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View Full Version : Sand Dervish (CR check please!)



Icewalker
2008-09-14, 04:10 AM
I don't have fluff for this, because it doesn't really have background other than slight context in the adventure I'm making. I'm just putting it up if anyone would have use for it, and to help make sure I get the balance right.

With regards to description, they are small and somewhat amorphous sand figures. Roughly humanoid, to the extent of arms and legs and maybe a bit of a blob where the head might be. They just run up to people and cling to them and start sucking out water.

Sand Dervish
Small Elemental
HD 9d8+20 (61 HP)
Speed 30 ft. (6 squares);
Init: +4
AC 21; touch 15; flat-footed 17
(dex +4, size +1, natural +6)
BAB/Grp+6/+10
Attack Desiccating Touch +10 melee (2d6 dehydration)
Full-Attack Desiccating Touch +10/+5 (2d6 dehydration)
Space 5 ft.; Reach 5 ft.
Special Attacks Desiccating Grip 2d6, Improved Grab
Special Qualities Elemental Traits (http://www.d20srd.org/srd/typesSubtypes.htm#elementalType)
Saves Fort +8 Ref +7 Will +7
Abilities Str 18, Dex 18, Con 14, Int -, Wis 19, Cha 5
Skills
Feats Improved Grapple
Environment
Challenge Rating X
Alignment Neutral


Desiccating Grip: As a touch attack, Sand Dervishes can drain moisture from a living creature. This attack deals 2d6 points of desiccation damage, or 2d8 to plant creatures or elementals with the water subtype. The touched creature can make a DC 19 Fortitude save to reduce the damage by half. If grappling, this damage is dealt to the grappled creature every round.

Improved Grab: To use this ability, a Sand Dervish must hit with a touch attack. It deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity.


Now...I can't measure CR. VTs calculator comes out as CR 6. How accurate is this?

That's everything, I believe.
A few possible additions:
You could give them a burrow speed if you want, it'd make sense, or the earth tunneling ability of earth elementals. I left it out because I don't need it for my use, but if it'd be useful, it's a sensical addition if you plan to use these.

DracoDei
2008-09-14, 10:41 AM
So... are you going to have some Giraffe-a-pumps around to be the arch-foes of these things? :smallbiggrin: :smallbiggrin: :smallbiggrin:

Zeta Kai
2008-09-14, 10:42 AM
1) This is all the fluff you need:
http://www.wallpaperpimper.com/wallpaper/Art_&_3D/Others/Sand-Monster-1-QMGVM789L7-800x600.jpg

2) VT's Challenge Rating formula (http://www.giantitp.com/forums/showthread.php?t=43009) is the best we've got (even WotC admits to basically guestimating), & from the looks of things, CR6 or CR7 would work fine.

3) Aren't there sand elementals in Sandstorm? I don't have the book with me, but I thought that there were.

Icewalker
2008-09-14, 11:21 AM
Possibly. I just need a minor challenge to assist enemies during a fight, so CR 6/7 should be about right. To some extent flavorwise they are a Marru equivalent of constructs. The Marru are just so awesome that they built an elemental.

chaiyo
2008-09-14, 11:32 AM
I'd say that the AC is one or two points too high for even a CR 7 creature. Right now, I'd place it in the 7-8 range. Otherwise, pretty balanced for the former range.

Zeta Kai
2008-09-14, 12:58 PM
High AC does not high CR make. That said, the +8 natural armor bonus may be a little high. A +4 natural armor bonus would be fine.

Icewalker
2008-09-14, 02:06 PM
Seems like +4 might be a little low. +6 maybe?

wadledo
2008-09-14, 07:09 PM
Elementals always seemed to have wonky CR's to me, but I'd check the Air Elemental (http://www.d20srd.org/srd/monsters/elemental.htm#airElemental) listing for the closest approximation.
And yes, Sandstorm does have sand elemental, but I can't remember the specifics.