Солнечный змейSunscale Serpent Существо 14
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Description
Guardian guides take any size или shape, from quiet mouse spirits that protect families from pestilence and locusts to mighty sunscale serpents who embody the watchful wrath of the sun itself.
Вспомнить информацию - Animal ( Природа): СЛ 34
Вспомнить информацию - Beast ( Мистицизм, Природа): СЛ 34
Неспециализированное знание: СЛ 32
Специализированное знание: СЛ 29
Вспомнить информацию - Animal ( Природа): СЛ 34
Вспомнить информацию - Beast ( Мистицизм, Природа): СЛ 34
Неспециализированное знание: СЛ 32
Специализированное знание: СЛ 29
Source Howl of the Wild
Perception +25; low-light vision, tremorsense (imprecise) 100 feet
Languages Common, Draconic; truespeech
Skills Acrobatics +25, Athletics +25, Stealth +33, Survival +28
Str +8, Dex +4, Con +3, Int +1, Wis +6, Cha -1
AC 36; Fort +25, Ref +26, Will +28
HP 251; Immunities disease, paralyzed, poison, precision; Resistances all damage 14 (except force, ghost touch, spirit, or vitality; double resistance vs. non- magical)
Reactive Strike tail only
Speed 40 feet, fly 40 feet
Melee magical, reach 10 feet), Damage 3d8+11 force plus Improved Grab jaws +28 [+23/+18] ( Melee agile, magical, reach 15 feet), Damage 3d6+11 force plus PushPrimal Innate Spells DC 31; Constant (5th) tail +28 [+24/+20] ( truespeech
Bond with Mortal ( mental, primal) Frequency once per day; Effect The spirit guide spends 10 minutes to form a bond with a mortal creature. While the bond exists, the spirit guide increases their current and maximum Hit Points by 28, gains a +2 status bonus to their attack and damage rolls, and can communicate telepathically with the bonded mortal as long as the two beings are on the same plane. The spirit guide can only be bonded with one mortal at a time, and they can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond also ends if the spirit guide or the mortal dies.
This bond strengthens the spirit guide's connection to the Universe. While bonded, the spirit guide loses the incorporeal and spirit traits, loses their immunity to disease, paralysis, and poison, along with their resistance to all damage, and changes their Strikes to deal the appropriate amount of physical damage (typically piercing or slashing) instead of force damage.Bonded Strike Requirements The sunscale serpent is currently Bonded with a Mortal; Effect The sunscale serpent makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target.Sun's Heat Flies up to its fly Speed. All creatures directly below the spaces it moves through must succeed at a DC 31 Fortitude save or be exposed to sun's touch poison. The serpent cannot fly further than 60 feet above the target or the poison becomes too dispersed in the fall to take effect. The sunscale serpent Sun's Touch ( poison) Saving Throw Fortitude DC 34; Maximum Duration 6 rounds; Stage 1 6d8 poison damage and clumsy 1 (1 round); Stage 2 8d6 poison damage and clumsy 2 (1 round); Stage 3 6d10 poison damage and fatigued (1 round) Swallow Whole Large, 2d10+9 force and 2d10 fire, Rupture 32Unleash the Sun
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is dazzled for 1 round.
Critical Failure The creature takes full damage, is blinded for 1 round, and dazzled for 1 minute. Requirement The sunscale serpent is flying; Effect The sunscale serpent Flies up to its fly Speed, then crashes to the ground, releasing a wave of heat dealing 5d10 fire damage to all creatures within a 60-foot burst and searing their eyes with the erupting glory of its scales. Each creature in the area must attempt a DC 31 Reflex save.
Perception +25; low-light vision, tremorsense (imprecise) 100 feet
Languages Common, Draconic; truespeech
Skills Acrobatics +25, Athletics +25, Stealth +33, Survival +28
Str +8, Dex +4, Con +3, Int +1, Wis +6, Cha -1
AC 36; Fort +25, Ref +26, Will +28
HP 251; Immunities disease, paralyzed, poison, precision; Resistances all damage 14 (except force, ghost touch, spirit, or vitality; double resistance vs. non- magical)
Reactive Strike tail only
Speed 40 feet, fly 40 feet
Melee magical, reach 10 feet), Damage 3d8+11 force plus Improved Grab jaws +28 [+23/+18] ( Melee agile, magical, reach 15 feet), Damage 3d6+11 force plus PushPrimal Innate Spells DC 31; Constant (5th) tail +28 [+24/+20] ( truespeech
Bond with Mortal ( mental, primal) Frequency once per day; Effect The spirit guide spends 10 minutes to form a bond with a mortal creature. While the bond exists, the spirit guide increases their current and maximum Hit Points by 28, gains a +2 status bonus to their attack and damage rolls, and can communicate telepathically with the bonded mortal as long as the two beings are on the same plane. The spirit guide can only be bonded with one mortal at a time, and they can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond also ends if the spirit guide or the mortal dies.
This bond strengthens the spirit guide's connection to the Universe. While bonded, the spirit guide loses the incorporeal and spirit traits, loses their immunity to disease, paralysis, and poison, along with their resistance to all damage, and changes their Strikes to deal the appropriate amount of physical damage (typically piercing or slashing) instead of force damage.Bonded Strike Requirements The sunscale serpent is currently Bonded with a Mortal; Effect The sunscale serpent makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target.Sun's Heat Flies up to its fly Speed. All creatures directly below the spaces it moves through must succeed at a DC 31 Fortitude save or be exposed to sun's touch poison. The serpent cannot fly further than 60 feet above the target or the poison becomes too dispersed in the fall to take effect. The sunscale serpent Sun's Touch ( poison) Saving Throw Fortitude DC 34; Maximum Duration 6 rounds; Stage 1 6d8 poison damage and clumsy 1 (1 round); Stage 2 8d6 poison damage and clumsy 2 (1 round); Stage 3 6d10 poison damage and fatigued (1 round) Swallow Whole Large, 2d10+9 force and 2d10 fire, Rupture 32Unleash the Sun
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is dazzled for 1 round.
Critical Failure The creature takes full damage, is blinded for 1 round, and dazzled for 1 minute. Requirement The sunscale serpent is flying; Effect The sunscale serpent Flies up to its fly Speed, then crashes to the ground, releasing a wave of heat dealing 5d10 fire damage to all creatures within a 60-foot burst and searing their eyes with the erupting glory of its scales. Each creature in the area must attempt a DC 31 Reflex save.