NeoExodus Monsters of NeoExodus - Fleshweaver.pdf

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Monsters of NeoExodus: Fleshweaver
monsters of neoexodus:
LPJ9685
F Leshweaver
Description
Few monsters are more terrifying than
the fleshweaver. The staccato clicking,
insect-like sounds that accompany
every movement of this creature can be
extremely disquieting to anyone unac-
customed to them. Those
who have the unfortunate
pleasure of meeting a
fleshweaver are usually
never heard from
again. When they are,
only their skinless bodies are found.
What happens to the skin of the victims
of this evil fiend, only a few souls dare
to guess.
A fleshweaver is a nightmarish aberra-
tion that seems to have come from the
darkest corners of one’s mind. Often
naked, this twisted reject of the
arcane magic that created it is
an unnatural combination of a
dreadful-looking head attached
to a humanoid torso, four
Written By Richard Farrese
and Louis Porter Jr
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
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Monsters of NeoExodus: f leshweaver
large arthropod legs, and arms that end in a wide
three fingered insect-like appendage. The scorched,
misshapen, and malformed skin of the fleshweaver
wraps tightly upon its body, as if barely fitting the
creature’s form. Its skin, marked by the painful way
the fleshweaver was brought to life, also tells the tale
of countless battles fought against those who have
fallen victim to it.
piercing weapon. The toxin remains in effect (upon
the claw or weapon) for a number of rounds equal
to the fleshweaver’s Constitution modifier ( typi-
cally 3 rounds ) or until the fleshweaver successfully
wounds a foe. Once a victim is wounded, the poison
is released into its system. The target of this toxin
must succeed at a DC 16 Fortitude save or become
paralyzed for 1 minute. The save DC is Constitution
based.
Even though a fleshweaver is massive and physically
imposing, it moves with ease. It is remarkably agile
for its size, and also has the amazing ability to climb
vertically on walls as easily as one would walk across
the floor. There are few sights more dreadful than that
of a fleshweaver hanging above one’s heads, ready to
drop on the unsuspecting victim below. The yellow
colored, grime filled teeth and the unnatural golden
eyes only reaffirm this creature’s unnatural existence.
Spell-Like Abilities: Due to their creation by the
Khaynites, Fleshweavers have been invested with the
ability to cast the following spells, each 3 time a day:
cause fear, darkness, detect magic. Caster level 6th.
Spells: Due to their long dealing with magic and
sorcery, Fleshweavers cast spells as 6th-level clerics,
wizards, or sorcerers. Fleshweaver clerics can choose
from the following domains: Chaos, Destruction, Evil,
and Trickery. The typical spells prepared shown here
are for a Fleshweaver sorcerer.
fleshweaver - CR7
Chaotic Evil Large Aberration
Init: +2
Languages: Fleshweaver
AC: 17 ( -1 size, +2 Dex, +6 natural ), touch 11, flat-
footed 15
hp: 45 ( 6d8 HD +18 )
Resistance: Spell resistance 17
Save: Fort +5, Ref +4, Will +8
Speed: 30 ft. (6 squares), climb 20 ft.
Melee: +6 claw ( 1d6+2 plus paralyzing toxin )
Melee: +4 2 claws ( 1d6+2 plus paralyzing toxin,
1d6+1 )
Ranged: +5 short bow ( 1d8/×3 )
Space: 10 ft.; Reach 5 ft.
Base Atk: +4; Grp +10
Abilities: Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha
16
Special Qualities: Darkvision 60 ft., Spider Climb,
Spells, Spell-like Abilities, Paralyzing Toxin
Feats: Combat Casting, Two-Weapon Fighting,
Weapon Focus ( claw )
Skills: Concentration +9, Hide +10, Jump +6, Listen
+9, Move Silently +12, Spot +9
Possessions: heavy mace, heavy crossbow, master-
work buckler, noble’s outfit, signet ring, 400 gp.
Typical Sorcerer Spells Known ( Spells per Day:
6/7/6/4; base save DC 13 + spell level )
0—acid splash, daze, mage hand, read magic, ray of
frost, resistance, touch of fatigue; 1st—mage armor,
magic missile, obscuring mist, ray of enfeeblement;
2nd—hypnotic pattern, web; 3rd—haste.
