2008-02-06, 09:13 PM
Re: [Creatures] Creatures of Cloverfield (except the big one)
Hit Dice: 2d12 (13 hp)
Speed: 30 ft. (6 squares)
Armor Class: 11 (+1 padded armor), touch 10, flat-footed 11
Base Attack/Grapple: +1/+2
Attack: Slam +2 melee (1d3+1 plus 1 fire)
Full Attack: 2 slams +2 melee (1d3+1 plus 1 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Miasma of despair, phlegm fire, whatever's handy
Special Qualities: Burnt sockets, darkvision 60 ft., immunity to fire, undead traits
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 12, Dex 10, Con -, Int 8, Wis 4, Cha 12
Skills: Knowledge (local) +9, Listen +5, Spot +5
Feats: Ability Focus (phlegm fire), Lightening Reflexes(B)
Environment: Any urban or underground
Challenge Rating: 2
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: -
Flaming hobos appears as the burnt husk of a humanoid being covered in soiled rags that never completely burn up.
A flaming hobo was once a homeless being set aflame for the cruel amusement of another. No one caring about their death, they arise filled with an insane anger as hot as the flames that rise from them.
A flaming hobo often rushes at the living with screams of insane pain, spewing a volatile liquid at their opponents and watching gleefully as they burn. If seriously opposed they momentarily extinguish their flames and attack while their opponent is blinded by the smoke.
Burnt Sockets (Ex): A flaming hobo can see without difficulty through smoke, both natural and supernatural.
Miasma of Despair (Su): As a free action a flaming hobo may extinguish the flames that envelope him. Smoke instantly billows out 10 feet from him. This acts as the Fog Cloud spell except who who breathes within must succeed on a DC 15 fortitude save or spend that round doing nothing but chocking and coughing. For each round they remain within the save DC increases by 1. Those who choke for 2 consecutive rounds takes 1d6 points of nonlethal damage. As well, those that breathe within must succeed on a DC 12 will save or take a -2 morale penalty to all saves, skill checks, and attack rolls for 24 hours.
The round a flaming hobo extinguishes his flames he cannot use his phlegm fire ability and deals no fire damage with his attacks.
Phlegm Fire (Ex): Every 1d4 rounds a flaming hobo can spew alcohol in a 10-foot cone that instantly ignites, dealing 1d6 damage (DC 13 reflex save halves). This save DC is Constitution based.
On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Whatever's Handy (Ex): A flaming hobo may use an improvised weapon without penalty, and treat bottles of alcohol as alchemist's fire.
Skills: A flaming hobo gains a +4 bonus to Knowledge (local) checks.
Last edited by The Vorpal Tribble; 2008-02-06 at 10:26 PM.