Bell Bug Tiny Aberration Hit Dice: 5d8 (22 hp) Initiative: +1 Speed: 5 ft. (1 square), Climb 5 ft., Fly 20 ft. Clumsy Armor Class: 15 (+2 Size, +1 Dex, +2 Natural), touch 13, flat-footed 14 Base Attack/Grapple: +3/-6 (+6 Attached) Attack: Bite +4 melee (1d3-1) Full Attack: Bite +4 melee (1d3-1) Space/Reach: 2 1/2 ft./0 ft. Special Attacks: Attach Special Qualities: Dark Vision 60', Glide, Mindless Saves: Fort +1, Ref +2, Will +5 Abilities: Str 8, Dex 12, Con 11, Int -, Wis 13, Cha 2 Skills: Listen +3, Spot +3 Feats: Alertness (B), Weapon Finesse (B) Environment: Underground Organization: Solitary or Swarm (5-10) Challenge Rating: Treasure: None Alignment: Always Neutral Advancement: 6-10 HD (Small) Level Adjustment: ---
Attach (Ex): If a Bell Bug hits with a touch attack, it latches onto the opponent's body. An attached Bell Bug is effectively grappling its prey. The Bell Bug loses its Dexterity bonus to AC and has an AC of 14, but holds on with great tenacity. Bell Bugs have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above). An attached Bell Bug can be struck with a weapon or grappled itself. To remove an attached Bell Bug through grappling, the opponent must achieve a pin against the Bell Bug.
Glide (Ex): For every 5' forward it moves the Bell Bug loses 5' in height while flying. It cannot gain altitude with flight and must launch itself from high points.
Combat: Bell bugs tend to glide down onto opponents and Attach, doing their best to crawl away if removed.
Bee Tiny Aberration Hit Dice: 5d8+5 (27 hp) Initiative: +4 Speed: 5 ft. (1 square), Climb 5 ft., Fly 40 ft. (Good) Armor Class: 16 (+2 Size, +4 Dex), touch 16, flat-footed 12 Base Attack/Grapple: +3/-7 Attack: Sting +7 melee (1d3-2 plus poison) Full Attack: Sting +7 melee (1d3-2 plus poison) Space/Reach: 2 1/2 ft./0 ft. Special Attacks: Poison Special Qualities: Dark Vision 60', Mindless Saves: Fort +2, Ref +5, Will +5 Abilities: Str 6, Dex 18, Con 12, Int -, Wis 13, Cha 2 Skills: Spot +5 Feats: Fly-By Attack (B), Hover (B) Environment: Underground Organization: Solitary or Swarm (5-10) Challenge Rating: Treasure: None Alignment: Always Neutral Advancement: 6-10 HD (Small) Level Adjustment: ---
Poison (Ex): Injury DC 13 Fortitude Save (Save DC is Constitution based, Initial and Secondary damage is 1d4 Dexterity.
Skills: Bees get a +4 Racial Bonus to Spot Checks.
Combat: Bees tend to sting, fly away, and come back to repeat as often as necessary.
Ground Bug Small Aberration Hit Dice: 5d8+5 (27 hp) Initiative: +1 Speed: 30 ft. (6 squares), Burrow 30 ft. Armor Class: 17 (+1 Size, +1 Dex. +5 Natural), touch 12, flat-footed 16 Base Attack/Grapple: +3/+0 Attack: Bite +4 melee (1d4+1) Full Attack: Bite +4 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Attack from Below Special Qualities: Dark Vision 60', Tremorsense 60' Saves: Fort +2, Ref +2, Will +5 Abilities: Str 12, Dex 13, Con 13, Int -, Wis 13, Cha 2 Skills: --- Feats: --- Environment: Underground Organization: Solitary or Swarm (5-10) Challenge Rating: Treasure: None Alignment: Always Neutral Advancement: 6-10 HD (Medium) Level Adjustment: ---
Attack from below (Ex): If buried underground (and it's opponent is unaware of it) the Ground Bug can make a Full Attack action to surface and Bite it's opponent, gaining +2d6 Sneak Attack for that round.
Combat: Ground bugs bit, burrow into the ground, and resurface to attack again as necessary.
