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Month Index: October, 2001
From: Flits3 Frietmuts <j.w.van.den.heuvel@???????.com> Date: Wed, 3 Oct 2001 10:13:30 +0200 Subject: Re: Conversion Sleek
Sleek: Tiny Beast Hit Dice:3d10 (26 hp) nitiative:+4 (Dex) Speed:90 ft. AC:17 (-1 Size, +4 Dex, +4 Natural) Attacks:Bite +7 and 2 Claws +5 Damage:Bite 2d6+2, Claw 1d4+2 Face/Reach:2 1/2 ft. x 2 1/2 ft. / 2 1/2 ft. Special Attacks: Battle Frenzy, Sever Vein Special Qualities:Low-light Vision, Darkvision 60 ft, Poison Immunity Saves:Fort +3, Ref +5, Will +2 Abilities:Str 14, Dex 18, Con 12, Int 9, Wis 12, Cha 14 Skills:Listen +7, Hide +11, Spot +7, Move Silently +5, Jump +3 Feats:Weapon Finesse (Bite), Multy-Attack Climate/Terrain:>Any Organization:Pack (4-12) Challange Rating:2 Treasure:Standard Alignment:Always Neutral Advancement:4-6 (Tiny), 7-9 (Small) <p>Sleeks are ermine-like mammals with bright, black eyes. Antennae on their muzzles aid them in gauging both the size and dis-tance of their prey. Though independent, they occasionally seek human and demihuman companionship.</p> <p align=justify><b><font color="#990000">Combat:</font> </b> <p align=justify>In combat against man-sized or larger adversaries, the sleek uses its antennae to sense vital areas in an opponent, then attacks with its claws and razor sharp teeth. <p align=justify><b>Sever Vein (Ex):</b> A roll of 20 indicates that the sleek has opened a major blood vessel, causing a halfling-sized or larger victim to lose 1hp per minute through bleeding. First aid, such as a tourniquet or direct pressure, stops this hp loss, as does healing magic. Smaller targets must make a Fortitude Save (DC = 13). Failure means the victim dies immediately, its spinal cord severed. <p align=justify><b>Poison Immunty (Su):</b> Their fast metabolism, coupled with an extremely powerful and efficient digestive tract, renders sleeks immune to poison. This also lets them consume poisonous or exotic flesh - even flesh golems are not safe! <p align=justify><b>Battle Frenzy (Ex):</b> Sleeks sometimes act in concert against large prey. This ability to cooperate, combined with their berserker-like battle frenzy (+ 4 to hit), makes them formidable enemies to shipboard "pests:' <p align=justify><b><font color="#990000">Habitat/Society:</font></b> <p align=justify>Sleeks inhabit cargo holds and small ship pas-sageways. If coaxed with food they can be domesticated (30% chance). Their large, bright eyes, silvery-white fur, and sensitive antennae mark them as onetime cave dwellers, but their adaptations pose no handicap to them in the light. Sleeks mate for life, producing litters of 1d4 young once a year. A family of sleeks may occupy a "territory;' but conflict between sleek territories is rare. <p align=justify>In lean times sleeks also exact "tribute" from ship crews. Instead of helping themselves to foodstuffs, they play tricks, steal clothes and precious items, and generally make nuisances of themselves until the crew formally offers food. Simply leaving food for them is not good enough; the "insulted" sleeks demand a show of submission. For instance, the captain must roll on his or her back in full view of the sleeks. Only then is the sleeks' honor satisfied. This behavior earns them the name "pirate-masters". <p align=justify><b><font color="#990000">Ecology: </font></b> <p align=justify>Sleeks live about 20 years. Young stay with their parents for two years, whereupon they leave to establish territories of their own. Those individuals who adopt humans remain with them for life as staunch allies.
Previous Message: Conversion
Next Message: Re: Conversion Sleek
Month Index: October, 2001
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Conversion Sleek | Flits3 Frietmuts | |||
| Re: Conversion Sleek | Flits3 Frietmuts | |||
| Re: Conversion Sleek | Sebastian Lucier |