Ebigi

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Ebigi CR

10
XP 9600
N Small Construct
Init +6; Senses Low-Light Vision, Scent, See in Darkness, Darkvision 60ft,
Blindsense 30ft; Perception +0
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DEFENSE
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AC 28, touch 17, flat-footed 22 (+1 size, +6 Dex, +11 natural)
hp 93 (15d10+10)
Fort +5, Ref +11, Will +5
Resist Cold 30
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OFFENSE
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Speed 20 ft.
Melee 2 claws +17 (1d3+1) , greatsword +12 (1d8+1/19-20,x2)
Ranged shortbow (ranged) +22 (1d4+1/x3)
Special Attacks Distraction (DC 17), Dominating Gaze (DC 24), Trip (claw), Blood
Drain (1d4 Con)
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STATISTICS
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Str 12, Dex 22, Con 0, Int 0, Wis 10, Cha 24
Base Atk +15; CMB +15; CMD 31
Feats -
Skills -
Languages -
SQ Construct Traits, Envisaging
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SPECIAL ABILITIES
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Distraction (Ex)
Whenever a Ebigi damages a creature with a natural attack, it must make a DC 17
Fortitude save or become nauseated for 1 round.

Dominating Gaze (Su)


An opponent that meets a Ebigi's gaze within 20ft. becomes dominated (as Dominate
Person) for 1 day unless they succeed at a DC 24 will save. A successful saving
throw negates the effect. Each opponent within range of a gaze attack must attempt
a saving throw each round at the beginning of his or her turn in the initiative
order. The save DC is charisma-based.

Trip (Ex)
A Ebigi can attempt to trip its opponent as a free action without provoking an
attack of opportunity if it hits with its claw attack(s). If the attempt fails, the
creature is not tripped in return.

Blood Drain (Ex)


A Ebigi drains blood at the end of its turn if it grapples a foe, inflicting 1d4
constitution damage.

Construct Traits
A construct is an animated object or artificially created creature.
-No Constitution score. Any DCs or other Statistics that rely on a Constitution
score treat a construct as having a score of 10 (no bonus or penalty).
-Low-light vision.
-Darkvision 60 feet.
-Immunity to all mind-affecting effects (charms, compulsions, morale effects,
patterns, and phantasms).
-Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison,
sleep effects, and stunning.
-Cannot heal damage on its own, but often can be repaired via exposure to a certain
kind of effect (see the creature's description for details) or through the use of
the Craft Construct feat. Constructs can also be healed through spells such as make
whole. A construct with the fast healing special quality still benefits from that
quality.
-Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain,
or nonlethal damage.
-Immunity to any effect that requires a Fortitude save (unless the effect also
works on objects, or is harmless).
-Not at risk of death from massive damage. Immediately destroyed when reduced to 0
hit points or less.
-A construct cannot be raised or resurrected.
-A construct is hard to destroy, and gains bonus hit points based on size, as shown
on the following table.
-Constructs do not breathe, eat, or sleep.

Envisaging (Su)
A Ebigi can communicate wordlessly through thoughts. A Ebigi can read the
thoughts of creatures around it and projects its thoughts into the target in reply.
They emit a psychic, wordless flash of their intended message to the target's mind,
functioning as a wordless form of telepathy. A Ebigi cannot read the thoughts of a
creature immune to mind-affecting effects.

Scent (Ex)
A Ebigi can detect approaching enemies, sniff out hidden foes, and track by sense
of smell. They can detect opponents by sense of smell within 30 feet. If the
opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet.
Strong scents, such as smoke or rotting garbage, can be detected at twice the
ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench,
can be detected at three times these ranges.
The creature detects another creature's presence but not its specific location.
Noting the direction of the scent is a move action. If the creature moves within 5
feet (1 square) of the scent's source, the creature can pinpoint the area that the
source occupies, even if it cannot be seen.
A creature with the Survival skill and the scent ability can follow tracks by
smell, making a Survival check to find or follow a track. A creature with the scent
ability can attempt to follow tracks using Survival untrained. The typical DC for a
fresh trail is 10. The DC increases or decreases depending on how strong the
quarry's odor is, the number of creatures, and the age of the trail. For each hour
that the trail is cold, the DC increases by 2. The ability otherwise follows the
rules for the Survival skill in regards to tracking. Creatures tracking by scent
ignore the effects of surface conditions and poor visibility. Creatures with the
scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures.
Water-breathing creatures that have the scent ability, however, can use it in the
water easily. False, powerful odors can easily mask other scents. The presence of
such an odor completely spoils the ability to properly detect or identify
creatures, and the base Survival DC to track becomes 20 rather than 10.

See in Darkness (Su)


A Ebigi can see perfectly in darkness of any kind, even that created by a 'Deeper
Darkness' spell.

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ECOLOGY
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Environment: Tropical Hills
Organization: Pack (3-11)
Treasure: None

A Ebigi is usually found trying to investigate explorers. They are a Small


Construct, with a teal body. Despite its best efforts, a Ebigi is frequently
investigated by barbarians.

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