Previous Message: Re: Another critter: Spawn of E'ch'a'cku'll
Next Message: Re: Spelljammer 3E Thoughts
Month Index: February, 2003
From: Flits3 Frietmuts <j.w.van.den.heuvel@???????.com> Date: Mon, 10 Feb 2003 13:58:40 +0100 Subject: Re: Another critter: Nightmare Marauder
I got this one somewhere on the web. Whaddaya think? Nightmare Marauder Medium Outsider ( Chaos, Evil ) Hit Dice: 10d8 + 30 ( 75 hp) Initiative: +2 (+2 Dex ) Speed: 30 ft. AC: 21 (+2 Dex +9 Natural ), Touch 12, Flatfooted 19 Attacks: 4 tentacle rakes + 14 melee, 2 claws +9 melee Damage: Tentacle rake 2d4+4, claw 1d4+2 Face/Reach: 5 ft. x 5 ft./5 ft. (15 ft. with tentacles) Special Attacks: Constrict, Gaze Of Madness, Improved Grab, Poison, Spell-Like Abilities Special Qualities: Damage Reduction 10/+2, Electricity And Acid Resistance 20, Immune To Poison, Disease And Mind-Affecting Effects, SR 20 Saves: Fortitude +10 , Reflex +9 , Will +10 Abilities: Str 18 , Dex 15 , Con 17 , Int 10 , Wis 12 , Cha 14 Skills: Balance +10 , Climb +12 , Escape Artist +10 , Hide +10 , Listen +9 , Move Silently +10 , Search +8 , Spot +9 Feats: Blind-Fight , Combat Reflexes , Iron Will Climate/Terrain: Wildspace, Plane of Shadow, Nightmare Plane Organization: Solitary (1) Challenge Rating: 8 Treasure: None Alignment: Usually Chaotic Evil Advancement: 11-20HD (Medium) 21-30 HD (Large) Nightmare Marauders are strange creatures that dwell past the eons that lie between the stars, beyond the planes as we know them, nestled in the far realms of insanity. Sometimes an alienist will summon one to the world, but this is an accident more often then not, for once summoned a Nightmare Marauder is impossible to control, and brings nothing but madness and death once released into the world. A Nightmare Marauder looks like a tall, gaunt humanoid with a hunched back, they have violet skin that glistens as if covered with mucus. Four long barbed tentacles grow from the hump on its back, and its rather spindly man-like arms end in three-fingered clawed hands. The Nightmare Marauders face is lumpy and lacks any features except for a pair of large glittering black eyes. Nightmare Marauders do not speak, but they can communicate telepathically with any creature within 100' that has a language. Combat: Nightmare Marauders generally attack anything they encounter on sight. They seem to be incapable of eating anything, and sages speculate that they some how feed on the pain and suffering of their victims. Nightmare Marauders attack by raking with the long barbed tentacles that grow from their back, and clawing with their hands. The glistening mucus that covers their bodies acts as a mild poison to all those they injure in melee. Gaze of Madness (Su): Insanity , as cast by a 14th level Sorcerer, 30 feet, Will negates DC 17 Improved Grab (Ex): To use this ability the Nightmare Marauder must hit a creature of medium size or smaller with its tentacle rake, if it gets a hold it can constrict. Constrict (Ex): A nightmare Marauder deals 2d4+6 points of damage with a successful grapple check against medium sized or smaller opponents. Spell Like Abilities (Sp): As a 10th level sorcerer, at will: Blur, Dimension Door, Grease, Invisibility, Obscuring Mist, Spider Climb ; 3/day: Evard's Black Tentacles, Emotion (Despair, Fear) and Gaseous Form . Save DC are equal to 12+ spell level (Where applicable). Poison (Ex) : Tentacle and claw attacks, Fortitude Save (DC 18); Initial Damage 1 Dex, Secondary Damage 1d4 Dex.
Previous Message: Re: Another critter: Spawn of E'ch'a'cku'll
Next Message: Re: Spelljammer 3E Thoughts
Month Index: February, 2003