Drider Husk Harvester: Difference between revisions

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[[Image:Drider_Husk_Harvester_1.png|384px|right|xx]]
[[Image:Drider_Husk_Harvester_1.png|384px|right|xx]]
== Drider Husk Harvester (Heavy Role) (CR 13) ==
== Drider Husk Harvester (Heavy Role) (CR 13) ==
Referees should adjust the numbers presented below by small amounts to better fit the theme of the monster being converted.
When the Drow first creeated the Driders, the great houses could not have been more pleased.  Finally, the Drow had a form of loyal trooper that could stand toe-to-toe with the toughest enemies out there!
 
But the Matriarchs and the mighty Regents felt that the new Driders could be made even stronger, and so the Cocoons were warped even further to produce the Husk Harvester.
 
The Husk Harvester gave up some flexibility and utility to gain even more punch in melee, and the ability to capture foes alivem which was very strongly desired by certain elements among the Regents.
 
Unfortunately, the Husk Harvester strain of Driders proved to be MUCH more difficult to control than expected.  Indeed, over the millenia since they were created, entire populations of Husk Harvesters have broken off into the wild and live as free-roaming beasts.  Since Driders live as long as Elves do, they tend to accumulate over time.
 
Due to their tendancy to 'go rogue', Husk Harvesters are less popular with Matriarchs than other Driders.  Regents, on the other hand, love Husk Harvesters for their ability to capture foes, and as a result, there are many Husk Harvesters created each year, despite their drawbacks.


<insert descriptive text here>




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As a standard action, Driders may cast Bolt. This affects a 120 foot line originating from their space, as a massive blast of lightning erupts from their fingertips.  The Drider may choose which square in their space the Bolt originates from.  Bolt inflicts 7d6 points of electrical damage to all creatures caught in its area of effect.  A Reflex save against a DC of 22 will reduce this to half damage.
As a standard action, Driders may cast Bolt. This affects a 120 foot line originating from their space, as a massive blast of lightning erupts from their fingertips.  The Drider may choose which square in their space the Bolt originates from.  Bolt inflicts 7d6 points of electrical damage to all creatures caught in its area of effect.  A Reflex save against a DC of 22 will reduce this to half damage.


; Cocoon (Ex)
As a triggered immediate action, a Drider who is reduced to zero hit points is not slain. Instead, their spinnerets erupt in a flurry of activity and their wretched bodies are instantly wrapped in a massive cocoon of terrible dark silk.  While so cocooned, the Driders are immune to all damage, but melee continues.  When their next action comes the Cocoon bursts.  The Drider is healed to half it's normal maximum hit points, all status conditions are removed, and it may use Throw Web on a single target within range, all as a free action. Once the free Throw Web attack is resolved, the Drider may take its full normal set of actions.




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=== COMBAT TACTICS ===
=== COMBAT TACTICS ===
<describe typical actions taken during combat here>
Husk Harvesters do not follow orders in combat well. As a result,t hey do not mount the crushing "alpha strike' some other Driders do.  Instead, Husk Harvesters try to set up the chance to capture food.
 
They typically rush to close the range, and then will lurk five feet away from a foe and Throw Web at it, hoping to Pin it. If the foe resists and closes in, the Husk Harvester will take a five foot step away and continue throwing webs.  The instant any foe fails a save and gains the [[Pinned]] condition, the Husk Harvester will use its action point to make a standard claw attack, looking for the Drain Husk ability to fire off.
 
If foes are maneuvering at range or consistently making saves, Husk Harvesters will close in and go to full melee attacks, regardless of [[Pinned]] conditions.
 
Husk Harvesters will use Drider's Bolt only if they are taking significant ranged or spellcaster damage, and they will typically move up, fire a Drider's Bolt, and if all foes look well armored or if they have made all their saves against Throw Web, they will use their action point to fire a second Drider's Bolt, again targeting ranged attackers in preference.
 
Once combat is joined, a Husk Harvester will never consider flight unless they have an unconscious victim.

Revision as of 21:48, 19 September 2015


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Drider Husk Harvester (Heavy Role) (CR 13)

When the Drow first creeated the Driders, the great houses could not have been more pleased. Finally, the Drow had a form of loyal trooper that could stand toe-to-toe with the toughest enemies out there!

But the Matriarchs and the mighty Regents felt that the new Driders could be made even stronger, and so the Cocoons were warped even further to produce the Husk Harvester.

The Husk Harvester gave up some flexibility and utility to gain even more punch in melee, and the ability to capture foes alivem which was very strongly desired by certain elements among the Regents.

Unfortunately, the Husk Harvester strain of Driders proved to be MUCH more difficult to control than expected. Indeed, over the millenia since they were created, entire populations of Husk Harvesters have broken off into the wild and live as free-roaming beasts. Since Driders live as long as Elves do, they tend to accumulate over time.

Due to their tendancy to 'go rogue', Husk Harvesters are less popular with Matriarchs than other Driders. Regents, on the other hand, love Husk Harvesters for their ability to capture foes, and as a result, there are many Husk Harvesters created each year, despite their drawbacks.


