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RPG Superstar 2014 Top 32. RPG Superstar 7 Season Dedicated Voter, 8 Season Star Voter, 9 Season Dedicated Voter. Organized Play Member. 10 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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This grey and blue scaled reptile slinks low as it moves with wings folded down, and horns folding across its brow and along its skull resembling a crown.

Steel Miser CR 3
XP 800
CE Small dragon (earth)
Init +2; Senses darkvision 120 ft., low-light vision; Perception +5
----- Defense -----
AC 15 touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 30 (4d12+4)
Fort +5, Ref +6, Will +2
Immune acid, paralysis, sleep
----- Offense -----
Speed 30 ft., fly 60 ft. (good)
Melee gore +7 (1d4+1), 2 claws +7 (1d3+1)
Special Attacks breath weapon, brigand rush
----- Statistics -----
Str 13, Dex 15, Con 12, Int 13,Wis 6, Cha 10
Base Atk +4; CMB +4 (+6 disarm); CMD 16 (20 vs. trip)
Feats Weapon Finesse, Power Attack, Improved Disarm
Skills Appraise +8, Fly +15, Knowledge (local) +8, Perception +5, Sense Motive +5, Craft (trapmaking) +8, Stealth +17 (+21 in urban areas) ;Racial Modifiers +4 Stealth (improves to +8 in urban areas)
Languages Common, Draconic, Terran
----- Ecology -----
Environment any urban
Organization solitary or pair
Treasure standard
----- Special Abilities -----
Breath Weapon (Su) Once every 1d4 rounds as a standard action, a steel miser can expel a 15-foot line of dull grey acid dealing 2d6 acid damage to all creatures struck (Reflex DC 13 halves). The liquid clings to walls, floors, and objects, affecting terrain as per the grease spell for two rounds. Non-magical metal doused in this acid loses 10 hardness. The save DC is Constitution-based.
Brigand Rush(Ex) When making a charge attack, a steel miser makes a single gore attack. If successful, it may also attempt to disarm its opponent as a free action without provoking an attack of opportunity.

Compulsive and patient, steel misers nest in abandoned warehouses and sewers where they gather precious goods without worry of intruders. These covetous dragons often shadow wealthy merchants, taking to rooftops, sewers, or tight passageways as needed, using its breath weapon to gain access to its interest. Misers rarely destroy something they perceive valuable, and take care to move treasures from one nest to another if not stalking or sleeping to keep their wealth safe.

A steel miser forced to fight will try to keep its distance and slowly wear down opponents, however they rarely flee a fight until they have garnered a trinket for their trouble. When retreating, a miser goes to an abandoned nest that they prepared to defend, and wait until they are certain they were not pursued.

A steel miser is 5 feet long and weighs 100 pounds.

Other types of metal corroding dragons exist; the steel miser is the most likely to survive alongside other races instead of in place of them, its variations are summarized below.

Steel Tyrant: These dusk scaled dragons are much larger, and their breath erodes stone and metal both. Steel tyrants are steel misers that become Huge size and advance to 11 Hit Dice and CR 9. They deal 9d6 damage with their breath weapon.

Mercurial Miser:Mercurial misers are the same size as their steel miser cousins, with red and black scales covering their body. They are far more aggressive and their breath weapon makes the iron in blood burn. Mercurial misers are advanced to 6 HD, gain 2d6 fire damage to their breath weapon and the grease effect lasts for 4 rounds, and affected metals suffer from the fire and acid damage each round. Mercural misers are CR 5.

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Jar of Mottled Clay
Aura faint transmutation; CL 3rd
Slot none; Price 600 gp; Weight 1 lb.

Description
These empty clay jars, suitable for holding a few ounces of liquid, smell of freshly tilled earth and change hues in sunlight. A jar of mottled clay can be thrown as a ranged touch attack with a range increment of 10 feet.

When one of these jars shatters, a mound of earth and clay rises into the air where it landed. The mound is 5 feet wide, 10 feet tall, and has hardness 2 and 40 hit points. A direct hit with a jar requires the target to make a DC 13 Reflex save or be pushed back 5 feet and knocked prone as the mound erupts where the target was standing. A successful save allows the creature struck to move 5 feet in any direction and avoid being knocked prone. A DC 18 Strength check topples the mound, requiring creatures in the 2 squares opposite to make a save as if struck directly. A mound created by a broken jar lasts for 1 round before losing its structure and collapsing into a pile. When a mound expires or is destroyed it creates difficult terrain in a 5-foot-radius around where it was created.

Jars of mottled clay can be filled with an alchemical item. Filling a jar requires a DC 15 Craft (alchemy) check, and when thrown, a modified jar will apply the effects of the alchemical item along with its own effect.

Construction
Requirements Craft Wondrous Item, soften earth and stone; Cost 300 gp