Monday, January 3, 2011

General Rules: Monsters - Deremole

Deremole (adapted from Spells & Spellcraft)
Tiny Magical Beast

Hit Dice: 1d10+2 (7 hit points)
Initiative: +2
Speed: 15 feet, burrow 30 feet
Armor Class: 15 (+2 size, +2 natural); touch 12, flat-footed 14
BAB/Grapple: +1/-11
Attack: None
Full Attack: None
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Mind blast
Special Qualities: Blindsight 30 feet, tremorsense 30 feet
Saves: Fortitude +4, Reflex +2, Will +2
Abilities: Str 3, Int 12, Wis 10, Dex 10, Con 14, Cha 4
Skills: Hide +3, Escape Artist +9, Hide +4, Listen +11, Survival +6
Feats: Endurance
Environment: Underground
Organization: Solitary or colony (7 - 16)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: -

Deremoles are a rare breed of furry, black creatures that burrow deep underground and thrive on magical energy. They are nearsighted but have sharp ears and sensitive noses. They live off the residual magical energy of nearby creatures, often making their homes near duergar settlements.

Combat
Deremoles are weak combatants, and try to avoid confrontation if possible. If cornered, they use their mind blast ability and try to flee.

Mind Blast (Su): A deremole's mind blast causes 1d4+1 temporary Intelligence damage to on creature within 10 feet. A successful DC 12 Will save negates the attack. The deremole may use this ability three times per day. The save DC is Constitution based.

Blink Dogs as Familiars
Blink dogs can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must take the Improved Familiar feat and be at least a 3rd-level caster. Arcane casters with deremole familiars gain the Improved Initiative feat for free as a bonus feat.

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