Sol Crawler (3.5e Creature)
Sol Crawler
Sol Crawler | |
---|---|
Size/Type: | Medium Deathless |
Hit Dice: | 3d12 (22 hp) |
Initiative: | +8 |
Speed: | 30 ft. (6 squares) |
Armor Class: | 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 |
Base Attack/Grapple: | +1/+3 |
Attack: | Bite +3 melee (1d8) |
Full Attack: | Bite +3 melee (1d8) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Sol Sacrifice |
Special Qualities: | Darkvision 60 ft., Deathless Traits |
Saves: | Fort +5, Ref +3, Will +3 |
Abilities: | Str 16, Dex 16, Con —, Int 3, Wis 11, Cha 1 |
Skills: | Balance +7, Climb +7, Jump +7, Spot +7 |
Feats: | — |
Environment: | Any |
Organization: | Solitary, gang (2–4), or pack (7–12) |
Challenge Rating: | 2 |
Treasure: | None |
Alignment: | Always Neutral |
Advancement: | 4 HD (Medium) |
Level Adjustment: | — |
Sol crawlers are the the most common of the sol deathless but this is because they are created when a living or undead being is killed by a deathless Sunbeam. They have a animalistic mentality and are normally used a basic infantry or suicide troops.
COMBAT
Sol Sacrifice (Su): Sol Crawlers are capable of forcifully tearing their connection to the positive energy plane open. With this larger opening, positive energy will collect up in their body until their body can no longer bear any more and explode, dealing positive energy damage or healing to those around them. Every hit dice they have adds a extra 1d8 positive damage dealt to 1d8 damage, 5 extra feet of range to 5 feet of range and a extra round of delay before they explode to 1 round. This can be halted by killing them before they explode as their connection to the positive energy plane has been separated but it is still possible to set their bodies off by charging them with positive energy while they are still charged. This ability can only be activated by their master ordering them to do so.
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