Drinking & Dragons

Difference between revisions of "Wild:PC/Fuelwen/Cohort/Splat/"

From Drinking and Dragons
>T3knomanser
>Mqs
Line 1: Line 1:
= Splat =
[[Category:Wild]][[Category:Wild:PC]]
 
6th level cohort:
 
== Splat ==
Size/Type:  Small Aberration
 
Hit Dice: 3d8+(3con) (8+2d8+3con)
 
Initiative: +0
 
Speed: 20', fly 5' (clumbsy)
 
Armor Class: 10 (?)


[[Category:Wild]][[Category:Wild:PC]]
Base Attack/Grapple: +2/-2
 
Attack: Slam +2 melee (1d4 plus 1d6 acid) or light ray +2 ranged touch (1d6) or slime +2 touch (1d6 acid)
 
Space/Reach: 5 ft./5 ft.
 
Special Attacks: Light ray, acid, aura of menace, spell like abilities
 
Special Qualities: Darkvision 60 ft., weak anatomy, immune to poison, resilient saves, cold resistance 5, electricity resistance 5, and fire resistance 5, translucent, bright, DR5/magic,
 
Saves: Fort 3, Ref 1, Will 1 (1/1/3 base)
 
Abilities: Str 11 (0), Dex 11 (0), Con 15 (+2), Int 10 (0), Wis 7 (-2), Cha 12 (+1)
 
Skills: 12 points
 
Feats: 1,3
 
Alignment: N[L]G
 
=== Abilities ===
;Light ray
: Ignores DR but is not a magical attack.
 
;Acid
: Deals damage to organics, metals.  Not stone.
 
;Aura of Menace (Su)
: See [[srd:Archon]]
 
;Weak Anatomy
: 50% resistant to critical hits, sneak attack and other precision damage.
 
;Resilient
: +2 saves vs:  sleep, paralysis, petrification, polymorph, stun.
 
;Spell like abilities
: At will&emdash;''detect evil''.  1/day&emdash;''Magic Circle against Evil''
 
;Translucent and bright
: Always emits light as a ''light'' spell.
: +5 to hide checks when in brightly lit conditions.
 
 
 
 
 
(Aberrations eat, sleep, and breathe.)

Revision as of 18:58, 4 January 2010


6th level cohort:

Splat

Size/Type: Small Aberration

Hit Dice: 3d8+(3con) (8+2d8+3con)

Initiative: +0

Speed: 20', fly 5' (clumbsy)

Armor Class: 10 (?)

Base Attack/Grapple: +2/-2

Attack: Slam +2 melee (1d4 plus 1d6 acid) or light ray +2 ranged touch (1d6) or slime +2 touch (1d6 acid)

Space/Reach: 5 ft./5 ft.

Special Attacks: Light ray, acid, aura of menace, spell like abilities

Special Qualities: Darkvision 60 ft., weak anatomy, immune to poison, resilient saves, cold resistance 5, electricity resistance 5, and fire resistance 5, translucent, bright, DR5/magic,

Saves: Fort 3, Ref 1, Will 1 (1/1/3 base)

Abilities: Str 11 (0), Dex 11 (0), Con 15 (+2), Int 10 (0), Wis 7 (-2), Cha 12 (+1)

Skills: 12 points

Feats: 1,3

Alignment: N[L]G

Abilities

Light ray
Ignores DR but is not a magical attack.
Acid
Deals damage to organics, metals. Not stone.
Aura of Menace (Su)
See srd:Archon
Weak Anatomy
50% resistant to critical hits, sneak attack and other precision damage.
Resilient
+2 saves vs: sleep, paralysis, petrification, polymorph, stun.
Spell like abilities
At will&emdash;detect evil. 1/day&emdash;Magic Circle against Evil
Translucent and bright
Always emits light as a light spell.
+5 to hide checks when in brightly lit conditions.



(Aberrations eat, sleep, and breathe.)