Armor Biter
To: Trader Nirveli Visolela of the Silver Chimera Trading Company
From Shaeun Shontoleen, Royal Explorer of Silver Shadow Keep
My dear friend,
Magic sometimes produces results which hardly resemble any known creature. Such is the case with our trip to the Bazaar of A Thousand Dreams. Floating on the back a giant glissade the city seems from a distance to be naught by a gossamer kite of enormous size trailing fragile ribbons along its edges and tail. Exhalations of water and other substances form a glittering cloud trail behind it.
In the Bazaar, almost any dream can be had for a price. Creatures which almost defy description are offered for sale for a variety of needs and desires. One such creature is the Armor-Biter.
Bred from magic, the armor-biter has but one purpose; as a killer. Its long, parrot-like beak is strong enough to bite through all but the strongest or magical armor. Vents along the front serve as nostrils while parallel vents along the hinge of the jaw serve as ears. Bright red dots see in shades unknown to most beings.
If this was not horrible enough the Armor-Biter has rings of armor plating around its tail which terminates in a sharp stinger. The plates can expand to allow the creature to tuck itself in with only the powerful jaws on one end and the stinger on the other. Slits along the side of the plated tail allow it lift off from the ground. Exhaling gas through the small openings as calmly as breath, the armor-biter can maneuver itself almost anywhere.
The price is high for those who wish to purchase one, but for some their ability to track a specific target, break through any armor to reach the soft skin beneath and deliver a deadly dose of poison, is worth any price.
I have purchased a few of these horrible creatures and have sent them to you by courier for examination. It is my sincere hope never to see them again.
Your friend,
Shaeun
1st Month, Year of the Rainshadow Snail
Name: Armor-Biter
Type: Medium Magical Beast
Hit Dice: 9d10+45 (94 Hp)
Initiative: +3
Speed: 40 ft. (8 squares), Fly 30 ft.
AC: 17 (+2 Dex, +12 Natural) Touch 11, flat-footed 15
Base Attack/Grapple: +4/+7
Attack: Sting +8 melee, (1d8+5 plus poison), Bite +16 melee (2d8+8)
Full Attack: Bite +16 melee (2d8+8), Sting +8 melee (1d8+5 plus poison)
Space/Reach: 15 ft./20 ft.
Special Attacks: Poison
Special Quality: Darkvision +60, Immunity to poison, Levitate at will, Blindsense
Saves: Fort +12, Reflex +6 Will +8
Abilities: STR 20 DEX 10, CON 17, INT 5 WIS 13, CHA 4
Skills: Listen +8, Spot +8. Hide 11, Spot +3,
Feats: Alertness, Endurance, Iron Will, Track, Weapon/Armor Focus (Bite)
Climate / Terrain: Any, Normally City
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral
Advancement
Level Adjustment: +4
Armor Biters appear as long, rather graceful creatures standing on four hooves. A ridge of blunt-spikes runs from the base of their heavy skull to the end of their hindquarters. They are usually 2-2 ½ feet tall at the shoulder and 6 feet long.
Rings of metallic bands form a melon-shaped tail with a ridge running along one side and a sharp stinger on the end. The tail is also used to shelter the Armor-biter’s body, except for the head. Small holes along the tail expel gas to allow the Armor-biter to fly.
Their elongated skull has a narrow ridge on the top and bottom with flat planes under the four small eyes. Vents at the front of the skull serve as nostrils while another set of vents act as the ears. A parrot-like beak at the end of the jaws forms a powerful crushing and biting mechanism.
The Armor-biter is usually an iridescent grey hue. It has the ability to change its armor-like skin’s hue to any color or multitude of colors. It can mimic patterns such as stripes, spots, blotches, and speckled textures.
Combat: The Armor-biter is a formidable foe. They are intelligent enough to hide and wait for their prey to present an ideal opportunity for an ambush. Though not cowardly, the Armor-biter does not relish confrontation. Their favored mode of attack it to rush at their chosen victim, tear through their armor, skin, or hide with a powerful snap of their beak, expose a patch of vulnerable skin or flesh, and then whip around to back its stinger in.
