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Fleshtearer

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Aug 23rd, 2018
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  1. Fleshtearer CR 8
  2. XP 4800
  3. NE Medium Undead (Orc)
  4. Init +10; Senses Darkvision 60ft; Perception +14
  5. ------------------------------
  6. DEFENSE
  7. ------------------------------
  8. AC 23, touch 16, flat-footed 17 (+6 Dex, +7 natural)
  9. hp 59 (9d8+18); Fast Healing 15
  10. Fort +5, Ref +9, Will +8
  11. Defensive Abilities Half Damage from Piercing, Evasion
  12. DR 10/Slashing Immunities Fire
  13. Weaknesses Cold Vulnerability
  14. ------------------------------
  15. OFFENSE
  16. ------------------------------
  17. Speed 50 ft.
  18. Melee +1 4 claws +15 (1d4+9 plus 2d6 fire, plus 1d4 bleed)
  19. Special Attacks Bleed (1d4), Pounce , Trip (claw), Elemental Attack (2d6 fire)
  20. ------------------------------
  21. STATISTICS
  22. ------------------------------
  23. Str 26, Dex 22, Con 0, Int 10, Wis 14, Cha 14
  24. Base Atk +6; CMB +14; CMD 30
  25. Feats Combat Expertise, Greater Trip, Improved Initiative, Improved Trip, Step Up
  26. Skills Bluff +11, Intimidate +14, Perception +14, Stealth +18
  27. Languages Common
  28. SQ Undead Traits
  29. ------------------------------
  30. SPECIAL ABILITIES
  31. ------------------------------
  32. Elemental Attack (Su)
  33. A Fleshtearer's claw attacks are coated in flames, causing an additional 2d6 fire damage with each attack.
  34.  
  35. Bleed (Ex)
  36. When a Fleshtearer hits a target with its claw attack(s), it causes wounds that continue to bleed, dealing 1d4 damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing.
  37.  
  38. Pounce (Ex)
  39. When a Fleshtearer makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
  40.  
  41. Trip (Ex)
  42. A Fleshtearer can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with its claw attack(s). If the attempt fails, the creature is not tripped in return.
  43.  
  44. +1 claw
  45. A Fleshtearer's claw functions as a +1 weapon, the bonuses are included in its stats above.
  46.  
  47. Evasion (Ex)
  48. A Fleshtearer can avoid even magical and unusual attacks with great agility. If a Fleshtearer makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the Fleshtearer is wearing light armor or no armor. A helpless Fleshtearer does not gain the benefit of evasion.
  49.  
  50. Undead Traits
  51. Undead are once-living creatures animated by spiritual or supernatural forces.
  52. -No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon?s DC).
  53. -Darkvision 60 feet.
  54. -Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  55. -Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
  56. -Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
  57. -Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
  58. -Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  59. -Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
  60. -Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  61. -Undead do not breathe, eat, or sleep.
  62. Per the spell magic jar: "Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls." This is an important sentence when considering any spells or effects which reference "souls."
  63.  
  64. ------------------------------
  65. ECOLOGY
  66. ------------------------------
  67. Environment: any
  68. Organization: any
  69. Treasure: None
  70.  
  71.  
  72.  
  73. Basicly an orc zombie with additional pair of arms, steel claws infused with fire magic in each arm, legs entirely mutated into shape similar to leopard hind legs allow it to run with uncunny speed. If it weren't enough it's tissue's are in state of constant decay and regrowth.
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