Scorpina
2006-04-21, 12:21 PM
The Stitched:
A pathcwork looking creature shambles towards you. It has the same vague shape as a humanoid, larger than a human and about the same size of an orc - perhaps that's where the torso came from, as the being seems to be made of the badly sewn together bodyparts of various different kinds of humanoids. It's left ear is distinctly elven, while the entire right side of it's face seems to have once belonged to a dwarf. The creature, it's voice a tortured warble, seems to be casting some kind of spell...
Sewn together from the body parts of countless dead humanoids by demented wizards, the appearences of the Stitched vary greatly. While one might have the arms of a drow, the legs of a goblin and the head and torso of a minotaur, another might have the entire left half of dwarf and the right of a hobgoblin. Inspite of these very varied appearences, all Stitched fall into one of three categories: Blasters, Zappers and Hiders.
Blaster
Size/Type: Medium Construct
Hit Dice: 5d10 (25 hp)
Initiative :+5
Speed:30 ft. (6 squares)
Armour Class: 14 (+3 natural, +1 Dex ), touch 11, flat-footed 13
Base Attack/Grapple:+3/+6
Attack: Slam +7 melee (1d6+6)
Full Attack: Slam +7 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Construct traits, Darkvision 60 ft., light sensitivity
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 18, Dex 12, Con - , Int 8, Wis 7, Cha 14
Skills: Listen +4, Spot +4
Feats: Alertness, Improved Initiative
Environment: Any
Organization: Gang (2-4)
Challenge Rating: 3
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +4
Blasters tend to be slightly larger than either Zapper's or Hiders, and tend to have a more violent temprament than either. They tend to rush headlong into combat, often begining with their fireball ability and simply attacking anyone left standing afterwards.
Light Sensitivity (Ex)
Blasters are dazzled in bright sunlight or within the radius of a daylight spell.
Spell-Like Abilities:
Blasters can use Fireball once per day as a fifth level caster.
Zapper
Size/Type: Medium Construct
Hit Dice:1d10 (5 hp)
Initiative:+0
Speed:30 ft. (6 squares)
Armour Class: 13 (+3 natural ), touch 10, flat-footed13
Base Attack/Grapple:+0/+3
Attack: Slam +3 melee (1d6+4)
Full Attack: Slam +3 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Construct traits, Darkvision 60 ft., light sensitivity
Saves: Fort +1, Ref +0, Will +0
Abilities: Str 17, Dex 11, Con -. Int 8, Wis 7, Cha 14
Skills: Listen +1, Spot +1 Feats: Alertness
Environment: Temperate hills
Organization: Gang (2-4)
Challenge Rating: 2
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +4
Zappers, smaller even than Hiderss, are less prone to violence than either of their larger counterparts. While they will not rush to engage foes, as Blasters will, they are not so quick to avoid combat as the Hiders. They tend to fight with their slam attacks first, using shocking grasp only when foes prove resistant to physical violence.
Light Sensitivity (Ex)
Zappers are dazzled in bright sunlight or within the radius of a daylight spell.
Spell-Like Abilities:
Zappers can use Shocking Grasp three times per day as a first level caster.
Hider
Size/Type: Medium Construct
Hit Dice:3d10 (15 hp)
Initiative:+3 Speed:30 ft. (6 squares)
Armour Class: 13 (+3 natural ), touch 10, flat-footed13
Base Attack/Grapple:+2/+3
Attack: Slam +5 melee (1d6+1)
Full Attack: Slam +5 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Construct traits, Darkvision 60 ft., light sensitivity
Saves: Fort +1, Ref +3, Will +0
Abilities: Str 11, Dex 17, Con -, Int 8, Wis 7, Cha 14
Skills: Listen +3, Move Silently +3
Feats: Alertness, Weapon Finesse
Environment: Temperate hills
Organization: Gang (2-4)
Challenge Rating: 2
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +4
Hiders, while tending to by physically bigger than Zappers and smaller than Blasters, are the least prone to combat of all the Stitched. While they will defend their homes, typically by attacking from the cover of invisilibilty and then retreating, they are more prone to flee from combat than rush into it.
Light Sensitivity (Ex)
Hiders are dazzled in bright sunlight or within the radius of a daylight spell.
Spell-Like Abilities:
Hiders can use Invisibility twice per day as a first level caster.
