Quote Originally Posted by Bhu View Post
FlareaterArmor Class: 20 (+2 Dex, +8 Natural), touch 12, flat-footed 16
FF 18.

Saves: Fort +7, Ref +5, Will +5
Ref +4.

Flareaters are glossy, dark green slimes that exhibit intelligence. They survive by devouring light sources, and fortunately they don't need to eat often seeing as they LIVE. UNDERGROUND. WTH 2e...
To be fair, D&D would appear to have never had a workable understanding of what adapting to life underground actually looks like.

Acid (Ex): A Flareater secretes a digestive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 18 Reflex save. A metal or wooden weapon that strikes a Flareater also dissolves immediately unless it succeeds on a DC 18 Reflex save. The save DCs are Constitution-based.
I don't exactly love this kind of ability, honestly.

The ooze’s acidic touch deals 16 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
Is that supposed to be a flat 16? (Or 1d6, and if so, it ignores Hardness, right?)

Devour Light (Su): If opponents are carrying a light source (lantern, torch Light spell, etc.) the Flareater can make a melee touch attack to extinguish that light source. If it is successful it gains 1 Hit Die. If it is targeted by a spell with the Light descriptor, or a Light based attack, it suffers no effects and gains 1 Hit Die (2 HD if the spell is 5th Level or higher, or the attack does 10d6 or more).

Immunities: Flareaters are immune to Fire damage, and spells with the Light descriptor.
This one I like, on the other hand. No Sunbeam/burst for you, Tier 1s!

Split (Ex): When the Flareater reaches 12 Hit Dice, it splits into two 6 HD oozes (divide the Flareaters current hp between them). This process takes a full round.
A form of Split that makes sense? I'll have two, thanks.


Quote Originally Posted by Bhu View Post
Vampire Bait
Heh. This one's insane.

[QUOTE=Bhu;25753782]Beerded Man
Skills: Bluff +14, Concentration +13, Diplomacy +14, Hide +20, Intimidate +14, Knowledge (Arcana, Geography, Local, Nature, Religion) +13, Listen +14, Sense Motive +14, Spellcraft +12, Spot +18, Survival +14 (+18 with orienteering)
Feats: Bee Prepared, Bee Safe, Greater Spell Focus (Enchantment), Hive Access, Spell Focus (Enchantment)
Unless those feats do something to account for it, I think the spell point budget has a deficit of 12. Also, Search gets a racial bonus, but does not appear on the list.

Poison (Ex): Any creature subjected to the Beerded Man's Swarm attack is also magically poisoned. Injury, DC 20 Fort Save (Save DC is Cha based), initial and secondary damage is 2d4 Con.
So, um, is it Ex or magical?

Hive Mind (Ex): All members of the Beerded Man's Hivemind within 50 miles of him are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No member in a group is considered flanked unless all of them are. The Beerded Man can add up to 12 individuals to his Hivemind, or kick them out, as a Swift Action.

Advanced Hivemind (Su): Advanced Hive Minds can share knowledge. When using the Aid Another option you grant a +4 Bonus instead of the usual +2. Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Swift Action that provokes an Attack of Opportunity. Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time. You may only access one Feat or Skill at a time. The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range. They have Telepathy with a 100 ft. range with other members of the Hivemind. They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles). There are Hivemind Feats that can provide further benefits.

Unlike normal the Beerded Man can forcibly join a Hivemind by psychically attacking one of it's members who is within 120 ft., as a Swift Action. If the opponent fails a DC 20 Willpower Save (Save DC is Cha based), then the Beerded Man becomes a part of the Hivemind for 24 hours. If the opponent succeeds then he is immune to further attempts for 24 hours.
Hrm. Do members of a hivemind the thing infiltrates count against the limit of 12?

All-Around Vision (Ex): The Beerded Mans many eyes give it a +4 Racial Bonus on Search and Spot Checks, and render it immune to flanking.
How does this interact with Hivemind? If the Man is immune to flanking, it is mechanically never flanked, which would mean that members of the Hivemind are never flanked either.