| Davido1000 |
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Recall Knowledge (Arcana, Nature, Society): DC 20
An ancient suit of ceramic armor stands gracefully at attention, twin longswords gripped in its hands. Closer inspection reveals that the armor is empty, held together by hundreds of tiny uplifting gusts of vapor and wind.
Wind Warrior Creature 4
N Medium Air Elemental
Perception +10; darkvision
Languages Auran, Azlanti
Skills Acrobatics +15, Stealth +12
Str +3, Dex +5, Con +2, Int -1, Wis +0, Cha +0
AC 23, Fort +8, Ref +15, Will +9
HP 50; Immunities bleed, paralyzed, poison, sleep
Attack of Opportunity Reaction
Speed 25 feet, fly 50 feet; swiftness
Melee Single Action Longsword +14 (Versatile P), Damage 2d8+5 slashing
Double Slash Two Actions You lash out at your foe with both weapons. Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn’t have the agile trait, it takes a –2 penalty. This counts as two attacks when calculating your multiple attack penalty.
Sonic Blast Two Actions A wind warrior can clang its longswords together to produce a discordant sonic blast in a 20-foot line. All creatures within the line must make a basic Reflex save (DC 18) or take 3d6 sonic damage.
Swiftness The Wind Warrior’s movement doesn’t trigger reactions.
Body Suffusion A wind warrior's spirit keeps its body together. If disarmed, its weapon crumbles to dust. At any time thereafter, the wind warrior may generate a replacement weapon as an action.
| Davido1000 |
Recall Knowledge (Occultism): DC 18
This pallid, slimy, worm-like creature is the size of a human, its mouth a sickening tangle of tentacles and hooked jaws.
Grick Creature 3
CN Medium Aberration
Perception +9; darkvision
Languages Aklo, Undercommon
Skills Athletics +10, Stealth +9 (+13 in rocky terrain)
Str +1, Dex +2, Con +1, Int -3, Wis +2, Cha -2
Resistances 5 Physical (Magic)
AC 16, Fort +6, Ref +7, Will +12
HP 53
Speed 25 feet, climb 15 feet
Melee Single Action jaws +12, Damage 1d10+6 piercing
Melee Single Action tentacle +10 (agile), Damage 1d6+5 slashing plus grab
Tentacular Assault Three Actions If the Grick is not grappling anything it may attack 1 creature with 4 tentacle strikes at -2 on all attacks, if atleast 2 strikes hit, the creature is automatically grabbed.