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Thread: Needed: A multitude of flavourful NPCs

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    Dwarf in the Playground
     
    Planetar

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    Apr 2013

    Default Re: Needed: A multitude of flavourful NPCs

    I once ran a high level version of the Red Hand of Doom. Here is Wyrmlord Karn and the Aspect of Tiamat.

    ▼ ❑ General Karn 310K,
    • ❑ He looks like a winged black troll with scaly skin so black it seems to consume light. He wears armor just as black as his skin with a matching shield, sword and lance. The barding on his mount, a Blue Spawned Thunder Lizard, matches as well. His shadow is alive, or rather, undead. This is his fiendish servant and oldest friend, Heinrich Von Peatwick.
    • ❑ He rides his mount through the battle, but once he meets the PCs he recognizes them as major opponents and will only stay on his mount long enough to charge into battle, after that he will dismount by taking flight. While flying he will use his breath weapon from 30ft above (note that a cone used straight down from above is effectively a 15ft radius AoE), if he can't get the whole group he will target the spell casters. He will then make one more charge attack, this time diving out of the sky with his lance. Next he will draw his sword and go toe to toe with the dwarf.
    • ❑ Karn and tiamat fight to the death. If they kill Karn first his minions flee. PCs still get full XP. Tiamat attacks when Karn is dead. Grant XP after Karn dies but before Tiamat attacks, then roll fresh initiative.
    ▼ ❑ Description:
    • ❑ Large Giant (Draconic)
    ▼ ❑ Half Shadow Dragon Troll, Paladin of Tyranny Lv7, Blackguard Lv4
    • ❑ Paladin of Tyranny 7/Blackguard 4.
    • ❑ Hit Dice: 17 (6d8 + 7d10 + 4d6 + 170)
    • ❑ HP: 260
    • ❑ Initiative: +7
    • ❑ Speed: 30ft, Fly 60ft (Average)
    • ❑ ECL: 19
    • ❑ CR: 20
    • ❑ Darkvision 120ft
    ▼ ❑ Defense
    ▼ ❑ AC41
    • ❑ Touch 16
    • ❑ Flat Footed 35
    • ❑ 10 + 14 Nat + 5 Def + 8 Armor + 7 Dex (Max +1) + 3 Shield
    • ❑ HP 260
    • ❑ DR2/- + DR3/- = DR5/-
    ▼ ❑ Saves:
    • ❑ Fort 5+5+4+5+10=29
    • ❑ Reflex 2+2+1-3+5+7=20
    • ❑ Will 2+2+1+5+3=13
    • ❑ Resistance 20 to Fire, Acid, Cold and Electricity
    • ❑ SR25
    • ❑ Regeneration 5 (Only Fire and Acid hurt him)
    • ❑ Aura: 10ft radius, -2 to all saves
    ▼ ❑ Buff
    • ❑ Haste 3/day, 5 rounds
    • ❑ protection from energy (Fire & Acid, absorbs the first 110 points of each),
    ▼ ❑ Offense
    ▼ ❑ Base Attack: 4+7+4=15/10/5
    • ❑ d20 + 15 bab + 16 Str + 3 Weapon
    • ❑ Grapple: +35
    ▼ ❑ Attack Options
    • ❑ +4d6 Electricity to all melee attacks
    • ❑ Sneak Attack +2d6
    • ❑ Smite Good 3/day (+11 dmg)
    • ❑ -2 Ranged Attacks
    • ❑ Deadly Touch (Inflict 10 points per day individually or all at once)
    ▼ ❑ Attacks:
    • ❑ 2 Claws: +31, 1d6+(24)
    • ❑ Bite: +31, 1d8+16
    • ❑ Rend: must hit with both claws, 2d6+(24)
    • ❑ Lance (ride by charge, must have a straight line) +36, 4d6+38, 20x3 (double damage when charging, he only makes charge attacks, AoO attks deal 2d6+19)
    • ❑ Sword +34 / +29 / +24, 19-20x2, 2d8+19 (+27 two handed), +2d6 Unholy