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thoughts on cr? Eyeball Swarm Tiny Aberration (Swarm) Hit Dice: 30d8-30 (105 hp) Initiative: +7 Speed: 5 ft. (1 square), Fly 40 ft. (Good) Armor Class: 16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13 Base Attack/Grapple: +22/- Attack: Swarm (5d6) and x Eye Rays +27 Ranged Touch Full Attack: Swarm (5d6) and x Eye Rays +27 Ranged Touch Space/Reach: 10 ft./0 ft. Special Attacks: Eye Rays, Distraction Special Qualities: Immunities, All-Around Vision, Flight, Swarm traits, Dark Vision 60', Half Damage from Slashing and Piercing Saves: Fort +9, Ref +13, Will +19 Abilities: Str 6, Dex 16, Con 9, Int 2, Wis 10, Cha 10 Skills: Hide +18, Listen +2, Move Silently +10, Search +12, Spot +14 Feats: Ability Focus (Eye Rays), Aerial Reflexes*, Aerial Superiority*, Alertness, Fly-By Attack, Hover, Improved Initiative, Iron Will, Point Blank Shot, Weapon Focus (Eye Ray), Wingover * See races of the wild Environment: Underground Organization: Solitary Challenge Rating: 13 Treasure: None Alignment: Usually Neutral Evil Advancement: --- Level Adjustment: ---
Eye Rays (Su): Anything inside the swarm is automatically hit with 6 rays per round. Anything within 35' of the Swarm gets 1d3 ray attacks per round directed against it. Each rays effect resembles a spell cast by a 4th Level Sorcerer and has a range of 35', and requires a DC 27 Saving Throw (Save DC is Charisma Based). The 4 effects to choose from are Cause Fear (Will Save), Daze (Will Save), Ray of Frost (no save), or Mage Hand (move any unattended weight of 15 lbs or less up to 15' a round).
Distraction (Ex): Any living creature vulnerable to swarm damage within The Swarm's area of effect must make a DC 24 Fortitude Save or be Nauseated 1 round. Using skills that involve patience or concentration require a DC 20 Concentration check. Casting or concentrating on spells requires a Concentration check (DC 20+spell level). Save DC is Constitution based.
Immunities: Immune to Charms and Compulsions.
All-Around Vision (Ex): The Eyeball's eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.
Flight (Ex): An Eyeball's body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.
Combat: Eyeballs are like most swarms despite being intelligent. They, you know, swarm.
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Gauth Mob Medium Aberration Hit Dice: 30d8+90 (225 HP) Initiative: +6 Speed: 5 ft. (1 square), Flying 20 ft. (Good) Armor Class: 19 (+2 Dex, +7 Natural), touch 12, flat-footed 15 Base Attack/Grapple: +22/- Attack: Mob (5d6) and 24 Eye Rays +27 Ranged Touch Full Attack: Mob (5d6) and 24 Eye Rays +27 Ranged Touch Space/Reach: 20 ft./0 ft. Special Attacks: Eye Rays, Stunning Gaze Special Qualities: Dark Vision 60', All-Around Vision, Flight, Mob Anatomy, Swarm traits Saves: Fort +13, Ref +12, Will +21 Abilities: Str 8, Dex 14, Con 16, Int 15, Wis 15, Cha 13 Skills: Hide, Knowledge (Arcana), Listen, Search, Spot, Survival Feats: Ability Focus (Eye Rays), Aerial Reflexes*, Aerial Superiority*, Alertness, Fly-By Attack, Hover, Improved Initiative, Iron Will, Point Blank Shot, Weapon Focus (Eye Ray), Wingover * See races of the wild Environment: Cold Hills Organization: Solitary Challenge Rating: 15 Treasure: Standard Alignment: Lawful Evil Advancement: --- Level Adjustment: ---
Eye Rays (Su): Anything inside the swarm is automatically hit with 8 rays per round. Anything within 100' of the Swarm gets 1d4 ray attacks per round directed against it. Each rays effect resembles a spell cast by a 8th Level Sorcerer and has a range of 100', and requires a DC 28 Saving Throw (Save DC is Charisma Based). Ray effects to choose from are: Sleep (Will Save, affects any one creature regardless of HD), Inflict Moderate Wounds (2d8+8 damage, Will Save for half), Dispel Magic (targeted dispel version, level check is 1d20+8), Scorching Ray (one ray doing 4d6 fire damage, no save), Ray of exhaustion (no Save), and Paralysis (Fort Save or be Paralyzed 2d10 minutes).