A pathcwork looking creature shambles towards you. It has the same vague shape as a humanoid, larger than a human and about the same size of an orc - perhaps that's where the torso came from, as the being seems to be made of the badly sewn together bodyparts of various different kinds of humanoids. It's left ear is distinctly elven, while the entire right side of it's face seems to have once belonged to a dwarf. The creature, it's voice a tortured warble, seems to be casting some kind of spell...
Sewn together from the body parts of countless dead humanoids by demented wizards, the appearences of the Stitched vary greatly. While one might have the arms of a drow, the legs of a goblin and the head and torso of a minotaur, another might have the entire left half of dwarf and the right of a hobgoblin. Inspite of these very varied appearences, all Stitched fall into one of three categories: Blasters, Zappers and Hiders.
Blaster
Size/Type: Medium Construct
Hit Dice: 5d10 (25 hp)
Initiative :+5
Speed:30 ft. (6 squares)
Armour Class: 14 (+3 natural, +1 Dex ), touch 11, flat-footed 13
Base Attack/Grapple:+3/+6
Attack: Slam +7 melee (1d6+6)
Full Attack: Slam +7 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Construct traits, Darkvision 60 ft., light sensitivity
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 18, Dex 12, Con - , Int 8, Wis 7, Cha 14
Skills: Listen +4, Spot +4
Feats: Alertness, Improved Initiative
Environment: Any
Organization: Gang (2-4)
Challenge Rating: 3
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +4
Blasters tend to be slightly larger than either Zapper's or Hiders, and tend to have a more violent temprament than either. They tend to rush headlong into combat, often begining with their fireball ability and simply attacking anyone left standing afterwards.
Light Sensitivity (Ex)
Blasters are dazzled in bright sunlight or within the radius of a daylight spell.
Spell-Like Abilities:
Blasters can use Fireball once per day as a fifth level caster.
Zapper
Size/Type: Medium Construct
Hit Dice:1d10 (5 hp)
Initiative:+0
Speed:30 ft. (6 squares)
Armour Class: 13 (+3 natural ), touch 10, flat-footed13
Base Attack/Grapple:+0/+3
Attack: Slam +3 melee (1d6+4)
Full Attack: Slam +3 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Construct traits, Darkvision 60 ft., light sensitivity
Saves: Fort +1, Ref +0, Will +0
Abilities: Str 17, Dex 11, Con -. Int 8, Wis 7, Cha 14
Skills: Listen +1, Spot +1 Feats: Alertness
Environment: Temperate hills
Organization: Gang (2-4)
Challenge Rating: 2
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +4
Zappers, smaller even than Hiderss, are less prone to violence than either of their larger counterparts. While they will not rush to engage foes, as Blasters will, they are not so quick to avoid combat as the Hiders. They tend to fight with their slam attacks first, using shocking grasp only when foes prove resistant to physical violence.
Light Sensitivity (Ex)
Zappers are dazzled in bright sunlight or within the radius of a daylight spell.
Spell-Like Abilities:
Zappers can use Shocking Grasp three times per day as a first level caster.
Hider
Size/Type: Medium Construct
Hit Dice:3d10 (15 hp)
Initiative:+3 Speed:30 ft. (6 squares)
Armour Class: 13 (+3 natural ), touch 10, flat-footed13
Base Attack/Grapple:+2/+3
Attack: Slam +5 melee (1d6+1)
Full Attack: Slam +5 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Construct traits, Darkvision 60 ft., light sensitivity
Saves: Fort +1, Ref +3, Will +0
Abilities: Str 11, Dex 17, Con -, Int 8, Wis 7, Cha 14
Skills: Listen +3, Move Silently +3
Feats: Alertness, Weapon Finesse
Environment: Temperate hills
Organization: Gang (2-4)
Challenge Rating: 2
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +4
Hiders, while tending to by physically bigger than Zappers and smaller than Blasters, are the least prone to combat of all the Stitched. While they will defend their homes, typically by attacking from the cover of invisilibilty and then retreating, they are more prone to flee from combat than rush into it.
Light Sensitivity (Ex)
Hiders are dazzled in bright sunlight or within the radius of a daylight spell.
Spell-Like Abilities:
Hiders can use Invisibility twice per day as a first level caster.