    • ❑ Smite with sneak attack two handed deals: 2d8+27 + 11 Sm + 2d6 SA + 4d6 Electricity
    (46 min, 64 ave, 90 max)
    ▼ ❑ Full Attack
    • ❑ Claw, Claw, Bite: +31 / +31 / +26
    • ❑ Lance; Charge and then ride by with a second move action: +36
    • ❑ Sword: +34 / +29 / +24 & Bite +26
    • ❑ He mostly makes ride by attacks until his mount is injured or if his attacks are ineffective. If he can be made angry he will dismount and attack the one who angered him with the sword. He will not use his blade against anyone he does not deem a worthy opponent, everyone else gets his lance. When he is fighting face to face, his cohort will try to get behind and flank.
    ▼ ❑ stats
    ▼ ❑ Skills: (22/11) 96
    • ❑ cc: Tumble 11+7=18
    • ❑ Ride 22+7=29 (1/round he can make a ride check and use this in place of his mount's AC)
    • ❑ Concentration 13+10=23
    • ❑ Listen 13+3=16
    • ❑ Spot 13+3=16
    • ❑ intimidate 13+16+4 (Size) =29
    ▼ ❑ Abilities:
    • ❑ Str 37 (43/+16)
    • ❑ Dex 18 (24/+7)
    • ❑ Con 30 / +10
    • ❑ Int 12
    • ❑ Wis 16
    • ❑ Cha 9
    ▼ ❑ Feats:
    • ❑ Flaws: Shaky (-2 Ranged) & Poor Reflexes (-3 Reflex)
    • ❑ Mounted Attack
    • ❑ Ride By Attack
    • ❑ P. Attk
    • ❑ Cleave
    • ❑ Imp Sunder
    • ❑ EWP Bastard
    • ❑ Dragon Breath
    ▼ ❑ Spells
    • ❑ Tyrannical Paladin & Blackguard
    • ❑ CL11th, Ability 12, DC13 + SpLv
    ▼ ❑ Lv1; 2/day
    • ❑ Prepared: Bane x2
    • ❑ bane, corrupt weapon, create water, curse water, detect poison, detect undead, divine favor, doom, endure elements, inflict light, magic weapon, protection from chaos/good, read magic, resistance, virtue, cause fear, summon monster 1
    ▼ ❑ Lv2; 2/day
    • ❑ Prepared: Cure Light x2
    • ❑ b str, cure light, darkness, delay poison, eagles splendor, hold person, inflict mod, owls wisdom, resist energy, undetectable alignment, death knell, shatter, summon monster 2
    ▼ ❑ Lv3; 1/day
    • ❑ Prepared: Dispel Magic
    • ❑ Bestow curse, Cure mod, deep dark, disc lies, dispel magic, gm weapon, heal mount, prayer, inflict serious, MC vs good/chaos, contagion, cure serious, protection from energy (Fire & Acid, 110 points), summon monster 3
    ▼ ❑ Special
    • ❑ Breath Weapon (30ft Cone of Shadows, 1 negative level, DC28, every 1d4 rounds)
    • ❑ Immune to Energy Drain
    • ❑ Darkvision 120ft
    • ❑ Regeneration 5 (Only Fire and Acid hurt him)
    • ❑ Scent
    • ❑ Cause Disease 1/week
    • ❑ Smite Good 3/day (11+Cha)
    ▼ ❑ Special Mount
    • ❑ Blue Spawn Storm Lizard with 12 HD, Huge size
    • ❑ Command creatures of its kind
    • ❑ Improved Speed +10ft
    • ❑ Empathic Link
    • ❑ Improved Evasion
    • ❑ Share Spells
    • ❑ Share Saving Throws
    • ❑ +3 Str
    • ❑ Int 8
    • ❑ +8 Nat AC
    • ❑ Rebuke Undead
    ▼ ❑ Aura of Despair
    • ❑ 10ft radius, -2 to all saves
    • ❑ Divine Health (Invulnerable to disease)
    • ❑ Deadly Touch (Inflict 11+Cha)
    • ❑ Lay on Hands (11+Cha healing)
    • ❑ Sneak Attack +2d6
    • ❑ Command Undead
    • ❑ Dark Blessing (Cha to saves)
    • ❑ Poison Use
    • ❑ Aura of Evil
    • ❑ Detect Good
    ▼ ❑ Posessions
    • ❑ He usually fights from the back of his mount with a heavy steel shield and a lance. His favored weapon for fighting skilled opponents is a bastard sword enchanted with unholy power.
