Author Topic: Mantidfly  (Read 4224 times)

Offline bhu

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Mantidfly
« on: September 03, 2015, 07:57:16 PM »
Request from Psysama, based of Squeedge's Art.  http://squeedgeart.tumblr.com/   massive wip


MANTIDFLY
   
"NO I AM NOT A WASP GODDAMMIT!!"

 Normally Mantidflies are wasp mimics that look like some sort of hellish combp between a mantis and a wasp with lacy bug wings.  This is the semi-humanoid version.

Class Skills
 The Mantidfly's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Mantidfly Body, Bughuggers, Climb, +1 Str, +1 Con
2. +1    +0     +3     +3    Powerful Claws, Wide-Angle Vision, +1 Dex, +1 Wis
3. +2    +1     +3     +3    Constrict, Sneaky, +1d6 Sneak Attack, +1 Str, +1 Con
4. +3    +1     +4     +4    Ambush, +1 Dex, +1 Wis
5. +3    +1     +4     +4    Winged Flight, +1 Str, +1 Con
6. +4    +2     +5     +5    +1d6 Sneak Attack, +1 Dex, +1 Wis
7. +5    +2     +5     +5    Ambush, +1 Str, +1 Con
8. +6    +2     +6     +6    Improved Flight, +1 Dex, +1 Wis
   

Weapon Proficiencies: Mantidflies are proficient with their natural weapons, but no armor or shields.

Mantidfly Body:
The Mantidfly loses all other racial traits and bonuses and gains vermin traits (Basically immunity to mind affecting effects and darkvision 60 feet) except that it retains an Int score. It is a medium sized vermin with a base speed of 40 feet. It has two natural claw attacks dealing 1d6+str mod damage each, and it takes no penalty for attacking with both claws in a full attack.

It does not have hands capable of fine manipulation, and cannot wield a weapon in either set of claws.
It also gains a natural armor bonus equal to 2+con modifier.

Bughuggers (Ex): If the Mantidfly hits an opponent with a claw attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. In addition the Mantidfly ignores freedom of movement effects on his opponents.

Climb (Ex): The Mantidfly gains a Climb Speed equal to it's base land speed.

Powerful Claws (Ex): At second level, the Mantidflies claw attacks do+1/2 HD extra damage. If it scores a critical with a claw it adds 1,5 times his strength modifier instead of just 1. Additionally, it gains a racial bonus on grapple checks equal to its HD.

Wide-Angle Vision (Ex): At 2nd Level the Mantidfly gains a +4 Racial Bonus to Spot and Search Checks, and cannot be flanked.

Constrict (Ex): With a successful grapple check, a Mantidfly can crush a grabbed opponent, dealing damage equal to its claw damage. It may constrict each grabbed opponent once per round, including the round it grabs the opponent.

Sneaky (Ex): At 3rd Level the Mantidfly may always Take 10 on a Hide Check.

Sneak Attack (Ex): At Levels 3 and 6 the Mantidfly gains +1d6 Sneak Attack (this is identical to the Rogue Ability listed in the PHB).

Ambush (Ex): At 4th Level if the Mantidfly makes a successful melee attack that would allow it to use it's Sneak Attack Dice, it may forego using it's Sneak Attack Dice to make an Ambush attack.  The exact effect of an Ambush attack varies depending on which of the options listed below you choose at 4th Level.  You may choose an additional option at 7th Level:

Cripple Arm: The victim must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Str Modifier), or it's arm becomes unusable.  It cannot be used to hold anything, and drops whatever it is holding now.  Additionally the victim takes a penalty equal to your Str Modifier to Climb, Craft, Disable Device, Disguise, Escape Artist, Forgery, Heal, Open Lock, Ride, Sleight of Hand, Swim, Tumble and Use Rope Checks.  If both arms become Crippled, then use of these Skills is impossible, and he is effectively defenseless as well, being unable to wield a weapon at all and taking a -2 Circumstance Penalty to AC.  This effect can be removed by any of the following spells:Cure Serious Wounds, Cure Critical Wounds, Restoration, Greater Restoration, or Heal.  If no magic is available then once the damage from this attack has healed fully the victim regains the use of his arm, and this condition is removed.