The preferred poison of the Armor-biter is a neurotoxin that works quickly (1 round) to paralyze the nerves of the victim. They will then retreat out of reach to wait to for the toxin to take full effect before returning to complete the attack. Another bite can sever limbs, crush bones, or shear off the head of the helpless victim or peel off their armor, scales or hide. Only the strongest magical armors can withstand the jaws of an Armor-biter.
Specially raised Armor-biters can deliver poisons that range from mildly annoying to deadly toxic. Some even deliver toxins that by themselves produce little or no symptoms but when combined in the victim’s body with a number of innocent-seeming foods produces a wide range of reactions from illness to death.
Armor-biters can breathe underwater indefinitely. Submersion in water does not hinder or affect them. They can breathe in areas filled with toxic fumes as well, their internal chemistry can adapt to almost any kind of gas. Irritating powders have no effect on them.
Their hooves have inner pads that provide traction on slippery or rocky terrain along with toes that can spread apart as needed to preserve balance. They can use the vents along their tail to expel gases coupled with an innate ability to Levitate to move up in the air, or hover. Puffs of gas can delicately maneuver them through winding passageways and tunnels.
The strong jaws and powerful beak can bite through normal stone, wood, and most metals to open an entrance. Though inept diggers, they can eat their way slowly through earth, rock, sand, metal and tangled roots, guided by an unerring sense of direction.
Few restraints can hobble or slow down an Armor-biter. No barrier can stop them, no hazard can frighten them.
Blindsense (Ex): Armor-biters can pinpoint creatures within a distance of 60 feet. Opponents they can not normally see are still concealed.
Keen Senses: Armor-biters see four times as well as a Human in shadowy illumination, and twice as well in normal light. It also has Darkvision out to 60 feet.
Immunities: Armor-biters are immune to all poisons. They are also resistant to all types of paralysis (save for ¼).
Spell-like Abilities: Armor-biters can use Levitate, Feather Fall, and Spider Climb at will. Once per day they can use a variation of Discern Location to find their intended victim.
Spell Resistance (Ex): Armor-biters are resistant to all types of suggestion or mind-controlling spells (+10)
Society: Armor-biters have no society. They are magically-created beings whose sole purpose is to track down a target and either kill it or incapacitate and move it to a spot where the victim can be retrieved.
Armor-biters are relentless in their pursuit of a particular target. Failure only inspires them to try new tactics. Calling them off once they are set on the trail of a target is extremely difficult (90 percent chance of failure).
The vents at the end of their skulls are extremely sensitive olfactory organs that can sense as little as one shed skin cell. They can follow trails that are several weeks old, deftly separating the shed skin, hair, and chemical traces of their target from the effluvia surrounding them. They can also sniff the air or water for traces of their target’s scent. Even death can not deter them, they are capable of finding their target even if dead and decomposing.
Shape-changing, bathing or altering of scent will slow down an Armor-biter, but will not stop them. Their form of Discern Location keeps the Armor-biter updated on any changes to their target’s form, scent, and chemical make-up.
Despite their fearsome appearance, Armor-biters make devoted pets. They are mellow, cheerful, affectionate creatures with their master. When tracking they are tireless in slowly and steadily following a scent. Despite its strong tracking instinct, it can be willful, and somewhat difficult to obedience train. However, with the proper amount of time and effort, this can be achieved. They are difficult to manage also because of their bulk and crushing bite which can accidentally cause harm.
The use of a geas spell in their creation makes the Armor-biter a nearly-perfect tracker. They are immobile and inactive after creation until bonded to their sole master with a simple blood ritual. Until sent out to track a target they are slavishly devoted to their master.
They are intelligent enough to follow directions, perform most tasks and complex tricks. Following the trail of a target requires a bit of the target’s body, or an item handled by them. The Armor-biter can be directed to either kill or incapacitate the target and then move them to a pre-designated area usually for retrieval.
Armor-biters are rarely available for sale and never in lawful cities. Possesion of an armor-biter is unlawful in many towns and frowned upon in even the lawless ones. Despite their reputation and use, Armor-biters can occasionally be purchased for 3,000 to 4,000 gp from certain Fleshweavers.
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