• Member Since 6th May, 2013
  • offline last seen Nov 30th, 2016

AdrianVesper


Everyone is the hero of their own story.

More Blog Posts24

  • 411 weeks
    Been gone a while

    So, sorry it's been such a long wait for an update. Life is busy. Moving to Germany, military stuff, etc. I've been writing, but it's all been non-fanfic. I'm looking to finish the BG series someday, but I write because it's fun, and when I'm stressed I tend to do it less. Things are mellowing out though, so we'll see.

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    9 comments · 898 views
  • 500 weeks
    I want to steal this picture

    Source

    5 comments · 675 views
  • 500 weeks
    Welcome to the DLI

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    2 comments · 470 views
  • 508 weeks
    Sort of Back

    Hello, I've been out for a while.

    I survived Air Force BMT, I have internet again, but I do not have a great deal of spare time. For the moment, I'm leaving Shadows on Hiatus until I can get moving on it again. I fully intend to continue it when I have the opportunity. I hope you're all looking forward to what's coming next as much as I am.

    -AdrianVesper

    3 comments · 465 views
  • 520 weeks
    Shadows of the Crystal Empire Hiatus

    So, a while back, I went and joined the Air Force.

    I ship out on the 27th of May, and obviously, I won't be able to work on writing Fanfiction for a while. Sorry to leave you all on a cliffhanger, but that's how things turned out. Hopefully, I'll be able to get back to it once I'm settled in at technical training.

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    10 comments · 738 views
Aug
4th
2013

Sand Ravager · 10:37pm Aug 4th, 2013

The Sand Ravager, represented using the Pathfinder tabletop system.

Sand Ravager (CR 14)
CE Huge Outsider: (Chaotic, Demon, Evil, Extraplanar)
Int: +6; Senses: Blind, Tremorsense 120 ft, Scent, Perception +20

Defense:
AC: 24, touch 10, flat-footed 22, (+2 Dex, +14 natural, -2 size); CMD 34 (42 vs trip)
HP: 217 (14d10+140); Regeneration 10 (see text)
Saves: Fort +17, Ref +9, Will +6
DR 10/good or magic, Immune Fire, Poison; Resist Electricity 10, Acid 10; Vulnerable Cold 10; Special weaknesses (see text); SR 22

Offense
Speed: 40 ft.; Burrow 15 ft
Melee: 2 claws +24[+21] (2d6+10[+16]/20x2 plus grab), 1 sting +25[+22] (1d8+10[+16]/19-20x2 plus poison) Note: “[x]” indicates stats when power attacking
CMB +24 (+28 grapple)
Space 15 ft.; Reach 15 ft.

Statistics:
Str 30, Dex 14, Con 24, Int 2, Wis 14, Cha 7; Base atk +14
Feats: Weapon Focus: Sting, Power Attack, Improved Critical: Sting, Improved Initiative, Improved Grapple, Greater Grapple
Skills: Acrobatics +12, Climb +27, Escape Artist +20, Perception +20

Special Abilities:
Swallow Whole (Ex) (12d6 slashing, special weakness/escape see text): If the Sand Ravager begins its turn with a medium or smaller creature grappled in its claw, it can attempt a new combat maneuver check (as if attempting to pin). If it succeeds, it shoves the creature into its maw and delivers 12d6 slashing damage. At the end of its turn, it will deposit the creature prone on the ground beneath its belly (or the creature’s remains). While the creature is being swallowed, if it survives the Sand Ravager’s bladed maw, it may make an attack of opportunity against the creature’s heart. The heart has: HP 5, AC 14, Hardness 10. If the heart is destroyed, the Sand Ravager dies instantly. A creature grabbed in a claw will be freed if 10 damage is dealt to the claw holding them. Any damage dealt to a claw is dealt to the Sand Ravager, and the claws have the same AC and defenses as the Sand Ravager. If a claw is damaged, the Sand Ravager will regrow it (free action) at the beginning of its next turn.

If a creature dies to the damage from the Sand Ravager’s maw, the Sand Ravager leaves a 10 ft. radius area that is affected as per the spell Desecrate as though there were an altar to an evil god. This effect is permanent, and will expand by 5 ft. every 24 hours. It can be cleansed by exposure to water. Typical rainfall will wash away 5 ft. of radius every hour. Holy Water poured in the center of the Desecrated area where the creature was consumed will end the Desecrate effect.

Fear Aura (Su): All creatures who sense the Sand Ravager must make a Will save (DC 21) or become frightened for 1d4+1 rounds or until they can no longer sense the creature (usually out of visual range), whichever is longer. Creatures that succeed their save are instead shaken for 1d4 rounds.

Poison (Ex): Creatures damaged by the Sand Ravager’s sting must make a Fort save (DC 24) or suffer the following effects: 2d6 strength damage, 2d6 con damage, Nauseated. A successful save halves the ability score damage and reduces the Nauseated effect to Sickened. Poisoned creatures must continue to save every hour (the effects are the same as the initial strike). 2 consecutive saves will cure the poison. Any creature who is the target of the Sand Ravager’s sting attack recieves an Attack of Opportunity. If this attack succeeds and delivers more than 15 slashing damage, they may cut off the stinger before it strikes them. The stinger has an AC of 30 while striking. The stinger will regrow at the beginning of the Sand Ravager's next turn if it is damaged (free action).

Special Weaknesses:
The Sand Ravager can be damaged by water. As such, it takes double damage from water elementals’ natural attacks. It also takes 1d6 damage per gallon of water dumped on it. Damage from water (not cold) cannot be regenerated. However, at half HP (109), all of the sand in its body is washed away and it can no longer be damaged by water.

At one-quarter hitpoints (55), the Sand Ravager’s heart becomes vulnerable. When attacked from outside of the Sand Ravager’s body, the heart has the same AC and Defenses as the Sand Ravager, along with Hardness 10. Destroying the heart is the only way to kill the Sand Ravager.

If the Sand Ravager is immersed in water, it becomes fragmented. Treat the Claws and the Stinger as individual small creatures. They retain the AC and Defenses of the Sand Ravager, gain Swim 15 ft., although their hit points are reduced (Claw HP: 10, Sting HP: 15), and they can no longer regenerate. The heart (size: tiny) is exposed and cannot move, though it can be pushed by currents. It has: AC 14, Hardness 10, and HP 5, along with the Sand Ravagers other Defenses (Such as energy resistance, SR, etc.).

Ecology:
The Sand Ravager can only persist in extremely dry environments, such as deserts. Persistent rainfall or humidity will erode away at its heart. For every 24 hours spent in a humid environment, the Sand Ravager’s heart takes 1 point of damage. This damage cannot be healed or regenerated. It typically hunts alone, though it may have other minor demons assisting it. If it has help, it does not communicate or coordinate with its help in any fashion. It attacks all fleshy (identified by scent, any creature with blood, muscles, skin, etc. counts as fleshy, including the undead) creatures that it senses, regardless of their type, and ignores non-fleshy creatures unless they attack it. It will flee from water elementals if there are no fleshy creatures that it can sense in the area.

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