Stunning Gaze (Su): Gaze Attack 30', Stun for 1 round, DC 26 Will Save Negates. Save DC is Charisma Based.
All-Around Vision (Ex): The Beholders eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.
Flight (Ex): A Beholders body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.
Mob Anatomy (Ex): Immune to critical hits, cannot be flanked, tripped, grappled, or bull rushed.
Combat: Slightly more tactical than the Eyeballs, but not by much given their preponderence of eye rays.
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High, perhaps 12 or more. High hp, really good saves (except Fort), the fact that they can scare or daze 18+ targets, and their distraction will keep spell casters from targeting them with area effect spells. Their only real weakness is a crappy AC, but they take half damage from 2 of 3 weapon types, so not that much of a weakness.
Here is how I see their attack plan working: Stealthily fly up to the obvious spellcaster and surround them. More than likely, the spellcaster will fail the Fort save fordistraction, making it that much harder to Concentrate on spells. Next round, even if the mage moves out of their space, they can still move over him again, and then blast the surrounding area with eye rays (probably daze, then cause fear). Your melee types will more than likely fail those saves, further hampering attempts to save the mage. The swarm is then more free to continue to wear down the mage. Once the mage is dead, focus on the next weakest character or one who deals the least damage to the swarm.
It's good to see you still aorund! updated the other two
Dire Beholder Gargantuan Abomination Hit Dice: 34d8+272 (425 hp) Initiative: +1 Speed: Fly 40 ft. (8 squares), Good Armor Class: 25 (-4 Size, +1 Dex, +18 Natural), touch 7, flat-footed 24 Base Attack/Grapple: +25/+45 Attack: Eye Rays +22 ranged touch and 1 Bite +24 melee (3d6+8) Full Attack: Eye Rays +22 ranged touch and 1 Bite +24 melee (3d6+8) Space/Reach: 20 ft./15 ft. Special Attacks: Eye Rays Special Qualities: All-Around Vision, Anti-Magic Blast, Darkvision 120', Flight Saves: Fort +21, Ref +12, Will +25 Abilities: Str 26, Dex 13, Con 26, Int 14, Wis 18, Cha 24 Skills: Bluff +15, Concentration +20, Intimidate +20, Knowledge (Arcana, Dungeoneering, Geography, Nature) +20, Listen +22, Search +20, Spot +23, Survival +20 Feats: Alertness, Disintegration Finesse*, Dodge, Flyby Attack, Empower Spell, Extend Spell, Great Fortitude, Improved Flyby Attack, Improved Initiative, Iron Will, Metaray*, Mobility * See Lords of Madness Environment: Any Organization: Solitary Challenge Rating: Treasure: Double Standard Alignment: Usually Neutral Evil Advancement: 35-50 HD (Gargantuan), 51-75 HD (Colossal) Level Adjustment: ---
"Anybody know what teh Hell that evil black floaty thing is in the distance?"
Dire Beholders are a thankfully rare mutation of the Beholder race. Enormous floating cancerous masses of eyestalks, teeth, and armor plating they leave huge trails of destruction in their wake. Thankfully normal Beholders hate them and are willing to ally with anyone willing to fight.
Eye Rays (Su): Each of a Dire Beholders 16 eye rays resembles a spell cast by a 20th Level Caster. They have a range of 240', and require a DC 34 Saving Throw if they successfully hit (Save DC is Charisma Based).
Eye 1: Target must make a Will Save or be affected as if a Dominate Spell were cast on him.
Eye 2: Target must make a Fortitude Save or be affected as if a Disintegrate spell were cast on him.
Eye 3: Target must make a Will Save or be affected as if a Symbol of Fear Spell were cast on him.
Eye 4: Target with 101 hp or less dies as if a Power Word Kill spell were cast on him. Can only be used every 1d4 rounds.
Eye 5: Target must make a Fortitude Save or be affected as if a Flesh to Stone spell were cast on him.
Eye 6: Target must make a Fortitude Save or be affected as if a Destruction spell were cast on him.
Eye 7: The Beholder can use this ray to effectively cast Telekinesis at will.
Eye 8: Target must make a Will Save or be affected as if a Symbol of Sleep Spell were cast on him.
