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Thread: Magic Monsters a'gatherin'

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    Bugbear in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2011

    Default Magic Monsters a'gatherin'

    so, some of you may know that I'm running a planewalker based game on this very forum. if not, it's here

    so, I've decided to stat up some of the more common magic critters, starting with the cutest little critters, the Sliver. I think the CR is OK considering the adaptation abilitiy, but I may be wrong as I've never really homebrewed much before.

    so, without further ado...

    Sliver
    Size/Type: small aberration/magical beast (sliver)
    Hit dice: 1d8 + 1 (5 hp)
    Imitative: +3
    speed: 30 ft climb 30 ft
    Armour Class: 16 (+1 size, + 3 dex, + 2 natural), touch 12, flat-footed 13
    Base Attack/Grapple: +0/-4
    Attack: Claw (1d6)
    Full Attack: Claw (1d6, primary), bite (1d4, secondary)
    Space/Reach: 5ft/5ft
    Special Attacks: none
    Special Qualities: Blindsense 60ft, Psionic Swarm, Wall-crawlers, Alarming Adaptation
    Saves: fort + 2 Ref + 5 Will + 2
    Abilities: str 10, dex 17, con 12, int 4, wis 12, cha 4
    Skills: Hide +8, listen + 8, move silently + 8, spot + 4
    Feats: Swarm Fighting, Weapon Finesse
    Environment: Any
    Organisation: Pack (5+)
    Challenge rating: 1
    Treasure: None
    Alignment: Always True Neutral
    Advancement: 2-3 HD (small) 4-6 HD (medium) 7-11 (large) 12-18 (huge) 19-26 (Gargantuan) 27+ (Colossal)
    Level Adjustment:

    Sliver's are unusual, hive-based aberration, looking like serpents with two long, scyhted limbs, and a heavy chitinous shell. Their heads extend from their necks on thin necks, and are sharp and beak-like. Sliver hives are all psychically-linked together, and they display an unusual characteristic that has many scientists interested in the species, but also provides their threat; many slivers are mutated, but as slivers come close to each other, they share their mutations to create a new breed.

    Sliver swarms are almost one entity, and a sliver cut from this hive will try to return to the swarm, even if the path or action will kill them.

    Slivers vary in size, colour and almost any feature more than almost any creature in existence.

    Sliver swarms are generally led by queens, who are intelligent and free-willed. A queen can normally only be usurped by another queen, who does this by overpowering the psionic link between the slivers to establish herself as queen

    Combat:
    Whilst connected to their pack with the Psionic Link ability, Slivers advance in the swiftest path towards the nearest prey, ready to drag it down with their claws and jaws. They are adept at approaching unnoticed to almost any prey.

    Sliver tactics are almost as variable as their genome when smarter or more evolved creatures are introduced to a pack

    Abilities:
    Blindsense (ex): Most slivers are eyeless beasts, that rely on a combination of extreme hearing and touch to find their victims. They have blindsense out to 60 ft. Sliver's are blind, however.

    Psionic Swarm (ex): All slivers have a natural psionic connection to one another. All slivers within 100 ft of each other can share thoughts and knowledge; they may use the highest mental attributes of all slivers in the swarm, and may share any knowledge freely (such as location of prey, or their own location). A sliver can always communicate with their queen, regardless of distance. This is also the source of the Alarming Adaptations power.
    Slivers gain a bonus to will saves against mental effects equal to the number of slivers in the swarm. This link can be hijacked, however, as when a sliver falls under the effect of a mental effect, all other slivers must test as well
    This ability does not work in psionically dead zones. It can be dispelled, as a power with a manifester level equal to the queens HD (usually 12).
    A sliver cut off from the hive frantically seeks to return to the hive, and will put itself at risk or even kill itself to do so.

    Alarming Adaptations (ex): slivers can rewrite their DNA in a matter of moments, and can share genetic information freely though their Psionic Swarm Ability. If a Sliver is linked to another sliver, it immediately gains all extraordinary abilities of that sliver, unless otherwise noted. This is an instant action. If the link is lost (distance, dispelled, killed), the adaptations remain for 1d4 rounds, then fade. They cannot pass on abilities gained through this power unless otherwise noted.

    Wall-crawlers(ex): Slivers are capable of adhering to almost any surface. They act as if they where permenantly under the effect of spider climb

    Slivers as Animal Companions.
    Slivers kept separated from the hive for an extended period of time eventually stop trying to seek out the hive and revert to base animal instincts. Though they are not animals, they can be trained as such.
    Special: A sliver animal companion can make a psychic link with willing creatures, using it's Psionic Swarm ability. It treats it's master as the queen for this ability
    Last edited by BlackestOfMages; 2011-10-04 at 05:15 PM.