PDA

View Full Version : Snallith [3.5] [PEACH]



kinem
2013-11-02, 01:04 PM
Snallith
Size/Type: Medium Outsider [Evil]
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 16 (+2 natural, +4 chain shirt), touch 10, flat-footed 15
Base Attack/Grapple: +2/+3
Attack: Longsword +3 melee (1d8+1/19-20) or tentacle +3 incorporeal touch (1 Strength damage)
Full Attack: Longsword +3 melee (1d8+1/19-20) and tentacle +3 incorporeal touch (1 Strength damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Strength damage, spell-like abilities, Darkfinger 3/day
Special Qualities: Darkvision 60 ft., outsider traits, ability damage resistance 1
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 13, Dex 10, Con 13, Int 10, Wis 11, Cha 12
Skills: Listen +5, Spellcraft +5, Spot +5, Knowledge (planes) +5, Intimidate +6, Hide +5, Move Silently +5, Survival +5, Jump +5
Feats: Weapon Focus (tentacle), Spell Penetration[B], Multiattack[B], Improved Multiattack[B]
Environment: Any (Lower Outer Planes)
Organization: Solitary, pair, band (3-9), or army (10-1000)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By character class
Level Adjustment: +1

A snallith is a creature of fiendish origin, and looks roughly humanoid, with dull grey scales and no hair. Its most striking feature is that its left arm trails off into an incorporeal tentacle. Some of them find their way to the material plane, and often prefer to stay there. Snalliths speak Abyssal, Common, and Infernal.

Though most snalliths are evil, some of them - especially those who have spent time among other races - come to a less selfish view of life, and cooperate with others and even help them. Even these tend to be somewhat greedy.

Spell-like abilities: Each can be used 3/day -
detect magic, message, ray of enfeeblement, silent image (Will DC 12 disbelief if interacted with), protection from good,
lesser confusion (can be cast normally or as a touch attack; Will neg DC 12),
chill touch (can be cast as part of a tentacle attack during an attack or full attack, without drawing an attack of opportunity; Fort partial or Will negates, DC 12),
Caster level 2 (as HD); save DCs are Charisma-based. Spell penetration applies to these abilities.

Tentacle (Ex)
The snallith's incorporeal tentacle can be used to make an incorporeal touch attack that deals 1 point of Strength damage. It uses its Dex modifier for this attack. This could be used to deliver a touch spell or spell-like ability in addition to the Strength damage. The snallith can use his tentacle to hold a touch spell charge (or that for his chill touch), attacking normally with a weapon in his hand while using his tentacle to deliver the touch attacks. If delivering a beneficial touch spell, the snallith can forgo causing Strength damage. A snallith can make attacks of opportunity using either his tentacle or his hand (or the weapon he holds, if applicable).

Strength Damage (Su)
The tentacle attack deals 1 points of Strength damage to a living foe. Strength damage is doubled on a critical hit.

Darkfinger (Ex)
3/day as a standard action, a snallith can extend his tentacle up to 250, which can be used to make one attack with it as if his reach were that long. This could also be used to deliver a touch spell or spell-like ability in addition to the Strength damage, and can be used while casting it, counting as a single standard action. If delivering a touch spell or spell-like ability, increase the DC by 3 for this attack. If delivering a beneficial touch spell, the snallith can forgo causing Strength damage.

Ability damage resistance (Ex): Whenever a snallith is subject to ability damage or drain, the amount of damage or drain taken is reduced by 1 (to a minimum of zero).

Snalliths breathe, but do not need to drink, eat, or sleep (although they can do so if they wish). They do not age or die of old age. As outsiders, raise dead does not work on them, although other spells such as limited wish or true resurrection can raise them from the dead.

Debihuman
2013-11-02, 05:10 PM
I'm not a big fan of incorporeal touch attacks from creatures that don't have the incorporeal subtype. I

Incorporeal physical attacks do not normally affect creatures that are on the Prime Material Plane. So the touch would have no effect unless the PCs were on the Ethereal Plane OR the creature can manifest the attacks.

Also, if it uses it touch with a longsword, it still takes the -5 penalty to hit. Natural weapons always are treated as secondary weapons when used with a manufactured weapon.

Full Attack: Longsword +3 melee (1d8+1/19-20) and tentacle -2 incorporeal touch (1 Strength damage)

First of all, Strength damage is not the special attack. Draining Touch is. See for example a ghost for how this properly done.

Also, since most PCs can't cause drain or damage ability, that special quality is wasted. Give it Damage Reduction 1/magic instead.

Special Attacks: Darkfinger 3/day, draining touch, spell-like abilities
Special Qualities: Damage resistance 1/magic, darkvision 60 ft., outsider traits

Debby

kinem
2013-11-02, 06:39 PM
Always good to get feedback from you Debby. Thanks.


I'm not a big fan of incorporeal touch attacks from creatures that don't have the incorporeal subtype.

Strange, but to each their own. It's an unusual ability, of course :smallcool:


Incorporeal physical attacks do not normally affect creatures that are on the Prime Material Plane. So the touch would have no effect unless the PCs were on the Ethereal Plane OR the creature can manifest the attacks.

You must be thinking of ghosts, Debby. They work differently from other incorporeal creatures.

Incorporeal touch attacks work normally on any plane. They have absolutely nothing to do with the ethereal plane, and there is no such thing as 'manifestation' for most incorporeal creatures. Ghosts can manifest; wraiths and the rest can not and don't need to; they are already on the Prime Material or whatever, just incorporeal.


Also, if it uses it touch with a longsword, it still takes the -5 penalty to hit. Natural weapons always are treated as secondary weapons when used with a manufactured weapon.

That is a good point but not my intention so I'll add appropriate bonus feats.


Strength damage is not the special attack. Draining Touch is. See for example a ghost for how this properly done.

Strength damage is the effect of the attack. See for example the shadow (http://www.d20srd.org/srd/monsters/shadow.htm) for how it is normally done.


Also, since most PCs can't cause drain or damage ability, that special quality is wasted.

Not at all. Some PC abilities can cause ability damage, but more notable is the fact that they can't normally damage each others' strength. That has effects on their society.

Perhaps more importantly, these things have an LA. They are meant to be a playable race. I am interested in thoughtful opinions on how balanced they are.