    • ❑ Large +3 Adamantine Lance
    • ❑ The Black Blade of the Devil: Large Adamantine +3 Unholy Bastard Sword that grants continuous Unholy Aura to its user (SR25, P. F. Good)
    ▼ ❑ Black Adamantine Full Plate (DR3/-)
    • ❑ All touch, rays, lines, cones and burst spells have no effect on him. Spells that target an individual, such as Charm for example, still work normally. Furthermore, he can walk through magical walls, with the exception of Walls of Force and walls made of summoned or conjured material, such as a Wall of Stone; a Wall of Fire however would have no effect on him at all, he could step through it as if it weren't even there.
    • ❑ This is Masterwork Full Plate. The material itself possesses its own natural antimagic field, however this is limited only to the material itself (much like the effects of the spell Antimagic Ray).
    • ❑ By keeping one hand free of a gauntlet and keeping his face mask open he can cast spells, but if he were to wear the other gauntlet or cover his face he would lose the ability to cast spells.
    • ❑ The front of this armor is engraved with an image of a shadow dragon. The drawing is black on black and very hard to see, however with darkvision the image is very clear.
    • ❑ Large +1 Heavy Adamantine Shield (DR2/-)
    • ❑ Belt of Strength +6:
    • ❑ Vest of Resistance +5:
    • ❑ Amulet of Natural Armor +5:
    • ❑ Cloak of Shadows (ethereal jaunt for 10 minutes per day)
    • ❑ Major Ring of Universal Energy Resistance: (Resistance 20 to Fire, Acid, Cold and Electricity)
    • ❑ Ring of Protection +5:
    • ❑ Gloves of Dexterity +6:
    • ❑ Boots of Speed: (Haste 3/day, 5 rounds)
    • ❑ third Eye Sense:
    • ❑ Ghost Shroud: (attacks hit incorporeal - this is a black silk cloak that gently flutters in the wind)
    • ❑ Enhanced Bracers of Lightning: (+4d6 Electricity to all melee attacks)
    • ❑ Lesser Crystal of Return: (call weapon from up to 30ft away as a free action, on his sword)
    • ❑ Holy Symbols of Tiamat and Hrotx
    • ❑ Potions of protection from energy (Fire & Acid, 110 points), these are double potions, drinking this requires a full round action or a standard action with the feat Chug Potion)
    ▼ ❑ Minions
    ▼ ❑ Cohort
    • ❑ He began life as a tiefling, he became a rogue of not insignificant skill before he became the victim of a shadow. All of his life he has been a devout servant of Hrotx and in fact served in a monastery where he learned to murder and scheme. He had devoted his life to working in the temple and took a Vow of Non-Personship, essentially swearing to give all he owns to Hrotx and act only as his agent in the world, thinking only of Hrotx and never of himself. In return for such great service Hrotx grants certain abilities. He now became a slave to the shadow that made him and when a questing paladin of tyranny slew them both he respawned with pure force of will. He rose up as a ghost and offered to serve the paladin who had killed his master, since they shared a deity, Karn, the Half Shadow Dragon Troll, Paladin of Tyranny, Blackguard of Hrotx, accepted his offer.
    • ❑ Fiendish Shadow Ghost, Rogue 10 CR 17 (ad hoc CR18)
    Lawful Evil Medium Incorporeal Undead
    Init 6+4=10