Eye 9: Target must make a Will Save or be affected as if a Dominate Monster Spell were cast on him.
Eye 10: Target must make a Fortitude Save or be affected as if an Energy Drain Spell were cast on him.
Eye 11: Target is affected as if a Polar Ray Spell were cast on him.
Eye 12: Target must make a Fortitude Save or be affected as if a Blackfire* were cast on him.
Eye 13: Target must make a Will Save or be affected as if a Greater Bestow Curse* Spell were cast on him.
Eye 14: Target must make a Will Save or be affected as if a Wrathful Castigation* Spell were cast on him.
Eye 15: Target must make a Will Save or be affected as if a Maddening Whispers* Spell were cast on him.
Eye 16: Target must make a Will Save or be affected as if a Radiant Assault* Spell were cast on him.
*See Spell Compendium.
All-Around Vision (Ex): The Beholders eyes give it a +4 racial bonus on Spot and Search checks, and they cannot be flanked.
Anti-Magic Cannon: Once every 1d4 rounds as a Swift Action the Dire Beholder may open it's central eye unleashing a powerful Antimagic blast in a 225' Cone. Everything in this area is affected as if by a Mordenkainen's Disjunction spell.
Flight (Ex): A Beholders body is naturally buoyant granting it a permanent Feather Fall effect as per the spell of the same name with personal range.
Combat: Similar to regular Beholders but with a lot more ranged artillery.
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Hamstower Fine Magical Beast Hit Dice: 1/2d10 (2 hp) Initiative: +7 Speed: 10 ft. (2 squares), Climb 5 ft., Burrow 5 ft. Armor Class: 21 (+8 Size, +3 Dex), touch 21, flat-footed 18 Base Attack/Grapple: +1/+13 Attack: Nibble +11 melee touch (Attach) Full Attack: Nibble +11 melee touch (Attach) Space/Reach: 0 ft./0 ft. Special Attacks: Nibble, OW! Special Qualities: Low Light Vision, Dark Vision 60' Saves: Fort +2, Ref +5, Will +2 Abilities: Str 1, Dex 16, Con 11, Int 5, Wis 14, Cha 14 Skills: Balance +12, Climb +12, Hide +24, Move Silently +8, Swim +11 Feats: Improved Initiative Environment: Any Organization: Solitary, Pair, or Colony (10-100) Challenge Rating: 1 Treasure: None Alignment: Always Neutral Advancement: --- Level Adjustment: ---
"Abner?? Abner wake up there's lil furry critters nibblin' on yer toes.."
"FOOM!"
"AAAIIIGH!"
Nibble (Ex): If the Hamstower hits with a melee Touch Attack, it attaches itself to it's opponent effectively Grappling it. The Hamstower loses it's Dexterity Bonus to AC, but has a +12 Bonus to Grapple Checks (as well as ignoring Size/Strength penalties to Grapple Checks). It can be struck with a weapon, or removed by pinning it in a Grapple.
OW! (Su): Hamstowers are notoriously unstable. If they take enough damage to reduce them to negative hit points they explode doing 2d4 damage in a 5' square.
Skills: Hamstowers have a +4 Racial Bonus on Hide and Move Silently Checks. They also have a +8 Racial Bonus on Balance, Climb, and Swim Checks. They may use their Dex instead of Str modifier for Climb and Swim Checks. They can always choose to take 10 on Climb or Swim Checks.
Combat: Hamstowers go straight for the grapple while the rest of the colony flees. They're darn loyal critters.
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Lollipop Guardian Colossal Construct Hit Dice: 14d10+80 (157 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 21 (-8 Size, +1 Dex, +18 Natural), touch 3, flat-footed 20 Base Attack/Grapple: +10/+38 Attack: Hammer +14 melee (6d6+24/18-20, x3) Full Attack: Hammer +14 melee (6d6+24/18-20, x3) Space/Reach: 30 ft./30 ft. Special Attacks: Hammer Special Qualities: Dark Vision 60', Construct traits, Blindsight 240', DR 10/Magic Saves: Fort +4, Ref +5, Will +5 Abilities: Str 35, Dex 12, Con -, Int -, Wis 12, Cha 2 Skills: - Feats: - Environment: Any Organization: Solitary Challenge Rating: 10 Treasure: Standard Alignment: Always Neutral Advancement: 15-28 Hit Dice (Colossal) Level Adjustment: ---
"Abner...I have seen some damn fool things in my time...but I can't believe we signed on for this.."
