Vivilors are outsiders who come in response to the
summon vivilor spell. Vivilors generally have humanoid shapes, but spellcasters can summon quadupedal or
serpentine vivilors if they wish. In addition to their basic statistics, a summoner chooses additional special qualities from
Vivilor Menu A or
Vivilor Menu B (see below). A spellcaster can substitute two choices on
Vivilor Menu A for one choice on
Vivilor Menu B, or one choice on
Vivilor Menu B for two choices on
Vivilor Menu A.
Vivilors do not speak. However, a vivilor can understand the instructions of its summoner and follows them to the letter.
All vivilors share the following traits:
Darkvision (Ex): A vivilor can see in the dark up to 60 feet.
Darkvision is black and white only, but it is otherwise like normal sight, and the vivilor can function with no light at all.
1st-level Vivilor: CR 1/3; Small outsider; HD 1d8; hp 4; Init +1; Spd 40 ft.;
Defense 13, touch 12, flat-footed 12 (+1 size, +1 Dex, +1 natural); BAB +1; Grap -3; Atk +2 melee (1d4, slam); Full Atk +2 melee (1d4, slam); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ one choice from
Vivilor Menu A; AL summoner; SV Fort +2, Ref +3, Will +3; AP 0; Rep +0; Str 11, Dex 13, Con 11, Int 7, Wis 12, Cha 6.
Skills: Hide +5, Listen +6, Spot +6.
2nd-level Vivilor: CR 1; Medium outsider; HD 2d8+2; hp 11; Init +0; Spd 40 ft.;
Defense 14, touch 10, flat-footed 14 (+4 natural); BAB +2; Grap +3; Atk +3 melee (1d6+1, slam); Full Atk +3 melee (1d6+1, slam); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ two choices from
Vivilor Menu A; AL summoner; SV Fort +4, Ref +3, Will +4; AP 0; Rep +0; Str 13, Dex 11, Con 13, Int 7, Wis 12, Cha 6.
Skills: Climb +5, Jump +5, Listen +7, Spot +7.
3rd-level Vivilor: CR 2; Medium outsider; HD 3d8+4; hp 17; Init +0; Spd 40 ft.;
Defense 17, touch 10, flat-footed 17 (+7 natural); BAB +3; Grap +4; Atk +4 melee (1d6+1, slam); Full Atk +4 melee (1d6+1, slam); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ three choices from
Vivilor Menu A; AL summoner; SV Fort +4, Ref +3, Will +4; AP 0; Rep +0; Str 13, Dex 11, Con 13, Int 7, Wis 12, Cha 6.
Skills: Climb +7, Jump +7, Listen +8, Spot +8.
4th-level Vivilor: CR 4; Large outsider; HD 5d8+15; hp 37; Init -1; Spd 50 ft.;
Defense 18, touch 8, flat-footed 18 (-1 size, -1 Dex, +10 natural); BAB +5; Grap +14; Atk +9 melee (1d8+7, slam); Full Atk +9 melee (1d8+7, slam); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ one choice from
Vivilor Menu B,
damage reduction 5/+1; AL summoner; SV Fort +7, Ref +3, Will +7; AP 0; Rep +0; Str 21, Dex 9, Con 17, Int 7, Wis 12, Cha 6.
Skills: Climb +13, Hide -5, Jump +13, Listen +12, Spot +12.
5th-level Vivilor: CR 5; Large outsider; HD 7d8+21; hp 52; Init -1; Spd 50 ft.;
Defense 21, touch 8, flat-footed 21 (-1 size, -1 Dex, +13 natural); BAB +7/+2; Grap +16; Atk +11 melee (1d8+7, slam); Full Atk +11/+6 melee (1d8+7, slam); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ two choices from
Vivilor Menu B,
damage reduction 5/+1; AL summoner; SV Fort +8, Ref +4, Will +8; AP 0; Rep +0; Str 21, Dex 9, Con 17, Int 7, Wis 12, Cha 6.
Skills: Climb +16, Hide -5, Jump +16, Listen +15, Spot +15.
Aquatic: The vivilor gains a swim
speed of 60 feet. The vivilor can move in water without making Swim checks and cannot drown in water.
Bat Wings: The vivilor gains a
fly speed of 60 feet (average maneuverability).
Energy Resistance 5 (Ex): The vivilor gains resistance 5 to one energy type of the summoner's choosing:
acid, fire, cold,
electricity, or sonic/concussion.
Improved Ability Scores: The vivilor gains +2 Strength and +2 Constitution.
Quadrupedal: The vivilor has four limbs for locomotion, increasing its ground
speed by +20 feet. As a quadruped, the vivilor can also carry heavier loads than bipedal forms.
Tentacles: The vivilor can slam opponents using
tentacles that increase its reach by +5 feet.
Energy Resistance 15 (Ex): The vivilor gains resistance 15 to one energy type of the summoner's choosing:
acid, fire, cold,
electricity, or sonic/concussion.
Extra Limbs: The vivilor gains three additional slam attacks during its full
attack action. These additional slams are treated as secondary attacks (-5 penalty to the
attack roll).
Feathered Wings: The vivilor gains a
fly speed of 90 feet (good maneuverability).
Grasping Tentacles (Ex): The vivilor can slam opponents using
tentacles that increase its reach by +5 feet. On a successful hit, a tentacle can make a free
grapple check without provoking
attacks of opportunity. A grappled opponent takes automatic slam
damage every round the
grapple is maintained.
Serpentine: The vivilor has a
serpentine form. It deals double slam
damage against grappled foes.
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