Originally Posted by
ericgrau
I meant 5d10 to get something near 25, if that's what you want. Constructs don't have a constitution so adding any number is a bit strange.
C 761 Skull Puppet Constructs have bonus hit points based on size. A Medium Construct gets 20 bonus hit points.
The stat block by Steward looks pretty good; there are a few missteps. Hit points are 47 not 48. 5d10 = 5x5.5= 27.5 and you round down. 27+20=47.
CR is closer to 1/2 than to 2.
C 762 Buzzardfolk's stat block has some missteps there too.
You forgot to list only the primary attack in the attack line and the attack line you do have should be noted as the Full Attack line.
Attack: Claw + 2 melee (1d4)
Full Attack: 2 Claws +2 melee (1d4) and bite -3 melee (1d4) or Projectile Vomit +3 ranged touch (2d4 acid)
Space/Reach: 5 ft./5 ft. [This is missing from the stat block]
Projectile Vomit (Ex): A buzzardfolk's stomach acid is especially corrosive to give him immunity against diseased food. He also uses it as a weapon to defend himself. The vomit does 2d4 points of acid damage and has a range of 30 feet. [So far so good, Projectile Vomit should be listed under Special Attacks as well]
A buzardfolk with rapid shot, a high BAB or another source of multiple attacks may fire vomit multiple times per round. He may likewise benefit from abilities that grant extra damage.
Natural weapons are not affected by higher BAB. He can do more damage if he increases in size but should not get multiple attacks unless he suddenly gains another stomach and mouth from which to vomit from. This part should be stricken from the text.
Spell-like abilities are listed under Spell-like ability not by spell name (see Deathwatch ability) also what is the Caster Level for this? It is listed as a Supernatural ability in the Stat block (or it should be SLA) as listed in the text? If it matches the spell, it has a 30 foot range. Otherwise, you need to reword this.
It is either:
Spell-Like Ability: At will — deathwatch. Caster Level is equal to Hit Dice.
Or it is:
Deathwatch (Su): Buzzardfolk have deathwatch as a continuously active ability with a range of 500 feet. [See my notes on this below].
Buzzardfolk have the Scent ability and may even use it to track through air without penalty. Furthermore once they have successfully tracked a creature they may use their deathwatch ability on it regardless of range.
Range is way out there. Can it use this across planar travel? You seem to indicate that it can. Usually deathwatch is within 30 feet as per the spell. While I can appreciate that 30 feet is probably too short, unlimited distances are just too easy to abuse. I recommend you drop the range to 500 feet. You'll probably never even need that much.
Here is a corrected stat block for the Buzzardfolk with deathwatch as a SLA. These really could use a full description. Are they bald? How much do they weigh? How long do they live?
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Buzzardfolk
Medium Monstrous Humanoid
Hit Dice: 2d8+1 (10 hp)
Initiative: +1
Speed: 30 ft., Fly 40 ft. (poor)
Armor Class: 16 (+1 Dex, +2 natural, +3 studded leather), Touch 11, Flat-footed 15
BAB/Grapple: +2/+2
Attack: Claw +2 melee (1d4)
Full Attack: 2 Claws +2 melee (1d4) and Bite -3 melee (1d4) or Projectile Vomit +3 ranged touch (2d4 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Projectile Vomit
Special Qualities: Darkvision 60 ft., scent, spell-like ability
Saves: Fort +1, Ref +4, Will +3
Abilities: Str 10, Dex 13, Con 13, Int 10, Wis 10, Cha 9
Skills: Survival +5, Hide +6
Feats: Track (B), Flyby Attack
Environment: Any land
Organization: Solitary or wake (2-10)
Challenge Rating: 2
Treasure: Standard
Alignment: Often neutral evil
Advancement: By Class (favored Class: Rogue)
Level Adjustment: +1
Like vultures buzzardfolk are carnivores that like to feed on dead and dying flesh. They are often conniving and opportunistic, seeking any advantage they can take over the weak and helpless. Buzzardfolk loathe open combat, often fleeing from it.
They prefer scouting and ambushes, especially against foes who have been weakened by another foe or hazard. In dungeons they like to build traps and watch them patiently. Buzzardfolk fly at low speed but may do so for long periods of time before becoming fatigued, as if walking.
The buzzardfolk shown here has flyby attack to circle around and engage foes from a distance with his projectile vomit. He flies in a circle with a minimum diameter of 20 feet meaning he can only cover at most 2/3 of this circle each round if he attacks. He must move at least 20 feet each round to avoid stalling. See the flight rules for more details.
Projectile Vomit (Ex): A buzzardfolk's stomach acid is especially corrosive to give him immunity against diseased food. He also uses it as a weapon to defend himself. The vomit does 2d4 points of acid damage and has a range of 30 feet.
Scent (Ex): Buzzardfolk have the Scent ability and may even use it to track through air without penalty. Furthermore, once they have successfully tracked a creature, they may use their deathwatch ability on it.
Spell-Like Ability: At will — deathwatch. Caster Level is equal to Hit Dice.
Debby