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HONEYTRAP
CR
8 CE Large Magical Beast Senses: darkvision 60 ft., low-light vision, Listen +13, Spot +13 Init: +5 (+1 Dex, +4 Improved Initiative) Languages: Common, Elven AC: 24, touch 10, flat-footed 23 (-1 size, +1 Dex, +14 natural) Hit Points: 85 HD: 10d10+30 Fort +10, Ref +8, Will +8 Speed: 40 ft. Melee: bite +13 (1d6+6) Ranged: 6 strands +11 ranged touch (drag and weakness) Space: 5 ft. Reach: 5 ft. (30 ft. with strand) Base Atk: +10 Grapple: +14 Special Actions: quicksand liquiesence Metamagic Feats: (spontaneous casters only) Str 19, Dex 13, Con 17, Int 12, Special Qualities: darkvision 60 ft., low-light vision Feats: Alertness, Improved Initiative, Iron Will, Weapon Focus (strand) Skills: Climb +12, Hide +10*, Listen +13, Spot +13 Treasure: Standard Advancement: 11-15 HD (Medium); 16-30 (Large) Level Adjustment: -- Drag (Ex): If a honeytrap hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage, but drags the struck opponent 5 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires an Escape Artist check (DC 23) or a Strength check (DC 19). (The DCs are Strength-based, and the Escape Artist check includes a +4 racial bonus.) Drag and Bite: A honeytrap can draw a creature within 5 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a honeytrap’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damager to the honeytrap. Drag and Drown: A honeytrap who has drawn a victim into its quicksand will often try to drown them. A honeytrap can draw a creature 5 feet and attempt to drown them by making an opposed grapple check. If the check succeeds, the victim is pushed below the surface of the quicksand. Strands (Ex): A honeytrap can extrude up to six strands at once, and they can strike up to 30 feet away (no range increment). If a strand is severed, a honeytrap can extrude a new one on its next turn as a free action. Quicksand Liquiesence (Ex): A honeytrap can turn a 10 ft. radius of earth, dirt, or stone into quicksand in 1d4 minutes by excreting a powerful, acidic chemical. If a honeytrap is slain, moves, or stops excreting the chemical, the ground will re-solidify within 1d4 hours. Quicksand requires a Survival check (DC 8) to spot. The momentum of a running or charging character will carry them 1d2x5 feet into the quicksand. Characters in quicksand must make a Swim check (DC 10) every round to simply tread water in place, or a DC 15 check to move 5 feet in whatever direction desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath (see Swim skill). Characters below the surface of a bog may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface). Pulling a trapped character out of quicksand often requires a branch, spear haft, rope, or similar tool to reach the victim with one end of it. The character performing the rescue must make a Strength check (DC 15) to pull the victim out, while the victim must succeed at a Strength check (DC 10) to hold onto the branch, pole, or rope. If the victim fails to hold on, he must immediately make a Swim check (DC 15) to remain above the surface. If both checks succeed, the victim is pulled 5 feet closer to safety. Weakness (Ex): A honeytrap’s strands sap an opponent’s strength. Anyone grabbed by a strand must succeed on a Fortitude save (DC 18) or take 1d8 points of Strength damage. The DC is Constitution-based. Skills: *Honeytraps have a +8 racial bonus to Hide checks if they are submerged in quicksand or similarly concealed. |
FLAME
OF THE PHOENIX Evocation [Fire] Level: Drd 2, Sor/Wiz 2 Components: V, S, M/DF Casting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Effect: Medium size phoenix of flame Duration: 1 round (see text) Saving Throw: Reflex half or negates (see text) Spell Resistance: Yes A bright flame in the shape of a winged phoenix appears before you. With a screeching caw you can command it to attack any creature within range. The flame phoenix will fly in a straight line to that target. If it passes through the space of any other creature in its flight, that creature must make a Reflex saving throw or suffer 1d4 points of fire damage per every two caster levels (maximum 5d4). Once the flame phoenix reaches its target, it stops moving for the round. In a burst of flaming feathers, the flame phoenix deals 1d6/level points of fire damage to the target (Reflex save for half damage, maximum of 10d6). If the target creature moves, the flame phoenix will follow it up to the limit of the spell’s range. On your next turn, the flame phoenix flies back to you in a straight line. If it passes through the space of any other creature in its flight, that creature must make a Reflex saving throw or suffer 1d4 points of fire damage per every two caster levels (maximum 5d4). |