Edit Page
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 66: | Line 66: | ||
'''{{Anchor|Snake's Coils}}:''' The ''Veles serpent'' takes up the standard amount of space for a Colossal creature (a 30-foot-area space, 30 feet high, thus a 6-by-6 square) when coiled up, and is treated as a [[Segmented (3.5e Creature Ability)|segmented]] creature composed of 7 Huge sections (including its head, which is its leading section) when uncoiled. It must uncoil to move more than half its speed in a round, and can uncoil as a swift action, but its reach is halved and it is forced to abide by the [[Publication:Unearthed Arcana/Combat Facing|combat facing]] rules while uncoiled. However, it can only use its [[#Rolling Crush Attack|Rolling Crush Attack]] while uncoiled (see below). While uncoiled, the segments each have 1/7th of the ''Veles serpent''<nowiki>'</nowiki>s HP; also, since they are Huge, their size modifiers are adjusted accordingly. The ''Veles serpent'' is automatically "killed" and unsummoned ([[#End of the Spell|ending the spell]]) if the HP of its head is reduced to 0, but the loss of its other sections only reduces its constriction damage by 1d4 per "killed" section and prevents it from using the "killed" sections to carry foes and move efficiently at the same time (see the description of its [[#Improved Grab|improved grab]] below). The ''Veles serpent'' makes bite attacks with its head and slam attacks with its tail; its other segments are practically unable to attack. The ''Veles serpent'' can coil up at any time as a full-round action that provokes attacks of opportunity, but it only requires a move action to do so if its segments are already arranged in a circle (and it also performs its "[[#Recoiling Grab|Recoiling Grab]]" as part of that move action; see below). The ''Veles serpent'' must be resting on a solid surface to coil up. Once coiled, the ''Veles serpent'' is treated as a Colossal creature and may use its full reach and its [[#Serpentine Strike|Serpentine Strike]]. Anything that alters the ''Veles serpent''<nowiki>'</nowiki>s current hit points (mainly damage and healing) while it is coiled is divided evenly among all of its segments (with the remainder going to a random segment chosen by a d8 roll, with 1 being the head, 2 being the segment behind it, and so on, and an 8 being the same as a 1). Anything that alters the current hit points of a segment while uncoiled is applied to the ''Veles serpent'' as a whole. |
'''{{Anchor|Snake's Coils}}:''' The ''Veles serpent'' takes up the standard amount of space for a Colossal creature (a 30-foot-area space, 30 feet high, thus a 6-by-6 square) when coiled up, and is treated as a [[Segmented (3.5e Creature Ability)|segmented]] creature composed of 7 Huge sections (including its head, which is its leading section) when uncoiled. It must uncoil to move more than half its speed in a round, and can uncoil as a swift action, but its reach is halved and it is forced to abide by the [[Publication:Unearthed Arcana/Combat Facing|combat facing]] rules while uncoiled. However, it can only use its [[#Rolling Crush Attack|Rolling Crush Attack]] while uncoiled (see below). While uncoiled, the segments each have 1/7th of the ''Veles serpent''<nowiki>'</nowiki>s HP; also, since they are Huge, their size modifiers are adjusted accordingly. The ''Veles serpent'' is automatically "killed" and unsummoned ([[#End of the Spell|ending the spell]]) if the HP of its head is reduced to 0, but the loss of its other sections only reduces its constriction damage by 1d4 per "killed" section and prevents it from using the "killed" sections to carry foes and move efficiently at the same time (see the description of its [[#Improved Grab|improved grab]] below). The ''Veles serpent'' makes bite attacks with its head and slam attacks with its tail; its other segments are practically unable to attack. The ''Veles serpent'' can coil up at any time as a full-round action that provokes attacks of opportunity, but it only requires a move action to do so if its segments are already arranged in a circle (and it also performs its "[[#Recoiling Grab|Recoiling Grab]]" as part of that move action; see below). The ''Veles serpent'' must be resting on a solid surface to coil up. Once coiled, the ''Veles serpent'' is treated as a Colossal creature and may use its full reach and its [[#Serpentine Strike|Serpentine Strike]]. Anything that alters the ''Veles serpent''<nowiki>'</nowiki>s current hit points (mainly damage and healing) while it is coiled is divided evenly among all of its segments (with the remainder going to a random segment chosen by a d8 roll, with 1 being the head, 2 being the segment behind it, and so on, and an 8 being the same as a 1). Anything that alters the current hit points of a segment while uncoiled is applied to the ''Veles serpent'' as a whole. |
||
− | '''{{Anchor|Recoiling Grab}} (Ex):''' If any creatures are in the middle of the circle formed by the ''Veles serpent''<nowiki>'</nowiki>s segments when it coils up, they are automatically grappled and take quadruple constriction damage (and the ''Veles serpent'' |
+ | '''{{Anchor|Recoiling Grab}} (Ex):''' If any creatures are in the middle of the circle formed by the ''Veles serpent''<nowiki>'</nowiki>s segments when it coils up, they are automatically grappled and take quadruple constriction damage (and the ''Veles serpent'' gains a position of advantage over them, which will be explained shortly). Creatures caught by this attack are allowed a [[SRD:Reflex|Reflex]] save (DC = 20 + the caster's spellcasting modifier + ½ the Veles serpent<nowiki>'</nowiki>s HD + the ''Veles serpent''<nowiki>'</nowiki>s Dexterity modifier) to halve the damage and manage to avoid being put into a ''very'' disadvantageous position. "Recoiling Grab" provokes [[SRD:Attack of Opportunity|attacks of opportunity]], but any creatures who attempt an attack of opportunity are not entitled to a Reflex save if they're inside the ''Veles serpent''<nowiki>'</nowiki>s coils (any creatures outside aren't going to be affected by Recoiling Grab anyways). The ''Veles serpent'' gets an especially tight grip on any creatures who fail or forfeit their [[SRD:Reflex|Reflex]] saves, which grants it a +20 bonus to all grapple checks and double constriction damage against said creatures until it is no longer grappling them. |
'''{{Anchor|Elemental Concealment}} (Ex):''' Being made of water, the ''Veles serpent'' gets a +40 racial bonus to [[SRD:Hide Skill|Hide]] and [[SRD:Move Silently Skill|Move Silently]] checks while remaining perfectly still in water (it's effectively [[SRD:Invisible|invisible]] and inaudible). This racial bonus is reduced to +20 while in motion in water, +10 while perfectly still on land, and +5 while in motion on land. It doesn't get its racial bonus at all if in midair. (As it's made of earth elementals as well as water elementals, the ''Veles serpent'' can naturally blend in with any terrestrial environment, but not as well as it does with an aquatic one.) The ''Veles serpent'' can hide in plain sight while in water, just like a [[SRD:Shadowdancer|shadowdancer]] can hide in areas of shadowy illumination. |
'''{{Anchor|Elemental Concealment}} (Ex):''' Being made of water, the ''Veles serpent'' gets a +40 racial bonus to [[SRD:Hide Skill|Hide]] and [[SRD:Move Silently Skill|Move Silently]] checks while remaining perfectly still in water (it's effectively [[SRD:Invisible|invisible]] and inaudible). This racial bonus is reduced to +20 while in motion in water, +10 while perfectly still on land, and +5 while in motion on land. It doesn't get its racial bonus at all if in midair. (As it's made of earth elementals as well as water elementals, the ''Veles serpent'' can naturally blend in with any terrestrial environment, but not as well as it does with an aquatic one.) The ''Veles serpent'' can hide in plain sight while in water, just like a [[SRD:Shadowdancer|shadowdancer]] can hide in areas of shadowy illumination. |