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26 April 2012

[A to Z April] W is for Wyrm, Slimeclaw (new monster)

Wyrm, Slimeclaw

Medium Dragon
Hit Dice: 9d12+8 (67 HP)
Initiative: +9
Speed: 40 ft., climb 30 ft.
Armor Class: 22 (+5 Dex, +7 natural), touch 15, flat-footed 17
Base Attack/Grapple: +9/+5
Attack: Bite +9 (2d6+1), claw +9 (1d8), or breath attack 6d4 (DC 17)
Full Attack: Bite +9 (2d6+1) and 2x claw +4 (1d8), or breath attack 6d4 (DC 17)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Slime web
Special Qualities: Dragon traits
Saves: Fort +10, Ref +13, Will +9
Abilities: Str 13, Dex 20, Con 15, Int 8, Wis 11, Chr 8
Skills: Climb +15, hide +10, swim +10, move silently +13, perception +12
Feats: Ability focus (breath weapon), improved initiative, improved natural attack (bite), improved natural attack (claw)
Environment: Warm hills
Treasure: Standard
Alignment: Chaotic neutral
Organization: Solitary or pair
Challenge Rating: 8
Advancement:: --

The slimeclaw wyrm is a six- to eight-foot long reptilian creature with six legs. They range in color from grey to black with green markings on their bodies; the green markings are a pale, light green when they hatch and darken with age to a green so dark that it is nearly black. Their undersides are a uniform grey-green. Despite their name, the slimeclaw wyrm is not a true dragon. They lack any language or spellcasting skills, as well as the ability to fly. They have six legs, slime-covered scales, and, like a lizard, are low to the ground. They also have amazing wall-crawling and ceiling-crawling abilities. However, their heads are crested and horned like a true dragon and they possess a breath weapon, which is what gave rise to their "wyrm" name.

They prefer to attack from the darkness, using their slimy acid spray every 1d4 rounds in a 60-foot cone. They are not afraid, however, to utilize their strong jaws and multiple claws to attack other creatures. Additionally, they are not afraid to use their slime-web attack, especially when they are seriously wounded and attempting to flee.
Four times per day, a slimeclaw wyrm can utilize a specialized form of their breath weapon. The wyrm has a limited 30-foot range with this attack, which comes in the form of a thick slime that is only slightly acidic in nature. The slime-web covers an area of 10 cubic feet and is similar in many ways to the web spell.

The slime-web is a nearly-solid mass of thick slime that traps and entangles those caught in it, although attacking a creature caught in a slime-web will not cause the attacker to become entangled. Anyone in the slime-web’s area must make a Reflex save (DC 17). If this save succeeds, the target is entangled, but not prevented from moving, although moving is more difficult than normal for being entangled (see below). If the save fails, the target is entangled and cannot move from its space. It can, however, break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the target to make a new Strength or Escape Artist check. The target moves 5 feet for each full 5 points by which the check result exceeds 10. Every round (minimum 1 round) spent in the slime-web, the target receives 1d4 HP acid damage and for every round after escaping the slime-web until the acidic slime-web residue is cleaned off from the target creature.

If you have at least 5 feet of slime-web between you and an opponent, it provides cover. Slime-web, unlike the web spell effect, is not particularly susceptible to fire or flame.

**Creature inspired by Reaper Miniatures "Wall Crawler" #59018 (although not by the pictured color scheme).

Last year's "W": W is for Waulker

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