Skrik (3.5e Monster)
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Skrik | |
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Size/Type: | Small Outsider (Air, Elemental Spirit, Evil) |
Hit Dice: | 5d8+15 (37 hp) |
Initiative: | +6 |
Speed: | 20 ft, fly 60 ft (perfect) |
Armor Class: | 17 (+6 dex, +1 size), touch 17, flat-footed 11 |
Base Attack/Grapple: | +5/+0 |
Attack: | Talon +12 melee (1d6, 20/x2) or Barbs +12 melee or ranged (1d4, 20/x2) |
Full Attack: | Two Talons +12 melee (1d4, 20/x2) and Barbs +7 melee or ranged (1d4, 20/x2) |
Space/Reach: | 5 ft/5 ft |
Special Attacks: | Barbs, Countersong, Drone, Shockwave (DC 15), Shriek (DC 15) |
Special Qualities: | Blind, Blindsense 120 ft, Blindsight 60 ft, Darkvision 60 ft, DR 5/good, Immunities, Resist Sonic 10 |
Saves: | Fort +7, Ref +10, Will +6 |
Abilities: | Str 9, Dex 23, Con 17, Int 8, Wis 14, Cha 12 |
Skills: | Concentration +11, Escape Artist +14, Hide +18, Listen +10, Move Silently +18, Perform (sing) +17*, Tumble +14 |
Feats: | Weapon FinesseB, Combat Reflexes, Flyby Attack |
Environment: | Elemental Plane of Air |
Organization: | Solitary or Chorus (3-9) |
Challenge Rating: | 4 |
Treasure: | None |
Alignment: | Always Evil |
Advancement: | 6-10 HD (Small) |
Level Adjustment: | — |
Screams fill the air, a cacophony of many voices. Yet there is only one source, the diminutive distorted homunculus with an oversized mouth for a face. It screams and howls and your ears begin to bleed...
Fiends which perished in the Plane of Air were reborn as avatars of screaming, wailing, and other primal sounds of fear, dread, and woe. These palid beasts are only vaguely humanoid, with legs tipped with curved razor sharp talons, two dragonfly wings keeping them aloft, and a back and spine covered in barbs which can be loosed into the air as projectiles. The being is utterly blind, its face dominated by a massive maw with gnashing teeth and its entire body one sensitive ear capable of feeling out the smallest of entities moving within their airspace. They drift passively in the air, seemingly quiet and asleep, until something other than themselves comes near. Then the screaming starts.
Combat[edit]
Skrik are often found floating in place idly in hibernation, droning away softly. The moment anything enters their blindsense, they seek an ideal spot to attack from. They enjoy darting in and out of cover, making fighting them difficult. While not cunning, they understand team tactics and fighting in packs.
Barbs (Ex): Skrik are covered in sharp barbs that they can use like armor spikes, or launch them out like daggers. They have a range increment of 30 ft.
Countersong (Su): Skrik can use countersong as a 4th level bard.
Drone (Su): Skrik can release a mind-numbing buzz focuses the attacks of its allies onto a target as a standard action. All allies within 20 ft gain a +1d4 morale bonus on attack and saving throws for 5 rounds.
Shockwave (Su): Skrik can duplicate the effects of shatter as a standard action at will, with a DC of 10 + 1/2 HD + their Constitution modifier.
Shriek (Su): Skrik can start screaming as a standard action, dealing 4d4 sonic damage and a 1d4 morale penalty on saving throws to all targets within 20 ft for 5 rounds. A DC of 10 + 1/2 HD + their Constitution modifier deals half damage and negates the penalty on saving throws. For 5 rounds after use, the skrik's melee attacks deal an additional +1d6 sonic damage. Once this ability is used, the skrik must wait 5 rounds to use again.
Immunities (Ex): Skrik are immune to deafness (but can still be deafened by external sources such as silence in an area), as well as any visual effects due to being blind.
*Skrik have a +8 racial bonus to Performance checks.
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