Saturday, April 4, 2009

Bestiary: Tar Baby

Tar Baby


Size/Type: Medium Construct
Hit Dice: 1d10+20 (25 hp)
Initiative: +3
Speed: 20 ft.
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/+2
Attack: Engulf +5 melee (see below)
Full Attack: Engulf +5 melee (see below)
Space/Reach: 5 ft./5 ft.
Special Attacks: Engulf, Suffocate
Special Qualities: Construct traits, darkvision 60 ft., electric vigor, fire vulnerability, low-light vision
Saves: Fort +0, Ref +3, Will +0
Abilities: Str 14, Dex 17, Con 0, Int 2, Wis 11, Cha 1
Skills: --
Feats: Weapon Finesse (Engulf)*
Environment: Any
Organization: Solitary or gang (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 2-6 HD (Large); 7-12 HD (Huge)

This amorphous mass of sticky tar is vaguely humanoid shaped, and possesses a rudimentary intelligence.

Combat

Engulf (Ex): Whenever a tar baby successfully strikes an opponent in melee, it may start a grapple without provoking an attack of opportunity. If it succeeds, it flows over the opponent, enwrapping it in strands of sticky substance. An engulfed opponent is considered entangled, and susceptible to the tar baby's Suffocate ability.

Suffocate (Ex): If a tar baby wins a second grapple check against an opponent it has already struck with Engulf, it begins to force itself into its opponent's orifices, suffocating it. Each round, a living creature who fails to extricate itself from the tar baby's grip must make a Fort save. If he succeeds, he may act as normal. If he fails, he begins to choke, first becoming immobilized and helpless. If he fails a subsequent Fort save, he falls unconscious (0 hp). In the third round, he falls to -1 hp and is dying. In the fourth round, he suffocates and dies. Creatures who do not breathe or require air to subsist (such as undead) may be inconvenienced, but are otherwise not affected by this attack.

Electric Vigor (Ex): A magical attack that deals electricity damage heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the tar baby to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a tar baby hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A tar baby gets no saving throw against attacks that deal electricity damage.

Fire Vulnerability (Ex): A magical attack that deals fire damage inflicts double damage to the tar baby on a failed save, and full damage to the tar baby on a successful save. Additionally, the tar baby must make a second saving throw or risk catching on fire, taking additional damage each round.

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