Monday, January 3, 2011

General Rules: Monsters - Lobir

Lobir (from Nyambe: African Adventures)
Fine Construct

Hit Dice: 1d10 (5 hit points)
Initiative: +5
Speed: Fly 90 feet (perfect)
Armor Class: 27 (+8 size, +5 Dexterity, +4 natural); touch 23, flat-footed 22
BAB/Grapple: +0/-18
Attack: Sting +13 melee (1d2-2, piercing, 20 x2)
Full Attack: Sting +13 melee (1d2-2, piercing, 20 x2)
Space/Reach: 0 feet by 0 feet/0 feet
Special Attacks: Flesh burrow
Special Qualities: Construct traits, darkvision 60 feet, DR 15/+3, natural invisibility, spell resistance 20
Saves: Fortitude +0, Reflex +5, Will +0
Abilities: Str 6, Int -, Wis 11, Dex 20, Con -, Cha 6
Skills: -
Feats: Weapon Finesse
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: -

Lobir are flying invisible constructs that devour their victims from within if it could be seen, a lobir would resemble a small insect such as a hornet or a fly, but it can also appear as an animated cone of metal. Lobir are given animation by the lobir spell, and are never encountered otherwise.

A lobir is incapable of tactical thought. It viciously attacks whatever opponent its creator indicates with no pity or thought of self-preservation.

Flesh Burrowing (Ex): If a lobir hits with its sting attack, it burrows into the victim, dealing 1d4 points of temporary Constitution damage until the victim is dead, at which time it emerges from the body and returns to its master, ready to be sent against another victim.

Removing an embedded lobir requires a full round action and a DC 20 Heal check. A success inflicts 1d6 points of damage to the victim and removes the lobir, which is helpless and can be easily destroyed. A failure inflicts 1d4 points of damage to the victim and does not dislodge the construct. Weapons and offensive spells cannot harm a lobir once it has burrowed into a victim.

Cure spells will not dislodge a lobir, though a heal or regeneration spell will. In addition, a lobir is subject to dispel magic, antimagic fields, and other effects that will neutralize magical constructs.

Natural Invisibility (Su): A lobir is naturally invisible and remains invisible even when it attacks. This ability is constant and the lobir cannot voluntarily suppress it.

Construct: Immune to mind-influencing effects, poison, disease, death effects, paralysis, stunning, sleep, and similar effects. Not subject to critical hits, nonlethal damage, ability damage, energy drain, or death from massive damage. Destroyed when reduced to 0 hit points, cannot be raised. Cannot be healed with healing magic unless it specifically says it works on constructs, and does not heal on its own.

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