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SUPERVISIÓN DEL FUNCIONAMIENTO DEL SISTEMA

In document INFORME ANUAL DE GOBIERNO CORPORATIVO (página 87-92)

G - OTRAS INFORMACIONES DE INTERÉS

5. SUPERVISIÓN DEL FUNCIONAMIENTO DEL SISTEMA

Floating polyps grow larger as they age. The elder polyp below is the largest, most powerful example known. Growing to this size requires an exceptional specimen, so elder polyps are rare. They are usually encountered in small groups or as leaders of schools of smaller polyps.

Floating Polyp Elder Polyp Medium Aberration Large Aberration Hit Dice: 3d8+6 (25 hp) 14d8+56 (119 hp)

Initiative: +4 +3

Speed: Fly 30 ft. (average) Fly 30 ft. (average)

AC: 18 (+4 Dex, +4 natural), touch 14, 18 (+3 Dex, +6 natural, -1 size),

flat-footed 14 touch 12, flat-footed 15

BAB/Grapple: +2/+4 +10/+20

Attack: Stinger +4 melee (1d6) Stinger +15 melee (1d8)

Full Attack: 6 stingers +4 melee (1d6) 6 stingers +15 melee (1d8)

Space/Reach: 5 ft./10 ft. 10 ft./15 ft.

Special Attacks: Improved grab, strangulation Improved grab, strangulation

Special Qualities: Silent flier, translucence Silent flier, translucence

Saves: Fort +3, Ref +5, Will +5 Fort +8, Ref +7, Will +12

Abilities: Str 14, Dex 18, Con 14, Str 22, Dex 16, Con 18, Int 10, Wis 14, Cha 10 Int 12, Wis 16, Cha 10

Skills: Hide +16, Move Silently +16, Spot +10 Hide +24, Move Silently +24, Spot +20

Environment: Any temperate, subterranean, or aerial Any temperate, subterranean, or aerial

Organization: Pair or school (3-12) Solitary, pair, or school (1-2 plus 3-10 Medium size floating polyps)

Challenge Rating: 2 6

Treasure: Standard Standard

Alignment: Usually neutral evil Usually neutral evil

F

FLLUUTTTTEERR

RRAAYY

Large Animal Hit Dice: 5d8+8 (22 hp)

Initiative: +1

Speed: 10 ft., fly 120 ft. (good)

AC: 17 (-1 size, +1 Dex, +3 natural, +4 deflection), touch 14, flat-footed 16

BAB/Grapple: +3/+9

Attack: Bite +4 melee (1d6+2)

Full Attack: Bite +4 melee (1d6+2) and barbed tail +4 melee (1d10+2)

Space/Reach: 10 ft./5 ft. (10 or 15 ft. with tail)

Special Qualities: Reverse gravity, stampede 2d6+2, low-light vision

Saves: Fort +4, Ref +5, Will +4

Abilities: Str 14, Dex 13, Con 10, Int 2, Wis 16, Cha 8

Skills: Hide +1*, Spot +10

Feats: Flyby Attack, Hover

Environment: Any aerial

Organization: Family (3-20), pack (21-100), herd (101-1,000), or migration (1,001-10,000)

Challenge Rating: 3

Treasure: None

Alignment: Always neutral

Advancement: 6-12 HD (Large), 13-24 HD (Huge)

Flutter rays are high-altitude herd animals. They float through the skies filtering air through their gaping mouths. In this manner they extract nutrition from microorganisms and minute particles. Sky serpents, cloud lurkers, and other aerial beasts prey upon flutter rays, which serve as a crucial link in the aerial ecosystem. Some flying races cultivate the creatures for meat and milk, while others hunt them for food. Their annual migration is a time of feasting for many avian cultures.

Flutter rays resemble manta rays with grossly distended abdomens and large, gaping mouths filled with strands of a flowing hair-like material. They have long tails covered in many tiny barbs. Their skin is powdery white or gray on the bot- tom and greenish-brown on top, such that they resemble clouds from below and ground from above. They are usually encoun- tered in herds that can reach vast sizes. When surface dwellers see fast-moving clouds high in the sky, they may actually be looking at the largest herds of flutter rays.

Flutter rays give birth to live young, which can fly immediately. The creatures’ flight does not depend on their wings, though they do use their wings for steering. Their flight comes from a supernatural ability to regulate gravity around them- selves.

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Flutter rays are naturally non-aggressive. They usually initiate combat only to defend their young, and even then they do so only after uttering a warning squawk. However, they are excitable creatures with a tendency to stampede. Groups of flutter rays recently attacked by natural predators or hunters have been known to ferociously charge anything that comes near them until they have calmed down. They are thus considered dangerous by seasoned sky sailors, who prefer to avoid them, except when hunting them for meat. Their semi-annual migrations are considered extremely dangerous times, since a stam- peding herd of 5,000 flutter rays is enough to knock almost any sky ship out of the air.

