Join Date: Dec 2004
VT's Forgotten Beast III - Combrunner
Small Magical Beast (psionic)
Hit Dice: 3d10+9 (25 hp)
Speed: 30 ft. (6 squares), climb 30 ft., burrow 5 ft.
Armor Class: 21 (+4 dex, +6 natural, +1 size), flat-footed 17, touch 15
Base Attack Bonus/Grapple: +3/+0
Space/Reach: 5 ft./5 ft.
Attack: Bite +8 melee (1d4+1 plus bristletoxin)
Full attack: Bite +8 melee (1d4+1 plus bristletoxin)
Special Attacks: Bristletoxin, psi-like abilities
Special Qualities: Darkvision 90 ft., doubleminded, naturally psionic, scent, tremorsense 20 ft.
Saves: Fort +6, Ref +7, Will +4
Abilities: Str 12, Dex 19, Con 17, Int 16, Wis 8, Cha 13
Skills: Balance +7, Bluff +4, Concentration +6, Climb +9, Escape Artist +10, Hide +11, Jump +7, Move Silently +10, Spot +5
Feats: Psionic Charge, Speed of Thought, Weapon Finesse(B)
Environment: Pandemonium or Underground
Organization: Solitary, Pair, Family (3-18), or Skein (19-40)
Challenge Rating: 4
Alignment: Usually chaotic neutral
Advancement: 4-5 HD (small), 6-10 HD (medium)
Level Adjustment: +3
Appearing at first as a mass of long, bristly brown fur, the combrunner is a vaguely arachnid-like creature, but possesses only six thick, springy legs, ending in many clawed toes. These appendages are double jointed along the entire length so as it can run upside down as well as rightside up, and little in its physiology differentiates between the two. Many bright black eyes peer out from upon its stomach and back.
A combrunner gains its name from the complex, three-dimensional mazes it burrows ands carves beneath the surface. These mazes can extend for acres, going up and down, side to side, and at fantastic angles that may or may not connect with the others. The most convoluted series of connected passages leads to the Combrunner's larder and home, where it stores its meals for aging, and where its offspring grow.
Males are the only ones to craft the tunnels, attracting mates by showing they can supply the most confusing and trickiest constructions, showing they can both protect young and trap prey. Families often share tunnels, adding on continuously, though sections are reserved for whoever can best guard it.
Combrunner’s weigh around 75 lbs., stand about 3 feet tall, and have a 5-foot leg span. They speak undercommon and their own native language.
Nothing interests a combrunner more than giving chase to creatures lost within its tunnels, or leading others to become hopelessly lost inside. Once they corner their prey they leap forward biting, back off, feint, and generally confuse their opponents. When dead the combrunner will drag off its prey to its lair.
Bristletoxin (Ex): A combrunner when it bites also brushes up against its opponent for a brief moment. The stiff hairs deliver a prick of minor poison that, unless a successful DC 14 Fortitude save is made, causes rashes that itch intensely for an hour. Each round they must succeed on a DC 14 will save or spend a standard action to scratch. Targets affected take a –1 penalty on initiative checks and a –2 penalty on all attack rolls, saves, and skill checks. Save DC's are Consitution-based.
Doubleminded (Ex): A combrunner's mind and thought processes are bewildering to say the least. This is simply explained by the fact it has two minds, as if under the influence of the Schism power. This also grants them a +4 bonus to Will saves.
Naturally Psionic: Combrunners gain 1 bonus power point.
Psi-like Abilities: At will/Catfall, Know Direction and Location, Sensitivity to Psychic Impressions; 3/day Id Insinuation (DC 13). Manifester level 5th. Save DC's are Charisma-based.
Skills: A combrunner gains a +6 racial bonus to spot checks and +6 bonus to concentration checks to become psionically focused. As well, combrunner’s have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb skill checks, even if rushed or threatened.
Last edited by The Vorpal Tribble : 06-15-2010 at 01:20 PM.