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Showing posts with label vermin. Show all posts
Showing posts with label vermin. Show all posts

Wednesday, November 11, 2015

Bestiary: Metterix

by Tarnah Wright and Tim Wallace

Metterix
This large chilopoda has two long antennae tipped with stingers and four almost vestigial claws.

© Nicholas Cloister, Monsters by Email, licensed to Timothy Wallace
METTERIX      CR 12
XP 19,200
N Huge vermin
Init +6; Senses darkvision 60 ft.; Perception +10
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DEFENSE
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AC 26, touch 14, flat-footed 20 (+6 Dex, +12 natural, -2 size)
hp 161 (17d8+85)
Fort +15, Ref +11, Will +7
Immune mind-affecting effects
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OFFENSE
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Speed 60 ft., climb 30 ft.
Melee bite +21 (2d6+11), 2 stings +21 (1d8+11 plus paralysis)
Space 15 ft.; Reach 15 ft.
Special Attacks paralysis (1d4 hours, DC 23)
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STATISTICS
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Str 32, Dex 22, Con 21, Int —, Wis 14, Cha 5
Base Atk +12; CMB +25 (+27 grapple); CMD 41 (43 vs. grapple, can't be tripped)
Feats Improved Grapple
Skills Acrobatics +6 (+18 to jump), Climb +19, Perception +10; Racial Modifiers +8 Perception
SQ grabbing claws
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ECOLOGY
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Environment any land
Organization solitary
Treasure incidental
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SPECIAL ABILITIES
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Grabbing Claws (Ex) A metterix's smaller claws are useful for little more than aiding grappling. A metterix gains Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with its antennae.

Metterix are stealthy creatures that prefer to avoid direct fights when possible, using its barbed antenna to poison its foes with a paralytic so they can be carried on its long backs to its cave where they can eat in peace. While a metterix’s long tail appears to be a hindrance and a weakness, adventurers should be wary of severing a segment from the main body. If any number of segments are severed, within a 1d4 hours each segment will develop an independent torso and become a young metterix (see below).

YOUNG METTERIX      CR 4
XP 1,200
N Medium vermin
Init +3; Senses darkvision 60 ft.; Perception +5
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 41 (5d8+15)
Fort +7, Ref +4, Will +2
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OFFENSE
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Speed 30 ft., climb 15 ft.
Melee bite +6 (1d6+3), 2 stings +6 (1d4+3 plus paralysis)
Special Attacks paralysis (1d4 hours, DC 15)
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STATISTICS
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Str 16, Dex 17, Con 16, Int —, Wis 12, Cha 5
Base Atk +3; CMB +6 (+8 grapple); CMD 19 (21 vs. grapple, can't be tripped)
Feats Improved Grapple
Skills Acrobatics +3, Climb +11, Perception +5; Racial Modifiers +4 Perception
SQ grabbing claws
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SPECIAL ABILITIES
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Grabbing Claws (Ex) A metterix's smaller claws are useful for little more than aiding grappling. A metterix gains Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with its antennae.


Tuesday, October 27, 2015

Bestiary: Vethmer

by Tarnah Wright and Tim Wallace

Vethmer
The vethmer are tiny armored humanoid creatures who live in the swamps and eat decaying vegetation.

© Nicholas Cloister, Monsters by Email, licensed to Timothy Wallace

VETHMER      CR 6
XP 2,400
N Tiny vermin (aquatic, swarm)
Init +4; Senses water sense 30 ft.; Perception +0
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DEFENSE
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AC 18, touch 16, flat-footed 14 (+4 Dex, +2 natural, +2 size)
hp 58 (9d8+18)
Fort +8, Ref +7, Will +3
Defensive Abilities swarm traits; DR 5/bludgeoning
Weaknesses vulnerable to area effects, vulnerable to fire
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OFFENSE
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Speed 15 ft., burrow 15 ft., climb 15 ft., swim 30 ft.
Melee swarm  (2d6 plus distraction and boring)
Space 10 ft.; Reach 0 ft.
Special Attacks boring (DC 16), distraction (DC 16)
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STATISTICS
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Str 2, Dex 18, Con 15, Int —, Wis 10, Cha 1
Base Atk +6; CMB —; CMD
Skills Acrobatics +4 (-4 to jump), Climb +4, Swim +4
SQ amphibious
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ECOLOGY
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Environment temperate or warm marshes
Organization  solitary, pair, or infestation (3–6 swarms)
Treasure none
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SPECIAL ABILITIES
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Boring (Ex) Any living creature damaged by a vethmer swarm becomes infested unless it succeeds at a DC 16 Reflex save. On a failed save, the infested creature takes 1d4 points of Constitution damage per round as the vethmer burrow through and consume its flesh—this effect continues as long as the victim remains in the swarm and continues for 1d6 rounds after it leaves the swarm. Any energy-based attack (including damage from negative energy) that deals at least 5 points of damage to the victim automatically destroys all of the vethmer infesting it, ending the effect prematurely. Additionally, any effect that removes disease instantly ends a vethmer infestation. Immunity to disease offers no defense. The save DC is Constitution-based.
Water Sense (Ex) Vethmer can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water.

Vethmer spend most of their time submerged in the water or mud of their home swamp, using the fine membranes that extend from their scales to sense vibrations. They prefer to eat decaying vegetation, using their horns to scrape and dig into wood and peat. But those horns can quickly be used for defense of their home. When a creature disturbs their home, the tiny creatures swarm and bore into any exposed flesh with their serrated antennas and mandibles.