GENERAL

CR 13 Hit Dice 19

XP 51,200 (heavy role included)

LE, Large, Aberration

Init +6; Senses Standard Darkvision 60 ft, Low-Light Vision 120 ft, Perception +20


DEFENSE

AC 34, touch 20, flat-footed 30 (+8 armor, +4 dex, +6 natural, +6 deflection)

hp 590 (heavy role included)

Fort +12, Ref +16, Will +12

Aura: -

SR: -

Special Defenses: -

Immunities: Immune to the first instance of all conditions applied during an encounter (Heavy role included)

Weaknesses: -

OFFENSE

Speed 40 ft., Climb 50 ft

Space / Reach: 10 ft. / 10 ft.

Single Melee 2 x Drider's Claws +19 (2d8+15/x2) + Drider Poison

Full Melee 4 x Drider's Claws +19 (2d8+15/x2) + Drider Poison

Ranged None, but see

Special Attacks Throw Web, Drider Poison, Drain Husk, Drider's Bolt

Action Points 1 (Heavy Role Included)


STATISTICS

Str 26, Dex 16, Con 22, Int 14, Wis 10, Cha 6

Base Atk +13; CMB +22; CMD 30

Feats Mobility EFFECT: +4 AC(AC38) versus attacks of opportunity incurred by their own movement.

Skills Stealth +21, Sense Motive +21, Intimidate +21

Languages Undercommon


SPECIAL ABILITIES

Throw Web (Ex)

Once per round, as a standard action, Driders may throw a specially prepared web. This is resolved as a ranged touch attack (+14 to-hit, ranged touch, range increment 10, max range 50 feet). Creatures struck by the web take 7d6 poison damage from the Drider Poison soaking it. There is no saving throw against this poison damage. (This is a poison effect and is negated by immunity to poisons, and can be reduced by ER /-.) In addition, affected targets must make a reflex saving throw against a DC of 22. Those who fail the saving throw gain the Pinned condition. Those who make the saving throw gain the Hindered condition. Either condition may be removed by expending a standard action to carefully unwrap the poisoned webbing. Note that adjacent allies may spend a standard action to free a pinned or hindered victim.


Drider Poison (Ex)

poison (injury); Save Fortitude DC 22; Onset 1/round for 2 rounds; Effect 1d3 Str damage and 3d6+1 points of non-lethal physical damage; Cure 1 save.


Drain Husk (Ex)

Once per round, if a Drider is able to make a melee attack on a foe that is both Pinned and suffering a loss of Str from Drider Poison, and the Drider successfully hits with that melee attack, their Drain husk ability kicks in (a triggered free action) as they sink their fangs into their foe and drain it of delicious fluids. The struck creature takes an additional 3d6+2 points of subdual damage and suffers 1 point of Con drain. If a foe is rendered unconscious via Drain Husk (in combination with other damage), they will be carried away by the Drider (assuming it wins the battle) and eaten at its leisure at a later date.


Venom Cup (Ex)

As a swift action, a Drider Prototype can reapply poison to one of his claws. This is done with a practiced economy, as the vicious appendage is dipped into a cup-like device on his belt, right above his bloated thorax. The cup-like device contains 10 doses of Drider Poison, and can be refilled outside of combat. Driders produce their own poison within their wretched bodies, but the way they produce it means they cannot use it in combat without a Venom Cup. The details are quite unpleasant, and best not discussed.


Drider's Bolt (Sp)
  • Concentration: d20+13 vs a DC of 21

As a standard action, Driders may cast Bolt. This affects a 120 foot line originating from their space, as a massive blast of lightning erupts from their fingertips. The Drider may choose which square in their space the Bolt originates from. Bolt inflicts 7d6 points of electrical damage to all creatures caught in its area of effect. A Reflex save against a DC of 22 will reduce this to half damage.


Cocoon (Ex)

As a triggered immediate action, a Drider who is reduced to zero hit points is not slain. Instead, their spinnerets erupt in a flurry of activity and their wretched bodies are instantly wrapped in a massive cocoon of terrible dark silk. While so cocooned, the Driders are immune to all damage, but melee continues. When their next action comes the Cocoon bursts. The Drider is healed to half it's normal maximum hit points, all status conditions are removed, and it may use Throw Web on a single target within range, all as a free action. Once the free Throw Web attack is resolved, the Drider may take its full normal set of actions.


TREASURE

sell value of approximately 22,500 gp (Heavy Role included)


COMBAT TACTICS

Husk Harvesters do not follow orders in combat well. As a result,t hey do not mount the crushing "alpha strike' some other Driders do. Instead, Husk Harvesters try to set up the chance to capture food.

They typically rush to close the range, and then will lurk five feet away from a foe and Throw Web at it, hoping to Pin it. If the foe resists and closes in, the Husk Harvester will take a five foot step away and continue throwing webs. The instant any foe fails a save and gains the Pinned condition, the Husk Harvester will use its action point to make a standard claw attack, looking for the Drain Husk ability to fire off.

If foes are maneuvering at range or consistently making saves, Husk Harvesters will close in and go to full melee attacks, regardless of Pinned conditions.

Husk Harvesters will use Drider's Bolt only if they are taking significant ranged or spellcaster damage, and they will typically move up, fire a Drider's Bolt, and if all foes look well armored or if they have made all their saves against Throw Web, they will use their action point to fire a second Drider's Bolt, again targeting ranged attackers in preference.

Once combat is joined, a Husk Harvester will never consider flight unless they have an unconscious victim.