The Vorpal Tribble
2008-02-29, 12:05 PM
Nibbleduck Swarm
http://i29.photobucket.com/albums/c273/AwakenedDreamer/RandomStuff/Nibbleduck.jpg
Tiny Animal (swarm)
Hit Dice: 5d8 HD (22 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 30 ft. (poor), swim 10 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +3/-
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, underfoot
Special Qualities: Half damage from slashing and piercing weapons, low-light vision, swarm traits
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 3, Dex 14, Con 10, Int 2, Wis 13, Cha 5
Skills: Listen +7, Spot +7, Swim +4
Feats: Alertness, Endurance
Environment: Temperate Aquatic
Organization: Swarm, Badling (2-3 swarms), Flock (4-8 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -
No one is quite certain what causes a nibbleduck swarm to form. Some say its from becoming crazed hunger, others say they are a special breed of carnivorous waterfowl. Whatever the reason they descend upon their unsuspecting prey and literally nibble them to death.
Nibbleducks are of all breeds and types, usually one swarm of the same flock, but on rare ocassions ducks of various flocks intermingle.
Combat
A nibbleduck swarm tends to circle from above, gauging their prey, and then plummet down and taking them by surprise.
Distraction (Ex): Any living creature vulnerable to a nibbleduck swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 12) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Underfoot (Ex): Trying to leave a nibbleduck swarm is difficult. Those within are automatically considered to be grappled, though the swarm cannot be grappled in turn. Trapped beings must make an opposed check to free themselves. A nibbleduck swarm is considered to be Large-sized, and uses their Dexterity modifier in place of strength and as such has a +9 modifier to their grapple check.
Skills: A nibbleduck swarm 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.
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Razorbill Nibbleduck Swarm
http://www.ducks.org/media/_global/_images/waterfowlGallery/Muscovy%20Duck.jpg
Tiny Animal (swarm)
Hit Dice: 9d8+18 HD (58 hp)
Initiative: +3
Speed: 20 ft. (2 squares), fly 40 ft. (poor), swim 20 ft.
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 13
Base Attack/Grapple: +6/-
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, underfoot, wounding
Special Qualities: Bloodthirsty, half damage from slashing and piercing weapons, low-light vision, swarm traits
Saves: Fort +7, Ref +9, Will +5
Abilities: Str 5, Dex 16, Con 12, Int 2, Wis 14, Cha 8
Skills: Listen +10, Spot +10, Swim +5
Feats: Alertness, Endurance, Improved Natural Attack (swarm)
Environment: Temperate Aquatic
Organization: Swarm, Badling (2-3 swarms), Flock (4-8 swarms)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -
Razorbill nibbleducks are the result of many generations of other nibbleducks interbreeding. These ducks instead of temporarily coming together to attack remain as a flock permanently and their bloodlust has been increased to a manic level
Razorbills appears as mishmash flock, sporting colors and types of a dozen different breeds of ducks. They are larger, leaner and in all ways more predatory than the lesser nibbleducks. Tiny, razor-sharp edges grow up from the edges of their bills and talons curve from their webbed toes.
Combat
Razorbill nibbleducks attack in much the same was as other nibbleducks, but a sort of hungry warbling sounds eerily from the flock whenever they spot their meals.
Bloodthirsty (Ex): A razorbill nibbleduck can detect blood in the water at four times the normal distance of scent.
Distraction (Ex): Any living creature vulnerable to a nibbleduck swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 16) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Underfoot (Ex): Trying to leave a nibbleduck swarm is difficult. Those within are automatically considered to be grappled, though the swarm cannot be grappled in turn. Trapped beings must make an opposed check to free themselves. A nibbleduck swarm is considered to be Large-sized, and uses their Dexterity modifier in place of strength and as such has a +13 modifier to their grapple check.
Wounding (Ex): A razorbill nibbleduck swarm deals 1 point of constitution damage from bloodloss each round their prey takes swarm damage.
