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smoke prism
2013-04-30, 01:32 PM
Squidie
Medium aberration (psionic,aquatic)
HD: 10d8+50 (95 HP)
Speed: swim40 ft
Initiative: 6 (bonuse form Improved Initiative factored in)
Armor Class: 18 (+2 Dex, +6 natural) ; touch 12; flat-footed 16
Base Attack/Grapple +7/+11
Standard attack: tentacle+11 (1d6+6+poison )
Full attack: 10 tentacle+11 (1d6+6+poison )
Space/Reach: 5 ft/5 ft
Special Attacks:poison, mind numbing fog, ink cloud, improved grab, psi-like abilities
Special Qualities:darkvison 60 ft, blindsight 60 ft, regeneration 10
Saves Fort +10 Ref +5 Will +9
Abilities Str 18, Dex 15, Con 21, Int 19, Wis 15, Cha 22
Skills: swim 17, Autohypnosis 15, Concentration 18, Knowledge (psionics) 17, Spot 15, Diplomacy 19
Feats: Combat Expertise, Endurance, Improved Disarm, Improved Initiative, Great Fortitude
Environment: underwater
Organization: solo, pair or city (10-15)
Challenge Rating:11
Treasure: Standered
Alignment: usually neutral good
Advancement: 11-15 (medium), 16-20 (large)
Level Adjustment: -

Description
YET TO COME...

Combat

Poison(Ex): Injury, fortitude DC 20, initial and secondary damage 2d10 con . The save DC is con based.

Mind numbing fog (Ex): As a full round action the squidie can relese a 10 feet high by 10 feet wide by 10 feet long. This abilty functions like the confusion spell, with a DC 20 and lasts for 1 minute.

Ink cloud (Ex): A squidie can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, wich the squides normal uses to escape a losing fight. All vision with in the cloud is obscured

Improved grab (Ex): To use this ability, an octopodes must hit witj a tentacle attack, it can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Psi-like abilities: 3/day: Hail of crystals (DC 21), Detect hostile intent (DC 18), telekinetic thrust (DC 19). At will: mind thrust (DC 17), internal armor (DC 17), Energy bolt (DC 19), Crystal shards (DC17). Manifester level 10th. The save DCs are cha based.

regeneration(Ex): Acid deal normal damage to a Squidie. If a Squidie, loses a limb or body part, the lost portion regrows in 2d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Racial skills(Ex): A Squidie. has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Glimbur
2013-05-01, 04:59 PM
How are you getting a 16 initiative? I count +2 from Dex and +4 from Improved Initiative, for a total of +6. Are you using a variant rule where everyone takes 10 on initiative? Normally initiative is a d20 plus modifiers.

I'm certain you will get more help, but that's something that jumped out at me.

smoke prism
2013-05-01, 05:15 PM
How are you getting a 16 initiative? I count +2 from Dex and +4 from Improved Initiative, for a total of +6. Are you using a variant rule where everyone takes 10 on initiative? Normally initiative is a d20 plus modifiers.

I'm certain you will get more help, but that's something that jumped out at me.


Nothing as complicated as custom rules, no it's just a error on my end. Thanks for pointing it out, consider it fixed.