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3rd creature up for review - Mardain

Here is my third creature for review. Please make any comments on changes you think need to be made.

Mardain
Size & Type: Tiny Construct
Hit Dice: 2d10 (11 average hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft./30 ft. Flying (Average)
AC: 20 (+2 size , +2 Dex, +6 natural)
Attacks: 2 Claws (+1), 1 Bite
Damage: Claws 1d3, Bite 1d2
Face/Reach: 2 1/5 ft. by 2 1/5 ft./0 ft.
Special Attacks: Poisonous Bite
Special Qualities: Camouflage Skin, SR 18
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 8, Dex 14, Con -, Int -, Wis -, Cha -
Skills: Hide +14, Listen +6, Move Silently +10
Feats: None

Climate/Terrain: Any Land
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: N
Advancement: None

These small creatures have dull-gray leathery-like skin. They stand about 18 inches tall, have a 25 inch wingspan, possess claws and large canine fangs. Ivory horns grow out of their heads.

Mardain are artificial creatures created by wizards to be used as spies against their enemies. Each one is bound to a piece of jewelry apon creation, so whomever wears the item has control of the creature. It can telepathically communicate with the posser of its item to a range of 480 yards, and empathic messages can be sent from beyond that range.

COMBAT
These creatures do not like direct combat and will avoid it at all costs. If they can get the suprise on something, they attack with two claw attacks (1d3) and a poisonous bite (1d2 + poison).

Special Attack: Poisonous Bite - Fort save DC 18. Poison does temporary Strength damage 1d2 first round and 1d4 second.

Special Quality: They have a natural camouflage ability to help them remain unseen (+14 Hide).

Constructs are immune to mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects) and to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. Constructs are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. They are immune to anything that requires a Fortitude save (unless the effect also works on objects). Constructs are not at risk of death from massive damage, but when reduced to 0 hit points or less, they are immediately destroyed. Since it was never alive, a construct cannot be raised or resurrected. Constructs have darkvision with a range of 60 feet.