Games: CV
Tiny Aberration (T-Virus Carrier)
Hit Dice: 1d8+3 (7HP)
Initiative: +2
Speed: Swim 20’ (4 squares)
Armor Class: 14 (+2 size, +2 Dex); touch 14; flat-footed 12
Base Attack/Grapple: +0/-12
Attack: N/A
Full Attack: N/A
Space/Reach: 2½’/0’
Special Attacks: Stunning Shock
Special Qualities: Blindsense, Electricity Immunity, Rapid Growth, Aberration traits, T-Virus Carrier traits, Damage Reduction 2/slashing, Critical Immunity
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 3 (-4), Dex 14 (+2), Con 11 (+0), Int 0 (--), Wis 10 (+0), Cha 1 (-5)
Skills: Hide +12, Swim +6
Feats: Toughness
Environment: temperate aquatic
Organization: solitary, cluster (2-4) or hive (5-12)
Challenge Rating: ¼
Treasure: N/A
Alignment: always Neutral
Advancement: 2HD (Tiny), 3HD (Small), 4HD (Medium)
Level Adjustment: N/A
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Stunning Shock (Ex): once per round, an Albinoid can deliver an electrical shock to a single opponent within 5’; this attack deals 1d8+2 points of electricity damage to living opponents; Reflex save (DC12) for half damage
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Blindsense (Ex): an Albinoid notices & locates creatures within 20’; opponents still have total concealment (50% miss chance) against a creature with Blindsense
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Electricity Immunity (Ex): an Albinoid has immunity to all electricity-based damage
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Rapid Growth (Ex): an Albinoid gains 1 Hit Die every 2½ hours, until it reaches 5 Hit Die, at which point it becomes an
Albinoid, Adult (see above)