Cheeky Topaz Monkey Scorpion by Katskratch
A shriek from above
is the only warning as this streak of black and white fur descends towards your
face.
Scorpion-tailed
Tamarin CR 3
XP 800
N tiny magical beast
Init +10; Senses darkvision 60 ft,; Perception +9
XP 800
N tiny magical beast
Init +10; Senses darkvision 60 ft,; Perception +9
----- Defense -----
AC 20, touch 18, flat-footed 14 (+6 dexterity, +2 natural, +2 size)
hp 28 (4d10+4); fast healing 2
Fort +5, Ref +10, Will +0
Weaknesses Thralled -2 to saves against charm
AC 20, touch 18, flat-footed 14 (+6 dexterity, +2 natural, +2 size)
hp 28 (4d10+4); fast healing 2
Fort +5, Ref +10, Will +0
Weaknesses Thralled -2 to saves against charm
----- Offense -----
Speed 30 ft., climb 30 ft.
Melee 2 claws +8 (1d4-1), sting +12 (1d6-1 plus poison)
Ranged rock +12 (1d6-1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks leaping pounce, poison
Speed 30 ft., climb 30 ft.
Melee 2 claws +8 (1d4-1), sting +12 (1d6-1 plus poison)
Ranged rock +12 (1d6-1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks leaping pounce, poison
----- Statistics
-----
Str 8, Dex 23, Con 12, Int 13, Wis 8, Cha 5
Base Atk +4; CMB 1; CMD 17
Feats Weapon Finesse, Improved Initiative
Skills Acrobatics +18, Climb +14, Perception +9, Stealth +22, Swim +5 ; Racial Modifiers +8 Acrobatics, +4 perception, +4 Stealth Languages understands common
Str 8, Dex 23, Con 12, Int 13, Wis 8, Cha 5
Base Atk +4; CMB 1; CMD 17
Feats Weapon Finesse, Improved Initiative
Skills Acrobatics +18, Climb +14, Perception +9, Stealth +22, Swim +5 ; Racial Modifiers +8 Acrobatics, +4 perception, +4 Stealth Languages understands common
----- Ecology -----
Environment warm or temperate forests or jungle
Organization solitary, pair, band (3–9), or troop (10–40)
Treasure none
Environment warm or temperate forests or jungle
Organization solitary, pair, band (3–9), or troop (10–40)
Treasure none
----- Special
Abilities -----
Leaping Pounce (Ex) Any movement that ends with the Tamarin landing adjacent to a target allows the Tamarin to use all their natural attacks against that target.
Posion (Ex) Sting—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect sickened for 6 rounds; cure 1 save.
Leaping Pounce (Ex) Any movement that ends with the Tamarin landing adjacent to a target allows the Tamarin to use all their natural attacks against that target.
Posion (Ex) Sting—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect sickened for 6 rounds; cure 1 save.
Resembling normal
tamarins apart from their sharper claws and scorpion tails, they sometimes like
to follow normal tamarins which are friendly and harmless. These tiny omnivores
are known to gang up on larger prey relying on ambushes, hit and run poison
strikes, and ranged strikes. Local legends hint that they were magically
crossbred from normal tamarins and greensting scorpions with a touch of troll
blood to become a more durable familiar, however their hunger overwhelmed their senses and the
turned on their creator and escaped into the wild.
Scorpion-tailed
Tamarin Swarm CR 8
XP 800
N tiny magical beast
Init +10; Senses darkvision 60 ft,; Perception +9
XP 800
N tiny magical beast
Init +10; Senses darkvision 60 ft,; Perception +9
----- Defense -----
AC 20, touch 18, flat-footed 14 (+6 dexterity, +2 natural, +2 size)
hp 54 (8d10+8); fast healing 2
Fort +9, Ref +14, Will +1
AC 20, touch 18, flat-footed 14 (+6 dexterity, +2 natural, +2 size)
hp 54 (8d10+8); fast healing 2
Fort +9, Ref +14, Will +1
Immunities: Swarm traits
Weaknesses Thralled -2 to saves against charm
Weaknesses Thralled -2 to saves against charm
----- Offense -----
Speed 30 ft., climb 30 ft.
Melee 4d6 + poison
Ranged rock +12 (1d6-1)
Space 10 ft.; Reach 0 ft.
Special Attacks leaping pounce, poison
Speed 30 ft., climb 30 ft.
Melee 4d6 + poison
Ranged rock +12 (1d6-1)
Space 10 ft.; Reach 0 ft.
Special Attacks leaping pounce, poison
----- Statistics
-----
Str 8, Dex 23, Con 12, Int 13, Wis 8, Cha 5
Base Atk +8; CMB 1; CMD 17
Feats Weapon Finesse, Improved Initiative
Skills Acrobatics +18, Climb +14, Perception +9, Stealth +22, Swim +5 ; Racial Modifiers +8 Acrobatics, +4 perception, +4 Stealth Languages understands common
Str 8, Dex 23, Con 12, Int 13, Wis 8, Cha 5
Base Atk +8; CMB 1; CMD 17
Feats Weapon Finesse, Improved Initiative
Skills Acrobatics +18, Climb +14, Perception +9, Stealth +22, Swim +5 ; Racial Modifiers +8 Acrobatics, +4 perception, +4 Stealth Languages understands common
----- Ecology -----
Environment warm or temperate forests or jungle
Organization solitary, pair, band (3–9), or troop (10–40)
Treasure none
Environment warm or temperate forests or jungle
Organization solitary, pair, band (3–9), or troop (10–40)
Treasure none
----- Special
Abilities -----
Posion (Ex) Sting—injury; save Fort DC 18; frequency 1/round for 18 rounds; effect 1d6 con damage.
Posion (Ex) Sting—injury; save Fort DC 18; frequency 1/round for 18 rounds; effect 1d6 con damage.
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