One of my favourite dungeon creatures in previous editions was the
piercer, a perfectly fit creature that existed in caverns. In third
edition, it was nixed or morphed into something else depending upon how you view it. I liked the stupid simplicity of the piercer; you knew what it was, where it lived and what it did.
Early in my dungeon and monster
creation days, I scoured almost every book I had at home, looking for
inspiration. I noticed a wickedly similar creature in the old Star
Wars Marvel comics, except they lived outside, and rather then
falling down, they “jumped” up out of the ground. This seemed
like a much better version of what the piercer should have been...so
here is my melding of old, not-so-old and just a cool idea to use as
a living hazard. It's done in Pathfinder but easy enough to convert.
A stalagmite thrusts upwards, tearing your ally apart, all around
you dozens of similar stalagmites jump out of the ground, impaling
your traveling party.
Nyssian Piercer CR 3
N Medium aberration
Init -2; Senses Tremorsense 60 ft.,
Perception +13
DEFENSE
AC 17, touch 13, flat-footed 17 (+4
Natural Shielding, +3 natural)
hp 19 (3d8+6)
Fort +3, Ref +0, Will +3
OFFENSE
Speed 10 ft.
Melee bite +4 d6 + 2d6 Surprise attack
*
STATISTICS
Str 8, Dex 9, Con 14, Int 5, Wis 10, Cha 9
Base Atk +1; CMB +4; CMD 13
Feats Improved Initiative
Skills Stealth +19*, Perception +13
SQ Tremorsense, Damage Reduction (5/-)
The piercer appears as a stone
stalagmite, the smallest being around four-feet tall. This is its
outer shell. Inside, the piercer appears as a slug-like creature with
a long tail. Two tiny eye-stalks protrude from its sides.
COMBAT
The piercer attacks by thrusting upwards on unsuspecting individuals
and impaling them with its shell. While one piercer is not too
threatening, they usually exist in colonies, anywhere from a dozen to
one hundred piercers stretching out covering a range of over a
thousand yard radius. Piercers often attack creatures when the
meal is in the middle of their colony, presenting a hazard for
creatures unable to fly or otherwise escape from the middle of the
colony.
They are not too bright, but their
tactics are effective when they have surprise. They exist in any
environment that they can tunnel into. When their attacks no longer
bring sufficient food, they begin their slow journey to richer
pastures, they have hearty constitutions so they can survive for
months without proper nutrition. Many evil creatures deliberately
lure them to act as living hazards to protect locations. If you know
where they are, you can can easily avoid them while walking close to
their lunging spot. They generally don't care for intruders as long as the colony has enough to eat.
Surprise Attack: If their victims are not aware of the piercers, on
the surprise round they inflict damage as a surprise, same as a rogue
of their HD.
Dmg Reduction: When piercers are below
ground, they receive a 5/- dmg reduction as they are fully
shielded. Out of the ground, they lose this protection.
Tremorsense: Piercers can sense any creature larger than 20 pounds
within a 30 ft radius if they are moving while touching the ground.
Skills: The piercer receives a +8 racial bonus to Perception checks.
The piercer receives a +15 racial bonus to Stealth checks when below
the surface .
No comments:
Post a Comment