Thursday, July 18, 2013

Weekly Pathfinder- the Ropen

Based on the cryptid from Papua New Guinea, the little bugger is more of a travel hazard on its own, but can be a serious problem in groups.

Ropen CR 1/2

An eerie glow in the distance catches your attention. You find it belongs to a small winged reptile,sitting in a tree. Barely a foot long, with an equally lengthy tail, it squeaks at you, as if curious.
XP 200
N Tiny Magical Beast
Init +7; Senses: Low-light, ; Perception +6
DEFENSE
AC: 15 , touch 15, flat-footed 12 (+3 Dex, +2 size)
HP 7 (1d10 +1)
Fort +3, Ref +6, Will +2
OFFENSE
Speed 10 ft., fly 40 ft. (good)
Melee bite +1 (1d3-2),
Space 2 ½ ft.; Reach 2 ½ ft.
Special Attacks: Fascinate
STATISTICS
Str 6, Dex 17, Con 12, Int 2, Wis 15, Cha 13
Base Atk +2; CMB +0; CMD 12
Feats: Improved Initiative
Skills Perception +6 Fly +11 Stealth +11;
Special Qualities: Glow
ECOLOGY
Environment warm coastline or forest
Organization solitary, pair, or flock (30+)
Treasure none
SPECIAL ABILITIES
Fascinate: A ropen can shift its glow into patterns that can entrance the unwary. The creature to be fascinated must be within 60 feet, and able to see and pay attention to the ropen's glow (Though not necessarily the creature itself. The ropen must be able to see the creature being fascinated. The distraction of nearby combat or other dangers prevents this ability from working.
Each creature being affected receives a DC 11 Will save to negate the effect. The save DC is Charisma-based. If a creature's saving throw succeeds, the ropen cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the ropen for as long as the creature continues to maintain it.
Multiple ropen may cooperate using this ability. For every two ropen attempting to fascinate a target, increase the DC by +1. For every three ropen working together, they can target one additional creature with this ability.
Glow: A ropen may shed light from its tail up to the brightness of a torch. Brightening or dimming this light is a swift action.
Ropen are small, semi-magical pterosaurs. Their curious natures often lead them to fascinate travelers, allowing them to approach and investigate to their heart's content. This is only a problem if a well-intentioned travelling companion spooks the creatures, for while a single ropen only gives a nasty bite, a flock will quickly overwhelm the average person. Characters seeking a ropen familiar must have the Improved familiar feat. A ropen with the Perform trick may spend a standard action to grant a spellcaster +1 to the DC of their effects that cause fascination.

Ropen Swarm CR 3
XP 800
N Tiny magical beast (Swarm)

Init +2; Senses Low-light vision, scent; Perception +8

Defense
AC 15 Touch 15 Flat-footed 12 (+3 Dex, +2 Size)
HP 23 (3d10+6)
Fort +5 Ref +6 Will +3
Defensive Abilities: Swarm Traits

Offense
Speed 10 ft., Fly 40 ft (Good)
Melee Swarm 1d6
Space 10 ft. Reach 0 ft.
Special Attacks: Distraction (DC 13)

Statistics
Str 6 Dex 17 Con 14 Int 2 Wis 15 Cha 13
Base Atk +3 CMB +4 CMD 12
Feats: Ability Focus (Fascinate), Improved Initiative

Skills: Perception +8, Fly +11
Special:The chaotic nature of a ropen swarm prevents its fascinate ability from functioning.

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