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  • Glimmer (d20 Resident Evil)
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  • Hit Dice: 4d8 (16hp) Initiative: +6 Speed: 20ft. Armor Class: 19 (+6 Dex, +2 natural, +1 size) Base Attack/Grapple: +4/+0 Attack: Acid spit +11(1d4)ranged Full Attack: Acid spit +11(1d4)ranged Space/Reach: 5ft./5ft. Special Attacks: acid spit Special Qualities: BOW traits, darkvision 90ft., fearful Saves: Fort +4, Ref +12, Will +4 Abilities: Str 10, Dex 22, Con 10, Int 3, Wis 10, Cha 6 Skills: Jump +5, Tumble +4 Feats: Dodge, Lightning Reflexes Environment: Any Organization: Solitary, or group(2-9) Challenge Rating: ? Treasure: None Alignment: Neutral Advancement: 5-8 HD (small) Level Adjustment: N/A
dcterms:subject
abstract
  • Hit Dice: 4d8 (16hp) Initiative: +6 Speed: 20ft. Armor Class: 19 (+6 Dex, +2 natural, +1 size) Base Attack/Grapple: +4/+0 Attack: Acid spit +11(1d4)ranged Full Attack: Acid spit +11(1d4)ranged Space/Reach: 5ft./5ft. Special Attacks: acid spit Special Qualities: BOW traits, darkvision 90ft., fearful Saves: Fort +4, Ref +12, Will +4 Abilities: Str 10, Dex 22, Con 10, Int 3, Wis 10, Cha 6 Skills: Jump +5, Tumble +4 Feats: Dodge, Lightning Reflexes Environment: Any Organization: Solitary, or group(2-9) Challenge Rating: ? Treasure: None Alignment: Neutral Advancement: 5-8 HD (small) Level Adjustment: N/A Acid Spit(ex): A glimmer can use this once a round, with a range of 10ft. BOW traits(ex): All BOW's get the benefits of the endurance and diehard feats. Fortitude saves are always good saves regardless of their creature type. They get a +5 racial bonus to fortitude saves against poison and disease. Fearful(ex): A glimmer is cautious of any intruder and will always flee if given a chance, as such they get a -4 on all will saves against fear effects. Skills: A glimmer gets a +2 racial bonus on jump checks.