Mist Stalker (3.5e Monster)
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|Mist Stalker||Mist Stalker's Slime Minion|
|Size/Type:||Medium Aberration||Tiny Ooze|
|Hit Dice:||12d8+48 (102 hp)||2d10 (11 hp)|
|Speed:||40 ft. (8 squares), climb 40 ft.||20 ft. (can't run), climb 20 ft.|
|Armor Class:||23 (+9 Dex, +4 natural), touch 19, flat-footed 14||11 (+2 size, -2 Dex), touch 10, flat-footed 10|
|Attack:||Claw +14 melee (1d8+5) or acid bomb +13 ranged (6d6 acid)||—|
|Full Attack:||4 claws +14 melee (1d8+5), or acid bomb +13 ranged (6d6 acid)||—|
|Space/Reach:||5 ft./5 ft.||5 ft./5 ft.|
|Special Attacks:||Acid spit, jump, spawn minions||Explode|
|Special Qualities:||Blindsight 60 ft., damage reduction 10/silver, darkvision 60 ft., evasion, mist aura, resistance to acid 30||Blindsight 30 ft., corrosive, grease trail, immunity to acid|
|Saves:||Fort +8, Ref +13, Will +12||Fort +0, Ref -2, Will +1|
|Abilities:||Str 20, Dex 29, Con 18, Int 15, Wis 18, Cha 13||Str 14, Dex 7, Con 10, Int —, Wis 12, Cha 1|
|Skills:||Climb +23, Jump +27, Hide +19, Listen +16, Move Silently +19, Spot +16||—|
|Feats:||AlertnessB, Lightning Reflexes||—|
|Environment:||Crags, canyons and jagged valleys||—|
|Organization:||Solitary or pair||—|
|Treasure:||Standard coins and goods||Standard coins and goods|
|Alignment:||Usually neutral evil||Usually neutral evil|
|Advancement:||13-24 HD (Medium Size)||—|
Mist stalkers usually fight from a distance, using their ability to obscure themselves within fog or use naturally occurring fog to conceal themselves. They have a powerful grasp of stealth and are experts at silent killing, usually using their mobility to remain out of their enemies' reach and only closing in on their targets when they know they have the upper hand.
A mist stalker has no eyes, and therefore cannot see normally or be affected by gaze attacks.
Acid Bomb (Ex): The mist stalker builds up corrosive mucus in its gullet and discharges it into a high-speed projectile. Using this ability requires a standard action, and requires an attack roll against a target creature, object or 5-foot square. Anything hit directly by the acid bomb takes 6d6 points of acid damage, and splash damage in the shape of 3d6 points of acid damage for 1d4 subsequent rounds. Any creature or object within 10 feet of the target square or creature (including the target if the attack missed) does not take the initial damage, but must make a DC 20 Reflex save or take the splash damage, starting the next round. This ability can be used a maximum of every other round and has a maximum range of 60 feet.
Submerging in or dousing oneself with fresh water washes the mist stalker's acid away, preventing any further splash damage.
Jump (Ex): The mist stalker is a frighteningly adept predator, with powerful legs that can jump immense distances. It may jump a distance of up to its land speed as a move action, or a distance of up to twice its land speed as a double move. It never incurs falling damage for distances traveled using this ability, and the amount of falling damage it may negate with a Jump check is unbounded (as per the Jumping Down action, except the DC is 10 + 5 per 10 feet of falling negated). Furthermore, the mist stalker gets a +8 racial bonus to Jump checks.
Mist Aura (Ex): The mist stalker exudes a compound from sacs covering its chitinous back, that reacts chemically with the nitrogen in the air, creating a constant obscuring mist effect centered on the stalker.
Spawn Minions (Ex): The mist stalker is capable of infusing its ichorous bile with a semblance of sentience, creating autonomously moving slimes that are capable of following simple commands. They move slowly and are vulnerable, but the substance they are comprised of is highly corrosive and can quickly eat away any organic matter and metal that touches it. Slime minions have powerful adhesive qualities, allowing them to move across surfaces at any angle without falling down. A mist stalker can fashion up to 1d3 minions every round as a standard action, and they have a lifespan of 1 minute.
The slime minions have stats as described above, and the following abilities:
- Corrosive (Ex): Any creature or object except those fashioned from stone, crystal or other mineral matter is quickly dissolved when touching a slime minion, taking 2d6 points of acid damage for every round that contact is sustained. This effect also applies to metal objects and weapons striking the minion, though a weapon striking the minion multiple times in the same round only takes the damage once. Weapons with acid- or electricity-based enhancements are immune to the corrosive effects of a mist stalker's minions.
- Grease Trail (Ex): A slime minion leaves residue behind on every surface it passes but doesn't affect with its corrosive ability, such as most types of stone. One round after contact, this substance loses its acidity and becomes incredibly slippery, like a grease spell that covers every 5-foot square the slime minion passed through. A slime minion is unaffected by its own trail. Greased surfaces remain so for up to 10 minutes. The grease trail can be washed away with water.
- Explode (Ex): When a slime minion's hit points are brought down to 0, or when the mist stalker gives a mental command, their cores of highly reactive acids spill out and react violently with the surrounding air, causing an explosion that spreads acid vapour throughout the area. This explosion acts like a non-targeted acid bomb effect. The mist stalker can will up to 1 slime minion per round to explode on command. A slime minion that reaches the end of its 1-minute lifespan uses up its acidic matter and does not explode, simply falling apart instead.