Sunday, September 3, 2017

Sci-Fi Sunday (Jewel Caterpillar)

Hello and welcome to a new feature on the blog! I plan to convert monsters that make sense to transfer to the Starfinder Roleplaying Game, and the jewel caterpillar seemed like the best candidate to kick this off (because lasers).

I'll be back tomorrow with another monster for the Pathfinder Roleplaying Game. Thanks for reading!

This spiky caterpillar appears to be made from a translucent crystal.
Jewel Caterpillar      CR 4
XP 1,200
N Diminutive magical beast
Init +7; Senses blindsense (gems, vibration) 60 ft., darkvision 60 ft., low-light vision; Perception +6
DEFENSE                              HP 52
EAC 18; KAC 19
Fort +7, Ref +7, Will +3
Defensive Abilities can’t be tripped, fade out; DR 5/bludgeoning Immune electricity, fire; Resist acid 10
Speed 20 ft., climb 10 ft.
Melee bite +4 (1d2–5 P plus jewel caterpillar poison)
Ranged energy ray +12 (3d6 A, C, E, or F [see below]; crit burn 1d6)
Space 1 ft.; Reach 0 ft.
Offensive Abilities consume gem, spines
Str –5, Dex +3, Con +3, Int –3, Wis +0, Cha +2
Feats Go UnnoticedAPG
Skills Athletics +11, Perception +6, Stealth +19
Environment any temperate or warm land
Organization solitary, pair, or vault (3–12)
Treasure standard (intact jewel caterpillar corpse)
Consume Gem (Ex) As a full action, a jewel caterpillar can destroy a gem it touches. When it does so, it heals an amount of hit points equal to 1/10 the gem’s value in credits. A magic gem receives a Reflex save (DC 15) to avoid destruction.
Energy Ray (Ex) A jewel caterpillar can fire an energy ray that deals 3d6 points of damage of a chosen energy type (acid, cold, electricity, or fire). Once it fires an energy ray, it must wait 1 round before it can fire another energy ray. During this delay, it changes color to match the type of energy damage it will deal on its next attack (acid—green, cold—blue, electricity—yellow, fire—red). The ray has a 40-foot range increment.
Fade Out (Ex) As a swift action, a jewel caterpillar can make itself translucent or return to its fully visible state. This grants it partial concealment (20% miss chance) and a +8 racial bonus on Stealth checks. While translucent, the caterpillar cannot use its energy ray.
Jewel Caterpillar Poison (Ex) Bite—injury; save Fort DC 15; track Dexterity; frequency 1/round for 6 rounds; effect at the immobile state, the victim becomes a gem statue (worth 1,000 credits per creature’s total HD), as if affected by flesh to stone; cure 2 saves.

Spines (Ex) Any creature attacking a jewel caterpillar with natural weapons or an unarmed strike takes 1d2 points of piercing damage and is subject to the caterpillar’s poison. A creature that grapples a jewel caterpillar takes 1d4 points of piercing damage each round it does so.

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