ‘bear’ as ‘ear’. Much amusement was had by the people present, as the spell conjured a swarm of ears. An individual Ear is neither left nor right, but instead is symmetrical. They can live anywhere, but starwoof keeps several hundred thousand ears near his home to stop the attacks from those damn ninjas.

Cone of Wax (Ex): Once per round, a wild ear swarm can fire a 60 foot cone of wax. The cone does no damage, but coats the targets in sticky, smelly earwax. The first time a creature is affected by the cone, he takes a –1 penalty to attack rolls, reflex saves, and AC. The second time these penalties increase to –2, up to a maximum of –5. The reflex DC to avoid is 17.

Sonic Vulnerability: Being ears, the swarm takes double damage from all sonic based attacks.

Blind: Wild ears are blind, though they do have blindsight.In additon they have a +20 racil bonus to listen checks.

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This heres a starwoof brand wild ear!

EDITS: Fixed for listen.

The_Snark
2006-05-19, 10:22 PM
You forgot the massive racial bonus to Listen checks.