Spider Climb (Ex): A fleshweaver’s legs produce a
tick, gooey, natural substance that allows it to walk
upon any vertical surface or ceiling. This ability works
like the spell of the same name, but it is considered an
extraordinary ability for the fleshweaver.
Skills: A Fleshweaver has a +4 racial bonus on Hide
and Move Silently checks.
Combat
Fleshweavers seldom pass up an opportunity to
attack other creatures, especially from ambush. They
fight intelligently and use their ability to stick to
walls and ceilings to hide their massive bodies in the
shadows, several feet above the floor where possible
victims might pass. Deviously intelligent and merci-
lessly cruel, fleshweavers use stealth and deception
to surprise and defeat their preys. More often than
not, fleshweavers use spells that will hamper, harm,
or confuse their enemies in battle. They are espe-
cially fond of casting these spells from the safety of
shadows, but they never hesitate to charge into a fray.
In fact, the most commonly used tactics of flesh-
weavers is to hide within a dark grotto — typically
along the edge of a cave’s wall and ceiling — and
Paralyzing Toxin ( Ex ): A fleshweaver produces a
strong toxin that can paralyze its victims. In order to
use this poison, it must, during a move action, lick
one of its claw, or the edge or point of a slashing or
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Monsters of NeoExodus: f leshweaver
wait for an unsuspected victim to walk by. Once
they have spotted a potential prey, fleshweavers are
extremely patient and cunning. They usually remain
hidden for as long as they can, casting spells and
shooting arrows from the shadows, before descending
upon their mark. Once engaged in melee combat, they
do everything they can to paralyze their target, using
their poisonous bite. If there are spellcasters among
its enemies, fleshweavers try to take them down first.
They then concentrate their efforts on the largest or
most heavily armed foes, focusing its attacks on one
enemy at a time.
There is no law among fleshweavers, and none
of these monsters know what honor or loyalty is.
Although two of these fiends will sometimes work
together in order to ensure their survival, such an
association is usually short lived, lasting only as long
as both parties deem it necessary.
A fleshweaver’s favored class is rogue. Many expe-
rienced fleshweavers are multiclass characters that
combine the skills of the rogue with the magic of the
wizard, sorcerer, or cleric.
Fleshweavers haunt the dark places of the world,
preferring to hunt their preys in the many grottos and
passageways of the underground complex in which
they live. They make their lairs in abandoned ruins
or caves, and always protect their homes and trea-
sures ferociously. Since they never work in groups,
fleshweavers live in isolation, far from other creatures
— even other fleshweavers. Their lairs are usually
large enough for them to be comfortable in, but small
enough to be easily hidden from those who would
seek to rob them of their valuables. Their treasures
typically consist of the skins of their many victims as
well as any valuables they may have found on them.
Fleshweavers sometimes use magic or even trained
monstrous spiders to protect their homes. When they
are out hunting, they can be found in their lairs.
fleshweaver
Paragon - CR7
Chaotic Evil Large Aberration
Init: +4
Languages: Fleshweaver
AC: 22 ( -1 size, +4 Dex, +9 natural ), touch 13, flat-
footed 18
hp: 83 ( 9 HD )
Resistance: Spell resistance 17
Save: Fort +9, Ref +6, Will +9
Speed: 30 ft. (6 squares), climb 20 ft.
Melee: +8 claw ( 1d6+2 plus paralyzing toxin )
Melee: +6/+6/+1 claw (1d6+2 plus paralyzing toxin,
1d6+1, 1d6+2)
Ranged: +10/+5 composite short bow ( 1d8+3/×3
plus paralyzing toxin )
Space: 10 ft.; Reach 5 ft.
Base Atk: +6; Grp +12
Abilities: Str 15, Dex 18, Con 19, Int 15, Wis 16, Cha
21
Special Qualities: Darkvision 60 ft., Enhanced spell-
casting, Paralyzing Toxin, Spells, Spell-like abilities,
Spider Climb
Feats: Combat Casting, Toughness, Two-Weapon
Fighting, Weapon Focus ( claw )
Skills: Concentration +12, Hide +15, Jump +9, Listen
+9, Move Silently +17, Spot +9
Possessions: +1 Composite shortbow (+2 Str), 40
arrows, potion of cat’s grace, 260 gp.
Fleshweaver
Characters
Fleshweavers are cunning, sadistic predators that
enjoy toying with their preys before paralyzing them.
