Revision [239]
Last edited on 2011-01-28 03:17:28 by Akhat (unregistered user)Additions:
**Feats**: Three feats
Deletions:
Revision [238]
Edited on 2011-01-27 21:54:57 by Akhat (unregistered user)Additions:
Null bugs don't particularly care whether they look dangerous, of course, they are what they are. Their typical hunting tactics are quite simple: bury themselves beneath the sand, and wait for a creature to pass over them. They ambush the creature from below and rip into it, then drag off the remains to their cave.
**Special Qualities**: Darkvision 60 ft, low-light vision, Tremorsense (20 ft.), Null Field, Spell Resistance 40
**Special Qualities**: Darkvision 60 ft, low-light vision, Tremorsense (20 ft.), Null Field, Spell Resistance 40
Deletions:
**Special Qualities**: Darkvision 60 ft, low-light vision, Null Field, Spell Resistance 40
Revision [237]
Edited on 2011-01-27 21:40:45 by Akhat (unregistered user)Additions:
Null bugs don't particularly care whether they look dangerous, of course, they are what they are. Their typical hunting tactics are quite simple: bury themselves beneath the sand, and wait for the
===**Null Bug**===
**Speed**: 30 ft. (6 squares); burrow 20 ft. (4 squares)
**Special Qualities**: Darkvision 60 ft, low-light vision, Null Field, Spell Resistance 40
**Skills**: Listen +8, Spot +8, Hide +8
**Magic Feeder (Ex)**: The magic feeder ability can only be used on creatures that the null bug is grappling. When it hits with a bite attack, the null bug removes one magic effect on the creature attacked, and does 1d8 damage per spell level+1. The null bug can also eat spells in a similar fashion. If a spell caster is grappled and subsequently bitten, and has no buffs to be consumed, the null bug will eat their stored magic energy. The caster loses a random prepared spell of their maximum casting level - 1, or of their only level, if they only have one level of spells left. If the caster is a spontaneous caster, they lose a daily slot of max level - 1 instead. Damage is 1d8 per spell level+1.
===**Null Bug**===
**Speed**: 30 ft. (6 squares); burrow 20 ft. (4 squares)
**Special Qualities**: Darkvision 60 ft, low-light vision, Null Field, Spell Resistance 40
**Skills**: Listen +8, Spot +8, Hide +8
**Magic Feeder (Ex)**: The magic feeder ability can only be used on creatures that the null bug is grappling. When it hits with a bite attack, the null bug removes one magic effect on the creature attacked, and does 1d8 damage per spell level+1. The null bug can also eat spells in a similar fashion. If a spell caster is grappled and subsequently bitten, and has no buffs to be consumed, the null bug will eat their stored magic energy. The caster loses a random prepared spell of their maximum casting level - 1, or of their only level, if they only have one level of spells left. If the caster is a spontaneous caster, they lose a daily slot of max level - 1 instead. Damage is 1d8 per spell level+1.
Deletions:
Jagter appear to be able to communicate with one another, and most certainly hunt in packs. They seem willing to hunt both during full brightness and dimness, in marked contrast from most of the desert animals. They are swift, and, while not armored, seem to be able to run and fight even with several serious wounds.
==**Null Bug**==
**Speed**: 30 ft. (6 squares)
**Special Qualities**: Darkvision 60 ft, low-light vision, Null Field
**Skills**: Listen +8, Spot +6, Survival +8, Hide +5
**Magic Feeder (Ex)**: The magic feeder ability can only be used on creatures that the null bug is grappling. When it hits with a bite attack, the null bug removes one magic effect on the creature attacked, and does 1d8 damage per spell level+1. For example: A ranger with haste cast on him is successfully grappled by the bug. On the following turn, if he does not get free, and the bug hits, the buff is removed and an extra 4d8 damage taken.
Revision [236]
Edited on 2011-01-27 21:18:19 by Akhat (unregistered user)Additions:
==**Null Bug**==
**Saves**: Fort +8 Ref +7 Will +3
**Feats**:
**Saves**: Fort +8 Ref +7 Will +3
**Feats**:
Deletions:
**Saves**: Fort +7 Ref +8 Will +4
**Feats**: Alertness, Improved Initiative, Iron Will, Track
Revision [235]
Edited on 2011-01-27 21:17:32 by Akhat (unregistered user)Additions:
=====**Null Bug**=====
An oversized bug, that looks disgusting, if not particularly dangerous, even with the tooth-covered mandibles sticking out from the face.
Null bugs don't particularly care whether they look dangerous, of course, they are what they are.
Medium Magical Beast
**HD**: 6d10+18 (51)
**Speed**: 30 ft. (6 squares)
**Init**: +2
**AC**: 18 (+2 Dex, +6 nat); touch 12; flat-footed 16
**BAB**: +6; Grp +9
**Attack**: Bite +9 (2d8+3)
**Full-Attack**: Bite +9 (2d8+3)
**Special Attacks**: Magic Feeder, Improved Grab
**Special Qualities**: Darkvision 60 ft, low-light vision, Null Field
**Abilities**: Str 17, Dex 14, Con 17, Int 10, Wis 12, Cha 10
**Organization Name**: Pack (4-8)
**Challenge Rating**: X (9?)
**Treasure**: Lairs, 2xGold
**Improved Grab (Ex)**: To use this ability, a null bug must hit a creature no more than one size larger than the bug with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold.
