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Old 12-04-2018, 02:04 PM   #1
evileeyore
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Join Date: Jul 2006
Location: 100 hurricane swamp
Default [Monster] Floofs

Floof
Elder Thing
Cute halfling sized puffs of fluff that float gracefully through the air and are corrosive to the touch. Often found floating in fluffles of 3 or more near or at a Sacred place devoted to Good and/or Law.
ST: 6
DX: 14
IQ: 6
HT: 14
HP: 10
Will: 12
Per: 14
FP: 14
Speed: 7
Move: 10
SM: -2
Dodge: 12
Parry: 12

DR: 0
Acid Touch (18): 1d Corrosion, follow up 1d-3 cor each sec for 5 secs. This attack is automatic on any turn a Floof starts already in a grapple.
Floof pile! (14): This is grapple, Floofs are sticky and are treated as ST 8 for attempts to break free. Further every Floof after the first that piles on adds +2 to resisting break free attempts. Floofs can only perform a grapple, they cannot perform Takedowns or Pins. They will hold a foe until it stops struggling. If two or more Floofs pile on, treat the Acid Touch as Large Area Injury and apply it only once (not once per Floof, just once).
Sticky hair (14): A Floof may immediately attempt to grapple anything that touches them, they may also do this following a successful Parry. This grapple is a free action.


Traits: 360° Vision; Aerial; Attractive, Congenial; Dark Vision (Color Vision); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Doesn't Speak; Enhanced Dodge 2; Enhanced Parry 1; Flight; Homogeneous; Immunity to Disease; Immunity to Poison; Magic Resistance 6; No Blood; No Eyes; No Head; No Legs; No Manipulators; No Neck; Pacifism (Cannot Harm Innocents); Pressure Support; See Invisible; Silence 8; Unfazeable; Vibration Sense (Air).

Skills: Acrobatics-18; Brawling-16; Stealth-14; Wrestling-14.

Class: Elder Thing.

Notes: Floofs are generally initially docile unless they encounter one of three things: Evil/Chaos Elder Things, Evil Demons, or dungeon delvers that are desecrating a Good or Lawful Sacred place. Though Floofs do not speak, they chirp and trill and gruff like small cutsey animals, or growl and hiss when upset. Some seem to even understand Common.

Floofs that are unsure of a delver's intent will begin a conflict by 'gently' trying to herd them away, they can 'pull their punches' so to speak by just touching their foes a bit less and leaving less sticky acid hairs on them (reduce a hit to as low as 1 Corrosion with 1 follow up for 5 seconds).

Clerics and Holy Warriors devoted to Good and/or Law gods gain a Reaction Bonus to Floofs equal to their Holiness or Power Investiture. Spells or abilities that allow Animal Speech allow for communication with Floofs, despite them not being animals. However this communication will be poor and halting.

The fuzzy remains of a dead Floof are prized as Alkahest ingredients.

Last edited by evileeyore; 12-05-2018 at 03:24 PM.
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