Skills: A nibbleduck swarm 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.
http://i29.photobucket.com/albums/c273/AwakenedDreamer/RandomStuff/Nibbleduck.jpg
Tiny Animal (swarm)
Hit Dice: 5d8 HD (22 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 30 ft. (poor), swim 10 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +3/-
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, underfoot
Special Qualities: Half damage from slashing and piercing weapons, low-light vision, swarm traits
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 3, Dex 14, Con 10, Int 2, Wis 13, Cha 5
Skills: Listen +7, Spot +7, Swim +4
Feats: Alertness, Endurance
Environment: Temperate Aquatic
Organization: Swarm, Badling (2-3 swarms), Flock (4-8 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -
No one is quite certain what causes a nibbleduck swarm to form. Some say its from becoming crazed hunger, others say they are a special breed of carnivorous waterfowl. Whatever the reason they descend upon their unsuspecting prey and literally nibble them to death.
Nibbleducks are of all breeds and types, usually one swarm of the same flock, but on rare ocassions ducks of various flocks intermingle.
Combat
A nibbleduck swarm tends to circle from above, gauging their prey, and then plummet down and taking them by surprise.
Distraction (Ex): Any living creature vulnerable to a nibbleduck swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 12) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Underfoot (Ex): Trying to leave a nibbleduck swarm is difficult. Those within are automatically considered to be grappled, though the swarm cannot be grappled in turn. Trapped beings must make an opposed check to free themselves. A nibbleduck swarm is considered to be Large-sized, and uses their Dexterity modifier in place of strength and as such has a +9 modifier to their grapple check.
Skills: A nibbleduck swarm 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.
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Razorbill Nibbleduck Swarm
http://www.ducks.org/media/_global/_images/waterfowlGallery/Muscovy%20Duck.jpg
Tiny Animal (swarm)
Hit Dice: 9d8+18 HD (58 hp)
Initiative: +3
Speed: 20 ft. (2 squares), fly 40 ft. (poor), swim 20 ft.
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 13
Base Attack/Grapple: +6/-
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, underfoot, wounding
Special Qualities: Bloodthirsty, half damage from slashing and piercing weapons, low-light vision, swarm traits
Saves: Fort +7, Ref +9, Will +5
Abilities: Str 5, Dex 16, Con 12, Int 2, Wis 14, Cha 8
Skills: Listen +10, Spot +10, Swim +5
Feats: Alertness, Endurance, Improved Natural Attack (swarm)
Environment: Temperate Aquatic
Organization: Swarm, Badling (2-3 swarms), Flock (4-8 swarms)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -
Razorbill nibbleducks are the result of many generations of other nibbleducks interbreeding. These ducks instead of temporarily coming together to attack remain as a flock permanently and their bloodlust has been increased to a manic level
Razorbills appears as mishmash flock, sporting colors and types of a dozen different breeds of ducks. They are larger, leaner and in all ways more predatory than the lesser nibbleducks. Tiny, razor-sharp edges grow up from the edges of their bills and talons curve from their webbed toes.
Combat
Razorbill nibbleducks attack in much the same was as other nibbleducks, but a sort of hungry warbling sounds eerily from the flock whenever they spot their meals.
Bloodthirsty (Ex): A razorbill nibbleduck can detect blood in the water at four times the normal distance of scent.
Distraction (Ex): Any living creature vulnerable to a nibbleduck swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 16) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
Underfoot (Ex): Trying to leave a nibbleduck swarm is difficult. Those within are automatically considered to be grappled, though the swarm cannot be grappled in turn. Trapped beings must make an opposed check to free themselves. A nibbleduck swarm is considered to be Large-sized, and uses their Dexterity modifier in place of strength and as such has a +13 modifier to their grapple check.
Wounding (Ex): A razorbill nibbleduck swarm deals 1 point of constitution damage from bloodloss each round their prey takes swarm damage.
Skills: A nibbleduck swarm 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.