Reverse Gravity (Su): Flutter rays propel themselves through an innate ability to manipulate gravity. This effect

extends only a few feet from their bodies, but the air turbulence it creates is enough to help protect them. They receive a +4 deflection bonus to armor class against all attacks. In addition, they can focus this power to defend themselves.

Once per day, a flutter ray can produce an effect identical to reverse gravity as cast by a 20th level sorcerer. Flutter rays are skilled at using this effect to disrupt the movement of flying creatures. Flyers hit by the effect are forced to make a Reflex save (DC 15) or lose their next move action as they struggle to control their flight in the newly reversed gravity. Creatures with low maneuverability may still be forced to move due to forward momentum, but they advance in a straight line with no control. This is a Wisdom-based save.

Stampede (Ex): In great numbers, panicked flutter rays are particularly dangerous. If they stampede, they fly madly

away from whatever caused the stampede, paying no attention to whatever they crash into. A stampeding flutter ray will move directly into and through squares occupied by other creatures, possibly crashing into them in the process. Treat this as an overrun attack. Most flyers can move aside from at least one such attack but when faced by great herds of flutter rays that fill every square inch of available space, there is nowhere to step aside. Furthermore, sky ships simply cannot dodge these attacks. The flutter rays are panic-stricken and slam into whatever blocks their retreat. Unlike a normal overrun, this stam- pede inflicts 2d6+2 points of damage on whatever the flutter ray hits, and half as much on the flutter ray itself.

Barbed Tail (Ex): The flutter ray’s barbed tail trails far behind it. It is a reach weapon that can harm creatures only 10

ft. or 15 ft. away from the flutter ray. Closer creatures cannot be hit by the barbs.

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GOOLLEEMM,, MMIISSTT

Large Construct Hit Dice: 10d10+30 (74 hp)

Initiative: +4

Speed: Fly 60 ft. (good)

AC: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14

BAB/Grapple: +7/+15

Attack: Slam +11 melee (2d8+4)

Full Attack: 2 slams +11 melee (2d8+4)

Space/Reach: 5 ft./5 ft.

Special Qualities: Construct, magic immunity, damage reduction 10/adamantine,

invisibility

Saves: Fort +3, Ref +8, Will +3

Abilities: Str 18, Dex 20, Con –, Int –, Wis 10, Cha 1

Environment: Any

Organization: Solitary or gang (2-4)

Challenge Rating: 8

Treasure: Standard

Alignment: Always neutral

Advancement: 4-8 HD (Medium); 9-14 HD (Large)

A mist golem is a magical construct built from raw materials harvested from the elemental plane of air. The golem is a cloud of light mist shaped into a vaguely

humanoid form. A powerful matrix of elemental magic forms a field that keeps the mist golem’s material bound together. When the golem moves, a shimmering field of golden energy encases it and keeps its form intact.

Mist golems stand roughly 8 feet tall. Though their form seems to shift slightly as they move, the energy field con- structed to hold them together keeps their humanoid shape intact. Mist golems can fly through the air with ease. They are quite maneuverable and are used by wizards who keep towers high in the sky or must often contend with aerial attackers.

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In battle, the mist golem pummels its opponents with its powerful fists. While the golem’s insubstantial inner material is too light and wispy to injure a foe, the energy field that encases it packs a tremendous amount of force. The golem’s slam attacks deal force damage, allowing it to injure incorporeal or ethereal enemies.

With their invisibility ability, mist golems normally attempt to pounce on foes from ambush. Some wizards use these constructs as sentinels, ordering them to turn invisible at the first sign of intruders and stalk their prey. While mist golems lack intelligence of their own, they are normally given specific orders by their creators or owners that allow them to take advantage of their abilities.

Invisibility (Su): The mist golem may cast the spell invisibility upon itself as a 10th-level spellcaster three times per

day. Normally, these golems use this spell to attack from surprise or stand a silent, invisible sentinel over a specific place or treasure.

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Critical hits, nonlethal damage,

energy drain, death from massive damage, and ability score damage have no effect on a mist golem.

Magic Immunity (Ex): The mist golem is immune to most spells and spell-like effects. Electricity attacks injure them

as normal, while gust of wind and control weather may be targeted directly against a mist golem. Both of those spells deal 1d6 damage per caster level (to a maximum of 15d6) to the mist golem.

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In document INFORME ANUAL DE GOBIERNO CORPORATIVO (página 87-92)

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