This is pretty much exactly what it sounds like. A malicious lollipop animated in a manner similar to Golems. A lollipop the size of a T-Rex. Maybe bigger. A lollipop able to defy gravity by standing upwards on what would the stick you would hold it by, that can flip itself in mid air, crushing smaller man sized targets on the ground. A fairly rare creature as the methods known to make it are known only to a small guild of candy obsessed mages who aren't speaking.
Hammer (Ex): The Guardians Hammer attack threatens a critical on an 18-20 and does x3 damage.
Combat: Hammer till foes be squished. Their programming is not subtle.
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Lollipop, Possessed Fine Outsider (Baatezu, Evil, Extraplanar, Lawful) Hit Dice: 10d8+30 (75 hp) Initiative: +4 Speed: 0 ft. (0 squares) Armor Class: 23 (+8 Size, +5 Profane), touch 23, flat-footed 23 Base Attack/Grapple: +10/- Attack: - Full Attack: - Space/Reach: 0 ft./0 ft. Special Attacks: Eat Me, Poison Soul, Spellcasting Special Qualities: Blindsight 120', Immunities, Energy Resistance 10 (Acid and Cold), Telepathy 100', Damage Reduction 10/-, Spell Resistance 23, Blindsight 120' Saves: Fort +10, Ref +7, Will +14 Abilities: Str -, Dex -, Con 16, Int 20, Wis 20, Cha 20 Skills: Bluff +22, Concentration +19, Diplomacy +22, Gather Information +22, Knowledge (any 2) +22, Listen +24, Search +22, Sense Motive +22, Spot +24 Feats: Ability Focus (Poison Soul), Alertness, Improved Initiative, Iron Will Environment: Any Organization: Solitary Challenge Rating: 10 Treasure: None Alignment: Lawful Evil Advancement: 11-20 HD (Fine) Level Adjustment: ---
"The sugar commands me to eat you..."
"Seriously? This is what Devils have come to these days?"
In their efforts to seduce the mortal races into pacts the Devil's have hit upon a new idea: Possessed candy. Instead of signing lengthy contracts in blood mortals are compelled to lick the possessed lollipop and take the power it offers in exchange for their soul. Unfortunately it hasn't gotten them many powerful souls. Mostly children and teenage girls with daddy issues. But you gotta give 'em credit for trying.
Eat Me (Su): Anyone seeing an unattended Lollipop must make a DC 20 Willpower Save or feel compelled to lick it. The Lollipop never shrinks, and all attempts to eat it are futile. Save DC is Charisma based.
Poison Soul (Su): When the victim licks the Lollipop they must make a DC 22 Willpower Save (Save DC is Charisma based) or have their alignment change one step closer to Lawful Evil. Once they become Lawful Evil they are a willing servant of the Baatezu.
Spellcasting: Lollipops may cast spells as a Beguiler whose Level is half their Hit Dice.
Immunities: Lollipops are immune to Fire, Poison, Petrification, Polymorph, sleep effects, Paralysis, death effects, stunning, critical hits, non lethal damage, and fatigue/exhaustion.
Combat: Lollipops don't fight, they let their victims do that (though they will cast spells to back them up).
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Arakune Medium Outsider Hit Dice: 30d8+150 (285 hp) Initiative: +5 Speed: 40 ft. (8 squares), Climb 40 ft., Burrow 40 ft. Armor Class: 35 (+5 Dex, +20 Deflection), touch 35, flat-footed 30 Base Attack/Grapple: +30/+35 Attack: Limb +35 melee (1d10+5) Full Attack: 6 Limbs +35 melee (1d10+5) Space/Reach: 5 ft./10 ft. Special Attacks: Blast, Paralysis Gas, Astral Finish, Summon Bugs, Attack from Below, Engulf, Pounce Special Qualities: Dark Vision 60', Teleport, Merge, Invisibility, Fluid Body, Insanity, Immunities Saves: Fort +22, Ref +22, Will +19 Abilities: Str 20, Dex 20, Con 20, Int 12, Wis 14, Cha 2 Skills: Balance +23, Climb +23, Computer Use +18, Concentration +22, Craft (Electronics) +18, Disable Device +18, Escape Artist +31, Hide +23, Jump +23, Knowledge (Physical Sciences, Technology) +18, Listen +19, Move Silently +23, Research +18, Spot +19, Swim +22, Tumble +18 Feats: Acrobatic Strike, Brachiation, Combat Acrobat, Combat Reflexes, Greater Powerful Charge, Improved Trip, Leap Attack, Leap of the Heavens, Power Attack, Powerful Charge, Roofwalker Environment: Any Organization: Unique Challenge Rating: Treasure: None Alignment: Chaotic Neutral Advancement: 31+ HD (Medium) Level Adjustment: ---
"I m Ar k u ..."