These creatures often skin their victims alive, while
they are under the effect of their paralyzing toxin.
Once they have removed the precious skin of a prey
(which they collect) fleshweavers will leave the body
of a dead or dying victim behind. Thus, the hunting
grounds of fleshweavers are often filled with the skin-
less remains of the dead.
Fortunately for those who meet these terrible fiends,
fleshweavers never work in great number, preferring
instead to hunt alone, and on rare occasions in pairs.
Some fleshweavers, however, are encountered along-
side packs of monstrous spiders. Those who have
subdued monstrous spiders often use these creatures to
guard their lairs while they are away.
Enhanced Spellcasting ( Ex ): Because of their weird
magical origin, fleshweavers are naturally adept at
casting spells. Fleshweaver paragons continue to
develop this precious gift, and they become even
better at it as they gain experience and grow more
powerful. The fleshweaver paragon adds +1 to the
Selfish and independent, fleshweavers do not work
well in groups, and thus they work and live alone.
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Monsters of NeoExodus: f leshweaver
Difficulty Class of the saving throws of all spells it
casts.
Fleshweaver paragons know many spells, but they
also know many tricks with which they can surprise
their targets and take them down. When they
encounter a group, they prefer to paralyze one or two
of its members as quickly as possible ( and while they
are still in the shadows ) in order to ensure victory.
When they encounter a single victim, however,
they prefer to toy with their prey. Thus, like typical
members of this strange species, fleshweaver paragons
often make an encounter last simply because they
enjoy tormenting their mark.
Paralyzing Toxin ( Ex ): A fleshweaver produces a
strong toxin that can paralyze its victims. In order to
use this poison, it must, during a move action, lick
one of its claws, or the edge or point of a slashing or
piercing weapon. The toxin remains in effect ( upon
the claw or weapon ) for a number of rounds equal
to the fleshweaver’s Constitution modifier ( typi-
cally 3 rounds ) or until the fleshweaver successfully
wounds a foe. Once a victim is wounded, the poison
is released into its system. The target of this toxin
must succeed at a DC 17 Fortitude save or become
paralyzed for 1 minute. The save DC is Constitution
based.
Although fleshweavers sometimes battle each other
for control of specific hunting grounds, those known
to be paragons are usually left alone. Even the selfish
and sadistic fleshweavers know that it is better to
leave these rare specimens be, for they are the greatest
and evilest among them. Though they do not hold
special status among fleshweavers, paragons are easily
recognized by the strange markings that they bear
— ritual scars that they cut into the flesh of their own
torsos.
Spell-Like Abilities: Due to their creation by the
Khaynites, Fleshweavers have been invested with the
ability to cast the following spells, each 3 time a day:
cause fear, darkness, detect magic. Caster level 6th.
Spells: Due to their long dealing with magic and
sorcery, Fleshweavers cast spells as 6th-level clerics,
wizards, or sorcerers. Fleshweaver clerics can choose
from the following domains: Chaos, Destruction, Evil,
and Trickery. A typical fleshweaver paragon knows
the following sorcerer spells:
All mechanics on all pages is Open Game Content as
defined by the Open Gaming License. See page 4 for
more information.
Typical Sorcerer Spells Known ( Spells per Day:
6/7/7/7/5; base save DC 16 + spell level )
0—acid splash, daze, detect magic, mage hand, read
magic, ray of frost, resistance, touch of fatigue; 1st—
cause fear, mage armor, magic missile, obscuring mist,
ray of enfeeblement; 2nd—bull’s strength, hypnotic
pattern, mirror image, web; 3rd—haste, heroism,
vampiric touch; 4th—stoneskin, wall of ice.
Spider Climb (Ex): A fleshweaver’s legs produce a
tick, gooey, natural substance that allows it to walk
upon any vertical surface or ceiling. This ability works
like the spell of the same name, but it is considered an
extraordinary ability for the fleshweaver.
Skills: A Fleshweaver has a +4 racial bonus on Hide
and Move Silently checks.
Fleshweaver paragons continue to develop their
natural magical aptitudes. As they gain experience,
they become more proficient spellcasters, and they
quickly surpass the typical members of their species
in the magical arts. As they learn to control more
powerful magic, their flesh also hardens and thus their
natural armor improves.
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