Klik (3.5e Creature)

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<-Creature Name->[edit]

Klik

CR 10+

{{{al}}} Tiny Elemental(Shapechanger)
Init/Senses +5/darkvision 60 ft., low-light vision; Listen +1, Spot +1
Languages None
AC 32, touch 20, flat-footed 22
(+12 natural)
hp 38 (8 HD)
Fort/Ref/Will +2/+7/+2 (See Element)
Speed Fly 100 ft. (Good)(20 squares)
Melee 2 slams +11 (1d4+2)
Base Atk/Grp +5/-1
Abilities Str 14, Dex 20, Con 10, Int 8, Wis 10, Cha 8
SQ Damage Reduction 40/special, elemental traits, Morphing, Element.
Feats Weapon Finesse, Weapon Focus (Body) (See Morphing)
Advancement

Kliks are about a foot diameter orbs of metal-like substance, which is harder than adamantine. They can morph into any shape, making them extremely deadly when provoked as they can become extend thin blades and sink them all throughout an enemy, killing them in seconds. All have an element or material they can consume to grow and heal, and an opposite that acts like a dangerous acid. They are very hard to kill with mundane weapons, but can be magically restrained and then eliminated with their opposing material.

COMBAT[edit]

Element(Su): Kliks have a certain material that heals them upon consumption another that harms them (DM's decision). If this material is very common, it effects the Klik's challenger rating, DM's discretion. Upon consuming the right material, a klik regains health as a percentage of it's health and body size: For example, if a 2 foot diameter klik ate a 1 foot diameter orb of material, 1/8 of the klik's volume, it would regain 1/8 of its maximum hit points. A Klik can grow this way, gaining volume equal to the amount consumed, gaining one hit die (and half a challenge rating) upon consuming an orb of material equal to it's size before gaining a size category. Upon contact with the opposite material, the klik takes 1d6 damage. If submerged partially, the submerged portion dissolves away, removing an equal amount of the opposing material, taking damage equal to the amount of the klik dissolved (see above). Kliks dissolve at five feet into its surface per round. In addition to this, this element provides +6 to one save of DM's choice. If a klik uses an energy as it's element or opposing element, consider damage from that as healing or take doubled damage. Example: A Klik that eats metal and is dissolved by blood would have CR 17 or 18, because of blood's limitations to the klik's fighting, the rarity of randomly finding metal. It would likely get a bonus to fortitude saves due to metal being mostly a material used for it's durability. A klik that eats blood and has a specific magic item set that dissolves it would have CR 24 or 25 because of the incredible difficulty of finding a way to dissolve it and the combat-gained healing. It would likely get a bonus to fortitude saves as well, due to blood being body related. A klik that absorbs fire and is vulnerable to lightning would likely have a bonus to reflex and a CR of 20 or 21, because both are fairly hard to create manually in large quantities but fire is slightly easier, however one can simply target it with fire after figuring out its weakness. A klik that absorbs damage from mind-effecting abilities and is vulnerable to oxygen would likely have good will saves and a CR of only 10 due to how common and abundant oxygen is, whereas mind effecting abilities are rare and likely won't be used more than once against it.

Morphing(Su): Kliks can morph into any shape but not color, allowing them to dodge and absorb blows, slice up enemies and. A single blade deals 1d6 damage. This attack has a reach of it's diameter cubed, multiplied by 100 feet. For example, a two foot diameter klik has a blade reach of 400 feet. This range is split among all blades, so a one foot diameter (100 feet of reach) klik could hit ten enemies 10 feet away. A klik can also expend a foot of reach to deal 1d6 more damage, up to 25 times, at which point it must spend another two feet of reach to deal another 25d6 damage. This ability also allows a klik to absorb and morph around attacks, giving it damage reduction 40 against all attacks except those from a weapon made of the klik's opposing material, and a +5 dodge bonus to armor class. It can also use this to reproduce, by attaching an orb of it's material to another living creature. This orb slowly copies and alters the host's soul until it has it's own, then separates and becomes a new klik - this takes 1d4 months. It can also attach part of it to a creature, allowing the creature to control the new material using it's life force. If severed, this part will grow into it's own, uncontrolled, beast, and attempt to mimic the original while growing as much as possible. It loses morphing abilities if contained with a spell specifically researched to stop kliks:


Hold Klik
[[3.5e Transmutation Spells|Transmutation]]
Level: Drd 1]]
Components: V, S
Casting time: 1 standard action
Range: Long (400 ft. + 40 ft./level) or Touch
Duration: One Month per Caster Level or Permenant
Saving Throw: No
Spell Resistance: Yes


This spell can either be cast on a specific klik or a container.

If cast on a klik, it turns it into what appears to be a ball of colored adamantine - however, it still dissolves in opposing material. The klik is unconscious and treated as an object.

If cast on a container, a klik within the container acts as above, but only while inside the container. If it somehow gets out, it is no longer restrain. A container must be smaller than a 50 foot cube and have some sort of material going in a ring around the klik.


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