I'd put a bio for Arakune here but I'm not sure f it would put me in trouble...
Blast (Su): 5 times per day (once every 1d4 rounds) Arakune can unleash a blast of Force energy in either a 10' Radius centered around himself (to which he is immune) or in a 30' Line doing 20d6 Force damage. He may also do this to a Grappled opponent in lieu of a Grapple attack, but this causes his opponent to escape the Grapple.
Gas (Su): Once per round as a Swift Action Arakune can exhale a small vaporous cloud covering a 5'x5'x5' area. If anyone enters the crowd they attract the insects hidden within Arakune's body on subsequent rounds (see below) for 1d6 rounds.
Astral Finish (Su): 3 times per day as a Full Attack Arakune can turn into a giant eye, move, and make a melee touch attack. If the touch attack is successful his opponent must make a DC 27 Willpower Save or Die. If the Save is successful the opponent takes 3d6 damage instead.
Summon Bugs (Su): If an opponent who has been exposed to Arakune's Gas Attack is within 30' of him he can call up a Bell Bug, Bee or Ground Bug once per round as a Swift Action. They remain until killed or the gas wears off.
Attack from Below (Ex): As a Full Round attack Arakune can plunge a tentacle into the ground, and Limb attack any opponent standing on it up to 30' away. He likes to perform trip attacks in this manner.
Engulf (Ex): Arakune can make Grapple Checks without provoking an Attack of Opportunity. If the opponent is his Size Class or smaller he can Engulf them on a successful Grapple Check, and do 2d10+10 damage as long as the Grapple is maintained.
Pounce (Ex): Arakune can make a Full Attack as part of a Charge. He can also make a Trip Attack as part of a Charge.
Teleport (Su): Arakune can Teleport to any location within 30' a number of times per day equal to his Constitution Score.
Merge (Ex): Arakune can meld into porous surfaces like dirt and sand as a Swift Action once per round. While melded he is considered to have Total Concealment, and is effectively invisible to his opponent as long as he takes no action other than moving under the surface (must be at least 10' deep).
Invisibility (Su): Arakune can use Invisibility a number of times per day equal to his Constitution Score.
Fluid Body (Ex): Due to his lack of internal organs Arakune gets the following abilities from his somewhat fluid body: a Deflection Bonus to Armor Class equal to his Constitution Score. Also due to his ability to morph the bones floating withing his body he can choose to do bludgeoning, piercing, or slashing damage when he attacks.
Insanity (Ex): Arakune is permanently and incurably insane. To communicate with another being for 1 round requires a DC 30 Concentration Check. Using any Int or Cha based skill requires a DC 20 Concentration Check. Once per week or so he has a lucid period lasting 1d4 minutes in which these penalties do not apply. While he is not lucid, those trying to look into his mind via telepathy or similar powers such a Detect Thoughts must make a DC 27 Willpower Save (Save DC is Wisdom Based) or be Dazed 1 round.
Immunities (Ex): Immune to poison, sleep effects, paralysis, polymorph, disease, Mind-Affecting Effects, and is not subject to critical hits or flanking. He is also immune to Swarm attacks. Arakune does not sleep.
Skills: Arakune is very dark colored and gains a +8 Racial Bonus to Hide Checks in areas of shadowy illumination. He also gets a +8 Racial Bonus to Escape Artist Checks.
Combat: Arakune uses his superior movement and agility to outmaneuver opponents while awaiting an opportunity to Gas them and then Summon help. If that fails his invisibility comes into play, and he has quite a few options to rely on for tougher opponents.