Monsterart des Vertrauten:
VargouilleName: Tarax;
AussehenSize/Type: Small Outsider (Evil, Extraplanar)
HD: 8, TP: 28
Initiative: +1
Speed: Fly 30 ft. (good) (6 squares)
Armor Class: 16 (+1 size, +1 Dex, +4 Nat.), touch 12, flat-footed 15
Base Attack/Grapple: +1/-3
Attack: Bite +5 melee (1d4 plus poison)
Full Attack: Bite +5 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Shriek, kiss, poison
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +3, Will +7
Abilities: Str 10, Dex 13, Con 12, Int 9, Wis 12, Cha 8
Skills: Hide +18, Intimidate +3, Listen +7, Move Silently +7, Spot +7
Feats: Stealthy, Weapon FinesseB
Environment: An evil-aligned plane; in Eberron: Khyber
Organization: Cluster (2-5) or mob (6-11)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 2-3 HD (Small)
Level Adjustment: —
Anmerkungen zur Konstruktion des Vertrauten (nu Aufstieg) :
Fiktive HD: 8
TP nach Häflte des Meisters statt "normal": Also: 24 TP (Abrundung vorgenommen)
Familiar Boni: Base Save of Master: Fort +2, Ref +2, Will +6
Base Attack Bonus: Wie Master's Level in Dread Necromancer (hier: +4)
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Shriek (Su)
Instead of biting, a vargouille can open its distended mouth and let out a terrible shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 12 Fortitude save or be paralyzed with fear for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A paralyzed creature is susceptible to the vargouille’s kiss (see below). A creature that successfully saves cannot be affected again by the same vargouille’s shriek for 24 hours. The shriek is a mind-affecting fear effect. The save DC is Constitution-based and includes a +1 racial bonus.
Kiss (Su)
A vargouille can kiss a paralyzed target with a successful melee touch attack. An affected opponent must succeed on a DC 15 Fortitude save or begin a terrible transformation that turns the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation).
First, over a period of 1d6 hours, all the victim’s hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation is complete 1d6 hours later, when the head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation is interrupted by sunlight, and even a daylight spell can delay death, but to reverse the transformation requires remove disease. The save DC is Constitution-based and includes a +4 racial bonus.
Poison (Ex)
Injury, Fortitude DC 12 or be unable to heal the vargouille’s bite damage naturally or magically. A neutralize poison or heal spell removes the effect, while delay poison allows magical healing. The save DC is Constitution-based and includes a +1 racial bonus.
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Natural Armor Adj.
The number noted here is an improvement to the familiar’s existing natural armor bonus.The natural armor bonus is +4 for Master's Class Level 7.
Int
The familiar’s Intelligence score is 9 for Master's Class Level 7.
Alertness (Ex)
While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells
At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link (Su)
The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su)
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex)
If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex)
If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.