Cripple Leg: The victim must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Str Modifier), or it's leg becomes unusable and it cannot walk, falling prone immediately.  The victim may crawl at a speed of 5 feet per round.  This effect can be removed by any of the following spells:Cure Serious Wounds, Cure Critical Wounds, Restoration, Greater Restoration, or Heal.  If no magic is available then once the damage from this attack has healed fully the victim regains the use of his leg, and this condition is removed.

Silence: The victim must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Str Modifier), or it becomes mute, unable to cast spells with a verbal component.  Additionally he gains a penalty equal to your Str Modifier to all Skill Checks which might require the use of your voice. This effect can be removed by any of the following spells: Cure Serious Wounds, Cure Critical Wounds, Restoration, Greater Restoration, or Heal.  If no magic is available then once the damage from this attack has healed fully the victim regains the use of his voice, and this condition is removed.

Abdominal Wound: (Prerequisite: 8th Level) The victim must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Str Modifier), or the victim becomes Nauseated until this condition is fixed.  This effect can be removed by any of the following spells: Cure Serious Wounds, Cure Critical Wounds, Restoration, Greater Restoration, or Heal.  If no magic is available then once the damage from this attack has healed fully the victim regains the use of himself, and this condition is removed.

Blind: The victim must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Str Modifier), or he is permanently Blinded.  This effect can be removed by any of the following spells: Remove Blindness/Deafness, Cure Serious Wounds, Cure Critical Wounds, Restoration, Greater Restoration, or Heal.  Unlike other forms of Ambush this requires magic to fix.

Winged Flight (Ex): At 5th Level the Mantidfly gains a Flight speed equal to it's base land speed, with a Maneuverability of Poor.

Improved Flight (Ex): At 8th Level the Mantidflies Flight speed doubles, and Maneuverability increases to Average.
« Last Edit: November 12, 2015, 06:46:24 PM by bhu »

Offline bhu

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Re: Mantidfly
« Reply #1 on: September 29, 2015, 08:16:58 PM »
Does fifth level seem okay for gaining flight?

Offline oslecamo

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Re: Mantidfly
« Reply #2 on: September 30, 2015, 10:41:52 AM »
In average, yes.

Offline Psysama

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Re: Mantidfly
« Reply #3 on: October 22, 2015, 12:26:43 AM »
I like it so far!  :clap Can't wait until it's finished!  :D
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Offline bhu

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Re: Mantidfly
« Reply #4 on: November 01, 2015, 07:36:36 PM »
Rough draft for ambush is up. Lemme know what you think.

Offline Psysama

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Re: Mantidfly
« Reply #5 on: November 01, 2015, 10:29:53 PM »

Wow!  It's brutal!  I like it!
« Last Edit: November 04, 2015, 06:50:13 PM by Psysama »
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Offline oslecamo

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Re: Mantidfly
« Reply #6 on: November 08, 2015, 03:37:31 AM »
Rough draft for ambush is up. Lemme know what you think.

Looking good, but the Nauseated one seems plain superior. There's little reason to cripple anything else when you can just make the victim nauseated.

Offline bhu

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Re: Mantidfly
« Reply #7 on: November 08, 2015, 07:18:46 PM »
make level 8 a prerequisite for it?

Offline oslecamo

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Re: Mantidfly
« Reply #8 on: November 12, 2015, 02:31:52 AM »
Sounds good.

Also some of the abilities were looking familiar to me, then I noticed you're borrowing the monstrous crab claw goodies. :p

Offline bhu

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Re: Mantidfly
« Reply #9 on: November 12, 2015, 06:44:43 PM »
they were sooo similar.... 0:)

Offline bhu

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Re: Mantidfly
« Reply #10 on: November 12, 2015, 06:45:18 PM »
delete