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View Full Version : three for the price of one! [monsters]



reorith
2007-12-21, 01:24 AM
the razorlings live in a small tribe in the great catacombs beneath the remains of the once great city-state ald-ir. they eat refuse and dead animals. razorbrutes fight visciously as they are the first line of defense for their tribe. razorlings speak lacer(the language of razors, spikes and dread spikes).

the razorbrute

razorbrute
size/type: huge magical beast(earth)
hit dice: 22d10 (121 hp)
initiative: +1
speed: 40feet (8 squares)
armor class: 18, touch 9, flat-footed 17 (-2 size, +1 dex, +9 natural)
base attack/grapple: +22/+37
attack: claw +27 melee (3d6+8)
full attack: 2 claws +27 melee (3d6+8)
space/reach: 15 ft./15 ft.
special attacks: awesome blow, rend (3d6+14)
special qualities: tremorsense, darkvision out to 60 feet.
saves: fort +13, ref +14, will +5
abilities: str 25, dex 13, con 10, int 10, wis 10, cha 6
skills:
spot +7 (5 ranks +2 alertness)
hide +9 (10 ranks +1 dex -2 size)
jump +26 (15 ranks +7 str +4 speed)
listen +7 (5 ranks +2 alertness)
survival +12 (10 ranks +2 racial)
feats:
alertness, awesome blow, improved bull rush, improved natural attack improved sunder, improved overrun, power attack, track
enviroment: underground
organization: tribes (1-4 razorbrutes, 2-8 shardlings, 3-18 slivlings)
challange rating: 8
treasure: double goods
alignment: neutral
advancement: -
level adjustment: —

awesome blow(ex) as a standard action, a razorbrute may choose to subtract 4 from its melee attack roll and deliver an awesome blow. if the razorbrute hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a reflex save (dc = damage dealt) or be knocked flying 10 feet in a direction of the attacking creature’s choice and fall prone. the attacking razorbrute can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. if an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

tremorsense(ex)
a razorbrute automatically senses the location of anything that is in contact with the ground and within range. if no straight path exists through the ground from the creature to those that it’s sensing, then the range defines the maximum distance of the shortest indirect path. it must itself be in contact with the ground, and the creatures must be moving. as long as the other creatures are taking physical actions, including casting spells with somatic components, they’re considered moving; they don’t have to move from place to place for a creature with tremorsense to detect them.
rend(ex)if a razorbrute hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. this attack automatically deals an additional 2d6+9 points of damage.

+2 racial bonus on survival

the shardling

shardling
size/type: medium magical beast(earth)
hit dice: 11d10 (60 hp)
initiative: 0
speed: 20 feet (4 squares)
armor class: 14, touch 10, flat-footed 14 (+4 natural)
base attack/grapple: +11/+14
attack: claw +14 melee (1d8+3)
full attack: 2 claws +14 melee (1d8+3)
space/reach: 5 ft./5 ft.
special attacks:
special qualities: tremorsense, darkvision out to 60 feet.
saves: fort +7, ref +7, will +1
abilities: str 16, dex 10, con 10, int 10, wis 8, cha 6
skills:
hide +8 (8 ranks)
jump +13 (10 ranks +3 str)
survival +11 (10 ranks -1 wis +2 racial)

feats: improved bull rush, improved natural attack, power attack, track
enviroment: underground
organization: tribes (1-4 razorbrutes, 2-8 shardlings, 3-18 slivlings)
challange rating: 4
treasure: standard
alignment: neutral
advancement: by size
level adjustment: —

darkvision (ex)
darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. darkvision is black and white only (colors cannot be discerned). it does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. likewise, darkvision subjects a creature to gaze attacks normally. the presence of light does not spoil darkvision.

tremorsense(ex) a shardling automatically senses the location of anything that is in contact with the ground and within range. if no straight path exists through the ground from the creature to those that it’s sensing, then the range defines the maximum distance of the shortest indirect path. it must itself be in contact with the ground, and the creatures must be moving. as long as the other creatures are taking physical actions, including casting spells with somatic components, they’re considered moving; they don’t have to move from place to place for a creature with tremorsense to detect them.

+2 racial bonus to survival

the slivling

slivling
size/type: tiny magical beast (earth)
hit dice: 5d10 (27 hp)
initiative: 0
speed: 20 feet (4 squares)
armor class: 14, touch 12, flat-footed 14 (+2 size, +2 natural)
base attack/grapple: +5/-4
attack: ?? +6 melee /
full attack: +6
space/reach: 2½ ft./0 ft.
special attacks: —
special qualities: tremorsense, darkvision out to 60 feet.
saves: fort +4, ref +4, will -1
abilities: str 13, dex 10, con 10, int 10, wis 6, cha 6

skills:
jump +9,
survival +8

feats: power attack, track.
enviroment: ??
organization: tribes (1-4 razorbrutes, 2-8 shardlings, 3-18 slivlings)
challange rating: 2
treasure: 1/2 standard
alignment: neutral
advancement: by size
darkvision (ex)
darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. darkvision is black and white only (colors cannot be discerned). it does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. likewise, darkvision subjects a creature to gaze attacks normally. the presence of light does not spoil darkvision.

tremorsense(ex) a slivling automatically senses the location of anything that is in contact with the ground and within range. if no straight path exists through the ground from the creature to those that it’s sensing, then the range defines the maximum distance of the shortest indirect path. it must itself be in contact with the ground, and the creatures must be moving. as long as the other creatures are taking physical actions, including casting spells with somatic components, they’re considered moving; they don’t have to move from place to place for a creature with tremorsense to detect them.
rend(ex)
+2 racial bonus on survival checks