Debihuman
2013-08-05, 03:16 PM
Cooties
Diminutive Vermin
Hit Dice: 1d8-1 (3 hp)
Initiative: +4
Speed: 5 ft. (1 square), Fly 10 ft. (perfect)
Armor Class: 18 (+4 size, +4 Dex), Touch 18, flat-footed 14
BAB/Grapple: +0/—
Attack: Bite +8 melee (disease)
Full Attack: Bite +8 melee (disease)
Space/Reach: 1 ft./0 ft.
Special Attacks: Disease
Special Qualities: Darkvision 60 ft., greater invisibility, mindless
Saves: Fort +1, Ref +4 Will +0
Abilities: Str 2, Dex 19, Con 8, Int —, Wis 10, Cha 12
Skills: Hide*+30, (+50 if not moving)
Feats: Weapon Finesse B
Environment: Urban
Organization: Usually paired (see text)
Challenge Rating: ¼
Treasure: None
Alignment: Always Neutral
Advancement: —
Level Adjustment: —
The adult cootie is a small, invisible, flying insect that spreads the cooties disease by a single imperceptible bite, dying immediately afterward. Cooties tend to be active only in the summer when people gather in groups for recreation and lie dormant the rest of the year.
Cooties that survive long enough to mate remain coupled until their death (anywhere from several hours to several days). Upon their death, the fertilized eggs are scattered by the wind until the following season. Because they are invisible, it takes a great deal of effort to spot one. Children, however, seem particularly adept at noticing cooties.
Combat
Cooties only bite in self-defense. As a result, cootie outbreaks are relatively rare.
Disease (Ex): A victim that is bitten by a cootie contracts the disease cooties and can spread it only to members of the opposite sex by touch. Creatures without gender are immune to cooties (as are Constructs, Oozes, Outsiders, Plants and Undead creatures). Adult creatures have a +4 Circumstance bonus to avoid the disease while children are most susceptible and take a -2 penalty to contract cooties. A successful Will save (DC 12) negates. The save DC is Charisma-based.
Incubation is extremely fast taking only 1d4 minutes. A victim of cooties takes -2 penalty to Diplomacy checks and is treated one-step worse on all attitude checks.
Cooties are extremely easy to cure, as any child will tell you. A punch in the arm will suffice. A punch to the arm is usually a non-lethal attack unless done by bullies and drunken hooligans. Treat a punch in the arm as an unarmed attack (as long as the puncher is not wearing gauntlets or using brass knuckles).
Greater Invisibility (Su): This ability is constant, allowing cooties to main invisible even when attacking. It works like greater invisibility (caster level 12th). This ability is not subject to the invisibility purge spell. A cootie is never visible, not even after it is killed. Due to their invisibility, cooties have a +20 bonus to Hide checks, which rises to +40 if they are immobile. Children have a +25 age bonus to notice cooties. As soon as target reaches young adult age, the bonus drops to +0. Nobody is sure why this happens.
Mindless: Cooties have no Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Skills: Cooties have a +2 racial bonus on Hide included in the stat block along with the bonuses from size, dexterity and invisibility.
Diminutive Vermin
Hit Dice: 1d8-1 (3 hp)
Initiative: +4
Speed: 5 ft. (1 square), Fly 10 ft. (perfect)
Armor Class: 18 (+4 size, +4 Dex), Touch 18, flat-footed 14
BAB/Grapple: +0/—
Attack: Bite +8 melee (disease)
Full Attack: Bite +8 melee (disease)
Space/Reach: 1 ft./0 ft.
Special Attacks: Disease
Special Qualities: Darkvision 60 ft., greater invisibility, mindless
Saves: Fort +1, Ref +4 Will +0
Abilities: Str 2, Dex 19, Con 8, Int —, Wis 10, Cha 12
Skills: Hide*+30, (+50 if not moving)
Feats: Weapon Finesse B
Environment: Urban
Organization: Usually paired (see text)
Challenge Rating: ¼
Treasure: None
Alignment: Always Neutral
Advancement: —
Level Adjustment: —
The adult cootie is a small, invisible, flying insect that spreads the cooties disease by a single imperceptible bite, dying immediately afterward. Cooties tend to be active only in the summer when people gather in groups for recreation and lie dormant the rest of the year.
Cooties that survive long enough to mate remain coupled until their death (anywhere from several hours to several days). Upon their death, the fertilized eggs are scattered by the wind until the following season. Because they are invisible, it takes a great deal of effort to spot one. Children, however, seem particularly adept at noticing cooties.
Combat
Cooties only bite in self-defense. As a result, cootie outbreaks are relatively rare.
Disease (Ex): A victim that is bitten by a cootie contracts the disease cooties and can spread it only to members of the opposite sex by touch. Creatures without gender are immune to cooties (as are Constructs, Oozes, Outsiders, Plants and Undead creatures). Adult creatures have a +4 Circumstance bonus to avoid the disease while children are most susceptible and take a -2 penalty to contract cooties. A successful Will save (DC 12) negates. The save DC is Charisma-based.
Incubation is extremely fast taking only 1d4 minutes. A victim of cooties takes -2 penalty to Diplomacy checks and is treated one-step worse on all attitude checks.
Cooties are extremely easy to cure, as any child will tell you. A punch in the arm will suffice. A punch to the arm is usually a non-lethal attack unless done by bullies and drunken hooligans. Treat a punch in the arm as an unarmed attack (as long as the puncher is not wearing gauntlets or using brass knuckles).
Greater Invisibility (Su): This ability is constant, allowing cooties to main invisible even when attacking. It works like greater invisibility (caster level 12th). This ability is not subject to the invisibility purge spell. A cootie is never visible, not even after it is killed. Due to their invisibility, cooties have a +20 bonus to Hide checks, which rises to +40 if they are immobile. Children have a +25 age bonus to notice cooties. As soon as target reaches young adult age, the bonus drops to +0. Nobody is sure why this happens.
Mindless: Cooties have no Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Skills: Cooties have a +2 racial bonus on Hide included in the stat block along with the bonuses from size, dexterity and invisibility.