**Magic Feeder (Ex)**: The magic feeder ability can only be used on creatures that the null bug is grappling. When it hits with a bite attack, the null bug removes one magic effect on the creature attacked, and does 1d8 damage per spell level+1. For example: A ranger with haste cast on him is successfully grappled by the bug. On the following turn, if he does not get free, and the bug hits, the buff is removed and an extra 4d8 damage taken.
**Null Field (Ex)**: The reason for the Null Bug's name, and why it is so hated. The null bug projects an antimagic zone around him, 30 feet in all directions. This field dissipates one minute after death.
An oversized bug, that looks disgusting, if not particularly dangerous, even with the tooth-covered mandibles sticking out from the face.
Null bugs don't particularly care whether they look dangerous, of course, they are what they are.
Medium Magical Beast
**HD**: 6d10+18 (51)
**Speed**: 30 ft. (6 squares)
**Init**: +2
**AC**: 18 (+2 Dex, +6 nat); touch 12; flat-footed 16
**BAB**: +6; Grp +9
**Attack**: Bite +9 (2d8+3)
**Full-Attack**: Bite +9 (2d8+3)
**Special Attacks**: Magic Feeder, Improved Grab
**Special Qualities**: Darkvision 60 ft, low-light vision, Null Field
**Abilities**: Str 17, Dex 14, Con 17, Int 10, Wis 12, Cha 10
**Organization Name**: Pack (4-8)
**Challenge Rating**: X (9?)
**Treasure**: Lairs, 2xGold
**Improved Grab (Ex)**: To use this ability, a null bug must hit a creature no more than one size larger than the bug with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold.
**Magic Feeder (Ex)**: The magic feeder ability can only be used on creatures that the null bug is grappling. When it hits with a bite attack, the null bug removes one magic effect on the creature attacked, and does 1d8 damage per spell level+1. For example: A ranger with haste cast on him is successfully grappled by the bug. On the following turn, if he does not get free, and the bug hits, the buff is removed and an extra 4d8 damage taken.
**Null Field (Ex)**: The reason for the Null Bug's name, and why it is so hated. The null bug projects an antimagic zone around him, 30 feet in all directions. This field dissipates one minute after death.
Deletions:
Jagter. Deadly. Swift. Packs.
The Jagter were first encountered approximately 5,3, with the arrival of the second group of chosen, and their incorporation into the Mteule. They brought stories of creatures harrying them along their way, and brief descriptions. When survivors for a migration group returned with stories of a pack of them decimating their numbers, as well as a single corpse, the stories were confirmed. Why the creatures never preyed on the initial chosen is not known. They are described as thin creatures, running of four jointed legs, each leg ending in a foot armed with ripping claws. Their ears lie flat against their heads, their noses are sensitive, their necks long and flexible, and their mouth full of sharp teeth and a long tongue.
Medium Magical Beast (Desert)
**HD**: 4d10+8 (28)
**Speed**: 50 ft. (10 squares)
**Init**: +8
**AC**: 18 (+4 Dex, +4 nat); touch 14; flat-footed 14
**BAB**: +4; Grp +7
**Attack**: Bite +7 (1d6+4), Claw +8 (1d4+2)
**Full-Attack**: Bite +7 (1d6+4) and 2 Claws +8 (1d4+2)
**Special Attacks**: Pack Attack, Sonic Howl
**Special Qualities**: Darkvision 120 ft, low-light vision, pack mind, heat endurance, scent
**Abilities**: Str 17, Dex 19, Con 17, Int 4*, Wis 12, Cha 12
**Organization Name**: Pack (4-16)
**Challenge Rating**: X (6?)
**Treasure**: Lairs, standard
**Pack Attack (Ex)**: If a Jagter in a pack uses aid another action to assist an attack roll, it grants a +4 bonus rather than +2. If any member of a pack enters a grapple, each other member can use the aid another action to grant a +2 bonus on grapple checks to pin the opponent.
**Pack Mind (Ex)**: As long as a pack contains at least three individuals, none of which is more than 50 feet from another individual, all its members share a group consciousness. If one is aware of a particular danger, they all are. If one in the pack is not flat-footed, none of them are. No member of the pack is considered flanked unless all of them are. The pack mind operates through high-frequency sounds and empathy. As long as the pack members remain within range, they all enjoy the benefits of Alertness. They can communicate empathically with one another, as well as with a sentient being within range, much as a familiar does with its master. A pack member under the influence of a mind-affecting spell gains a save every round if it is receiving the Pack Mind benefit.
*The collective Intelligence score of a pack is 15, and their tactics reflect this. Each individual has an Intelligence score of only 4. A pack must include at least three members to gain the benefit of the higher Intelligence score.
**
Sonic Howl (Ex)**: As a standard action, a pack of Jagter can lower the frequency of their communication sounds to produce a sonic attack. Any creature within 60 feet of any pack member producing the howl must succeed on a Will save or be stunned for 1d6+1 rounds. The save DC of the howl is 15 + 1/2 the number of Jagter in the pack + each pack member’s Cha mod(typically +1).
A pack must include at least three members to activate the sonic howl, and each must be within 30 feet of a contributing pack member. Creatures with immunity to sonic energy attacks do not have immunity to the sonic howl, although creatures that can’t hear the howl (such as deaf creatures or those within the area of a silence spell) are not affected.