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Tiny Aberration (Aquatic)
| Hit Dice: |
4d8+8 (29 hp) |
| Initiative: |
+6 (+2 dex, +4 Improved Initiative) |
| Speed: |
Swim 10ft |
| Armor Class: |
18 (+2 dex, +4 natural, +2 size) |
| Base Attack/Grapple: |
+3/ +0 |
| Attacks: |
Slam +5 (1d4-3+1d6 acid) |
| Full Attack: |
Slam +5 (1d4-3+1d6 acid) |
| Space/Reach: |
2-1/2ft/0 |
| Special Attacks: |
Superior Grapple, Acid Spurt |
| Special Qualities: |
Immunity (poison, acid), wavesense, amphibious |
| Saves: |
Fort +3, Ref +3, Will+6 |
| Abilities: |
Str 4, Dex 15, Con 14, Int 1, Wis 12, Cha 12 |
| Skills: |
Swim +7 |
| Feats: |
Improved Initiative, Weapon Finesse (Slam) |
| Environment: |
Any ocean |
| Organization: |
Colony (10-100), swarm (100-200),
plague (200+) |
| Challenge Rating: |
3 |
| Treasure: |
None |
| Alignment: |
Always Chaotic Evil |
| Advancement: |
5-6 HD (tiny), 7-9 (small) |
| Level Adjustment: |
- |
The
toxic spawn of the water god Dagahra, barems are venomous sea stars
that are the byproducts of Dagahra's toxic metabolism. These pitifully
stupid creatures know nothing about beauty, joy or hope. All they
wish to do is spread destruction and poison through the seas, and
consume anything in their path.
A
barem looks like a large, red sea star. In its center there is a
cluster of what appear to be eyes, but these are merely its acid
secreting organs. Hundreds of tentacles surround this cluster, which
whip about when the creature is excited.
Barems
do not communicate.
Combat:
Barems are pathetically simple-minded creatures, and
are very straightforward in combat. However, given their penchant
for attacking in massive numbers, they can become quite dangerous.
Their only tactic is to latch onto anything not a barem within reach
and dissolve it horribly.
Superior
Grapple (Ex): If a barem hits with its slam attack, it can start
a grapple as a free action. However, the creature receives a +12
bonus to its grapple check, and can grapple any creature its size
or larger. The number of barems that can attach to a creature depends
on its size: Tiny 2, Small 4, Medium 8, Large 16, Huge 32, Gargantuan
64, Colossal 128.
A
grappling barem deals 1d6 points of acid damage per round with a
successful grapple check.
Acid
Spew (Ex): Whenever a non-barem enters the same square as a
barem, the creature reflexively sprays out a thin stream of acid.
This counts as a ranged touch attack. If it hits, the creature struck
suffers 1d6 points of acid damage.
Barems
do not use this attack while grappled.
Wavesense
(Ex): Barems can automatically detect the presence of any creature
within 10ft. that is in contact with water. If a barem loses contact
with the water, it is effectively blinded.
Amphibious
(Ex): Barems can survive out of water for a number or hours
equal to constitution score. A typical barem can last for fourteen
hours before dying.
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