    AC37 FF 26 (UD) Touch 29 / Incorporeal - 50% Miss Chance
    (10 +6 Dex, +8 natural , +5 deflection + 8 Divine)
    HD: 13
    HP: 54 (3d12+0, 10d6+0)
    Fort 4-3+4+3=8 Ref +15 (IE) Will +9 (+11 vs Turning)
    SR18, DR5/Good, Freedom of Movement, Resistance 5 to Electricity and Acid & 10 to Cold and Fire
    Speed Fly 40 ft. (good) (8 squares)
    Base Attk +8 Grp +8 (FoM) Attk: d20 + 8 + 9 + 4 + 1

    Attack: +22 / +17 Touch, 1d6+4 (+5d6 Sneak Attack) +1d6 Str dmg + 1d4 Con or Str Drain (5 points healing),

    Abilities Str -- Dex 28(+9) Con -- Int 10(+0) Wis 14(+2) Cha 20(+5)

    Feats: Alertness, Skill Focus Tumble, Weapon Finesse, Imp Init, Weapon Focus Touch
    Flaws: Shaky (-2 Ranged Attacks) and Meager Fortitude (-3 to Fortitude saves) / Sacred Vow, Vow of Poverty
    VoP: Unholy Strike (smite attack counts as evil damage), Disciple of Evil (+1 luck bonus 1/day)Vow of Obedience, Unholy Martial Strike (+1 dmg to good, +1d4 to good outsiders),
    Skill Points: 104
    Skills: Appraise +2, Balance +6, Bluff +6, Climb +2, Decipher Script +2, Diplomacy +6, Disable Device +2, Disguise +6, Escape Artist +6, Forgery +2, Gather Information +6, Hide +6, Intimidate +6, Jump +2, Knowledge(Local) +2, Listen +2, Move Silently +6, Open Lock +6, Perform(Dance, Oratory, Percussion instruments) +6, Search +2, Sense Motive +2, Sleight of Hand +6, Spot +2, Swim +2, Tumble +11, Use Magic Device +6, Use Rope +6

    Create spawn(Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.

    Darkvision(Ex): 60 ft.
    incorporeal traits(Ex): +(Ex): 2 turn resistance
    undead traits(Ex)
    Cold Resistance(Ex): 5
    Fire Resistance(Ex): 5
    Spell Resistance(Ex): 18
    Smite good(Su): 1/day a fiendish creature can smite a good foe and add additional 3(1/HD) damage to the attack. If the smite is used against a foe that is not good it adds no additional damage but the smite is still used for the day.

    Manifestation(Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost's touch spells don't work on non-ethereal targets. A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

    Turn Resistance(Ex): A ghost has +4 turn resistance.
    Corrupting Touch(Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
    Draining Touch(Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

    Telekinesis(Su): Fortitude save DC 15(+1 HD, +0 Racial, +4 Cha, +0 Feat)
    A ghost can use telekinesis as a standard action (caster level 12th or equal to the creature's HD whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.
    Sneak Attack(Ex): +((HD+1)/2)d6 damage while sneak attacking. If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A rogue can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
    Evasion(Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
    Uncanny Dodge(Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
    Trap Sense(Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
    Improved Uncanny Dodge(Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

    Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

    Vow of Non-Personship (Su): Attk +4, Resistance +3, Regeneration, Nat AC +2, 8 Bonus Feats (from BoED or BoVD), AC +9, Ability Scores 6/4/2, DR5/Good, Freedom of Movement, Resistance 5 to Fire, Cold Electricity and Acid, Mind Shielding, Deflection +1, Endure Elements,
    ▼ ❑ Mount
    ▼ ❑ Description:
    • ❑ Huge Magical Beast (Draconic)
    • ❑ Hit Dice: 12d10+96
    • ❑ HP: 163
    • ❑ Speed: 50ft (Run 250ft)
    • ❑ This creature has no twin, it died when they were both babies. Their wrangler put the lone calf with another pair of twins and raised them as triplets. Except that he doesn't share the same bond as the twins (he will not fly into a rage when they die, they will however).
    ▼ ❑ Defense
    ▼ ❑ AC44
    • ❑ Touch
    • ❑ Flat Footed
    • ❑ 10 + 26 Nat - 2 Size + 9 Armor + 1 Dex (max)
    • ❑ HP
    ▼ ❑ Saves:
    • ❑ Fort 8
    • ❑ Reflex 8
    • ❑ Will 4
    • ❑ DR5/Magic
    • ❑ Immune to Electricity
    ▼ ❑ Offense
    ▼ ❑ Base Attack: 12
    • ❑ d20 + 12 bab + 38 Str
    • ❑ Grapple:
    ▼ ❑ Attacks:
    • ❑ Gore
    • ❑ Charge 8d6+42
    ▼ ❑ Full Attack
    • ❑ Charge +52
    • ❑ Gore- +50 / +45 / +40, 4d6+21
    ▼ ❑ stats
    ▼ ❑ Skills: (15/7) 15
    • ❑ Tumble 15 + 1 = 16
    ▼ ❑ Abilities:
    • ❑ Str 38 / +14
    • ❑ Dex 9 (12 / +1)
    • ❑ Con 26 / +8
    • ❑ Int 8
    • ❑ Wis 14
    • ❑ Cha 8
    ▼ ❑ Feats:
    • ❑ Run
    • ❑ Ability Focus Arc
    • ❑ Ability Focus Link
    • ❑ Improved Natural Attack: Gore 4d6
    • ❑ Heavy Armor Proficiency
    • ❑ Skill Proficiency Tumble
    ▼ ❑ Special
    ▼ ❑ Mount
    • ❑ Command Blue Spawn Thunder Lizards
    • ❑ Improved Speed
    • ❑ Share spells and saves
    • ❑ Improved Evasion
    • ❑ Empathic Link
    ▼ ❑ BSSL
    • ❑ Deadly charge: 8d6 damage on a charge
    • ❑ Electric Arc: 100ft line, every 1d4 rounds, 6d6 Electricity damage, Reflex for half DC26 (10+8+6+2)
    • ❑ Electric Link: two or more BSSL within 100ft of each other have electricity arcing between them like a Tesla coil. Anyone who crosses this line gets a reflex save DC26 (or DC19 if the mount isn't connected)
    • ❑ Tiamat's Blessing: All creatures within 5ft of the creature gain Invulnerability to Electricity
    ▼ ❑ Posessions
    • ❑ +1 Huge Adamantine Full Plate Barding
    • ❑ Anklets of Dexterity +3 (designed for a mount of any kind, they will resize within a range of Small to Gargantuan)
    • ❑ 2 more riders accompany him into battle. They are ridden by blackspawn raiders.

