| Tsarabith |
| Tsarabith Tiny Monstrous Humanoid Hit Dice: 1d8-2 (3 hp) Initiative: +4 Speed: 15 ft. (3 squares) Armor Class: 18 (+2 size, +6 natural), touch 12, flat-footed 16 Base Attack/Grapple: +0/-10 Attack: Quaterstaff +0 (1d3-2) Full Attack: Quaterstaff +0 (1d3-2) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: None Special Qualities: Darkvision 120 ft., Minor Light Absorption, Telepathy 100 ft., Electricity Immunity, Sonic Vulnerability, Minor Telekinesis, Scent Saves: Fort -2, Ref +0, Will +4 Abilities: Str 6, Dex 10, Con 7, Int 17, Wis 15, Cha 8 Skills: Craft (any) +7, Knowledge (any) +7 Feats: Improved Initiative Environment: Underground Organization: Group (2d4 + Tsarabith Elder) or Clan (4d8 + Tsarabith Elder) Challenge Rating: 1/3 Treasure: None Alignment: Always Neutral Advancement: 2-7 (Tiny), 8-15 (Small) Level Adjustment: +1 A creature that at first looks like a bug walks up to you, surrounded in shadows. Its lower body resembles a beetle�s abdomen, glossy black and with ten bug-like legs. Its upper body has the same black exoskeleton, but is shaped more like a common humanoid�s, with two arms and a chest. The creature�s head has a single green eye in the middle, which seems to glow through the shadows that the miniscule creatures projects, and a small mouth underneath the eye. Tsarabith�s are small bug-like creatures that are gifted mentally but cursed physically. They are easily frightened and almost never rise to a challenge, preferring to flee than to fight. They live underground, as close to the shadows as possible. They never travel alone, and rely heavily on their group�s elder, a tsarabith that is even more intelligent than other tsarabiths. Combat Tsarabiths try to never enter combat, even when backed into a corner. They try everything within their power to flee, and never leave the side of their fellow tsarabiths. Minor Light Absorption (Su): Everything within ten feet of a tsarabith is surrounded in shadows, for the tsarabith�s black exoskeleton absorbs all light nearby. The shadows are normally easy to see through and don�t hamper eyesight, unless the light is already dim. Minor Telekinesis (Sp): A tsarabith is able to use Mage Hand at will as a caster equal to the tsarabith�s hit dice, except the tsarabith is able to lift twice as much as normal with the minor telekinesis. Tsarabith Elder Small Monstrous Humanoid Hit Dice: 2d8-2 (7 hp) Initiative: +4 Speed: 20 ft. (4 squares) Armor Class: 19 (+1 size, +8 natural), touch 11, flat-footed 17 Base Attack/Grapple: +1/-6 Attack: Quaterstaff +0 (1d4-2) Full Attack: Quaterstaff +0 (1d4-2) Space/Reach: 5 ft./0 ft. Special Attacks: None Special Qualities: Blindsight 120 ft., Light Absorption, Telepathy 100 ft., Electricity Immunity, Sonic Vulnerability, Telekinesis, SR 14, Scent Saves: Fort -2, Ref +0, Will +6 Abilities: str 6, dex 10, con 7, int 19, wis 17, cha 14 Skills: Craft (any) +9, Knowledge (any) +9 Feats: Improved Initiative Environment: Underground Organization: Group (2d4 + Tsarabith Elder) or Clan (4d8 + Tsarabith Elder) Challenge Rating: 3 Treasure: None Alignment: Always Neutral Advancement: 3-8 (Small), 9-17 (Medium) Level Adjustment: +3 Tsarabith elders are the leaders of the tsarabith, protecting the smaller tsarabith as much as possible. They are much more diplomatic than the weaker tsarabith, and aren�t as easily frightened. They do what they find to be the best for their clans, and always work toward the clan�s survival. Combat Tsarabith elders have powers that are stronger than the normal tsarabiths, and when a tsarabith is threatened, the tsarabith elder will go to any length in order to protect the smaller creature. Though the tsarabith is very quick to flee, they will fight as the final and absolute last resort. Light Absorption (Su): Everything within ten feet of a tsarabith elder is surrounded in darkness, as per the spell, for the tsarabith elder�s black exoskeleton absorbs all light nearby. The tsarabith elder is able to suppress the darkness, but when this is done, the darkness simply becomes the shadows of the tsarabith. Telekinesis (Sp): The tsarabith elder is able to use Mage Hand at will as a caster equal to the tsarabith�s hit dice, except the tsarabith elder is able to lift twice as much as normal with the minor telekinesis, just like the normal tsarabith. A tsarabith is also able to use Telekinesis as a spell-like ability every 1d4 rounds, with a caster of the tsarabith elder�s hit dice. |