209 lines
7.0 KiB
YAML
209 lines
7.0 KiB
YAML
ability_mods:
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cha_mod: 0
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con_mod: 2
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dex_mod: 5
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int_mod: -4
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str_mod: 4
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wis_mod: 4
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ac: 22
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ac_special: null
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active_abilities:
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- action_cost: One Action
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critical_failure: null
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critical_success: null
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description: The skrik nettle attempts to __counteract__ (with a modifier of +17)
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a single effect currently levitating a creature it can detect with its motionsense.
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effect: null
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failure: null
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frequency: null
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maximum_duration: null
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name: Negate Levitation
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range: null
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raw_description: '**Negate Levitation** [One Action] (__evocation__, __primal__)
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The skrik nettle attempts to __counteract__ (with a modifier of +17) a single
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effect currently levitating a creature it can detect with its motionsense.'
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requirements: null
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saving_throw: null
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stages: null
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success: null
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traits:
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- evocation
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- primal
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trigger: null
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- action_cost: None
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critical_failure: null
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critical_success: null
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description: null
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effect: null
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failure: null
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frequency: null
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maximum_duration: 6 rounds
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name: Skrik Nettle Venom
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range: null
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raw_description: '**Skrik Nettle Venom** (__evocation__, __poison__, __primal__)
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**Saving Throw** DC 27 Fortitude; **Maximum Duration** 6 rounds; **Stage 1** __clumsy
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1__ and levitate upward 5 feet (1 round); **Stage 2** clumsy 2 and levitate upward
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10 feet (1 round)
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A levitating creature takes a –2 circumstance penalty to attack rolls. It can
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spend an Interact action to stabilize itself and negate this penalty for the remainder
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of its turn. If it''s adjacent to a fixed object or stable terrain, it can move
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across the surface by climbing (if the surface is vertical) or crawling (if the
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surface is horizontal, such as a ceiling). A flying creature can move normally
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but still increases its altitude as appropriate from the venom. A creature that
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can''t fly falls as soon as it recovers from skrik nettle venom.'
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requirements: null
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saving_throw: DC 27 Fortitude
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stages:
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- effect: __clumsy 1__ and levitate upward 5 feet (1 round)
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- effect: 'clumsy 2 and levitate upward 10 feet (1 round)
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A levitating creature takes a –2 circumstance penalty to attack rolls. It can
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spend an Interact action to stabilize itself and negate this penalty for the
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remainder of its turn. If it''s adjacent to a fixed object or stable terrain,
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it can move across the surface by climbing (if the surface is vertical) or crawling
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(if the surface is horizontal, such as a ceiling). A flying creature can move
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normally but still increases its altitude as appropriate from the venom. A creature
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that can''t fly falls as soon as it recovers from skrik nettle venom.'
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success: null
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traits:
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- evocation
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- poison
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- primal
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trigger: null
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alignment: N
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automatic_abilities:
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- action_cost: Reaction
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critical_failure: null
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critical_success: null
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description: null
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effect: The skrik nettle ejects its venom onto an adjacent creature. That creature
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is exposed to skrik nettle venom.
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failure: null
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frequency: null
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maximum_duration: null
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name: Spill Venom
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range: null
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raw_description: '**Spill Venom [Reaction]** **Trigger** The skrik nettle takes
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piercing or slashing damage; **Effect** The skrik nettle ejects its venom onto
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an adjacent creature. That creature is exposed to skrik nettle venom.'
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requirements: null
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saving_throw: null
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stages: null
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success: null
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traits: null
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trigger: The skrik nettle takes piercing or slashing damage
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description: 'The expansive skies of the __First World__ are home to skrik nettles—delicate,
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bizarre-looking creatures that resemble large jellyfishes. A fringe of brightly
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colored feathers circles their bodies, and long tendrils trail from their center,
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each ending in a snapping beak. Known for their eerie, chirping melodies, skrik
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nettles soar above the First World in flocks of a dozen or more, diligently scavenging
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for food in the fey realm''s cutthroat ecosystem. When hunting or provoked, skrik
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nettles attack their foes by injecting them with a magical poison that causes the
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victim to float helplessly up into the sky. Skrik nettles continuously inject this
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poison into their helpless prey until it dies or is so high up that the skrik nettle
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needs only wait for the poison to end, its meal crashing helplessly to the ground
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below.
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Skrik nettles that find their way to the Material Plane (or any plane other than
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the First World, for that matter) tend to be much more aggressive, for the planar
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energies that they find comforting and soothing on the First World are conspicuously
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absent. The first few minutes after a skrik nettle arrives on any plane but the
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First World tend to be filled with violence and fear, as the panicking creature
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lashes out at any nearby creatures (including other skrik nettles) in the mistaken
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notion that these others are somehow responsible for the discomforting change. After
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10 minutes or so, assuming the skrik nettle survives its bout of violence, the creature
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calms down somewhat and does its best to acclimate to its new home. Yet even skrik
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nettles who find themselves marooned beyond the First World for years never lose
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their longing for home, and they instinctively seek out portals to this plane for
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the rest of their lives.
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**__Recall Knowledge - Aberration__ (__Occultism__)**: DC 22'
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hp: 130
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hp_misc: fast healing 5
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level: 6
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melee_attacks:
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- action_cost: One Action
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damage:
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- formula: 2d8+6
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type: piercing
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- formula: null
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type: skrik nettle venom
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name: beak
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to_hit: 17
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traits:
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- agile
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- finesse
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- reach 10 feet
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name: Skrik Nettle
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perception: 16
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ranged_attacks: null
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saves:
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fort: 10
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fort_misc: null
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misc: null
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ref: 17
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ref_misc: null
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will: 14
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will_misc: null
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sense_abilities:
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- action_cost: None
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critical_failure: null
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critical_success: null
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description: A flying skrik nettle can detect the movement of nearby creatures and
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objects from the tiny gusts of wind created by their movements. This is a precise
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sense at the listed range, but it works only against creatures and objects that
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moved through air in the previous round.
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effect: null
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failure: null
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frequency: null
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maximum_duration: null
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name: Motionsense
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range: null
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raw_description: '**Motionsense** A flying skrik nettle can detect the movement
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of nearby creatures and objects from the tiny gusts of wind created by their movements.
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This is a precise sense at the listed range, but it works only against creatures
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and objects that moved through air in the previous round.'
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requirements: null
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saving_throw: null
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stages: null
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success: null
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traits: null
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trigger: null
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senses:
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- motionsense 30 feet
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size: Large
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skills:
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- bonus: 16
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misc: null
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name: Acrobatics
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sources:
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- abbr: Bestiary 2
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page_start: '242'
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page_stop: null
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speed:
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- amount: 10
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misc: null
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type: Land
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- amount: 25
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misc: null
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type: fly
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spell_lists: null
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traits:
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- Aberration
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weaknesses:
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- amount: 5
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misc: null
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type: piercing
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- amount: 5
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misc: null
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type: slashing
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