    ▼ ❑ The Spawn of Tiamat 460K,
    • ❑ Aspect of Tiamat

    Colossal Dragon (Extraplanar)
    Hit Dice: 20d12+120 (360 hp)
    Initiative: +5
    Speed: 180 ft. Fly 360ft (Good)
    AC46, T9, FF43
    Armor Class: 10 + 37 Nat + 4 Def - 1 Dex + 4 Divine - 8 Size
    Base Attack/Grapple: +20/+55
    Attack: Bite 4d8+28, Claw 4d6+19 & Tale 4d6+27 + Poison
    Full Attack: 5 bites +39 melee, 2 claws +34 melee and +34 Tale
    Space/Reach: 30ft/20ft
    Special Attacks: 5 Breath Weapons (70ft Cones of Corrosive Gas, Cold & Fire & 140ft Lines of Acid & Lightning,), DC33, 10d10, each every 1d4 rounds, Poison DC32, 1d8 Con / 1d8 Con, (She uses two breaths per round along with 3 bits and claw attacks for as long as possible)
    Spell Like Abilities:
    At Will; Darkness, Poison, Unholy Aura, Greater Teleport,
    3/day; Destruction, Summon Monster IX (Dragons and Devils only), Horrid Wilting (DC32) , Unhallow, Blasphemy, Contagion, Unholy Blight, Desecrate
    Special Qualities: Divine Rank 0, DR20/Epic, Darkvision 120ft, SR32, Immune to Sleep, Paralysis, Cold, Fire, Acid, Electricity, Transmutation, Energy Drain, Ability Drain/Damage, Mind Affecting Effects,
    Saves: Fort +24, Ref +11, Will +16
    Abilities: Str 48/+19, Dex 9, Con 34/+12, Int 19, Wis 18, Cha 19
    Skills: 230 (23/11) Jump 50, Listen 27, Move Silently 22, Sense Motive 27, Spot 27, Intimidate 42, Knowledge Arcana 27, Planes 27, Religion 27, Spellcraft 27
    Feats: Imp Init, Hover, Snatch, Wingover, Improved Maneuverability x3
    Challenge Rating: 21
    Alignment: lawful evil

    • ❑ Before engaging in melee she uses Horrid Wilting while still in the air, if there are a lot of low level (<10th Lv) around she will clear them out with Blasphemy.
    • ❑ Every round of combat she uses two breath weapons and makes 3 bite attacks, whenever she connects with a bite she initiates a grapple, though she isn't foolish enough to swallow her food before it dies, she continues to chew until the character is dead.
    Last edited by Someonelse; 2014-10-24 at 08:30 PM.