Showing posts with label CR 3. Show all posts
Showing posts with label CR 3. Show all posts

Friday, September 21, 2018

Forsetilafom's character sheet (Fantasy Friday #14)

Forsetilafom
Genderqueer AL aasimar (Nosilebo) ranger (dandy) 3
Medium-size outsider (native)/humanoid (human)
Aura: ; Senses: Darkvision 60 ft.

Strength 8
Dexterity 14
Constitution 15
Intelligence 13
Wisdom 17
Charisma 16

Hit Points: 26
Init: +2 or +4*
Saves: Fort +5 or +7 or +9 (+3 class + 2 Con)**, Ref +5 or +7 (+3 class + 2 Dex)***, Will +4 or +5 or +6 or +7 (+1 class + 3 Wis)****
Base Attack Bonus: +3
Base Speed: 30 feet
Special Qualities: Combat style (fencing/Cayden Cailean), favored nation (Natsiyaasim)*****, favored terrain (urban)*, rumor empathy******
Special Defenses: Deathless spirit (negative energy resistance 5)***
Spell-Like Abilities: 1/day ~ detect desires (CL 3rd, DC 15)
Skills*******: Bluff +9 or +11 (3 ranks + 3 Cha + 3 class)*****, Craft (clothier) +5 (1 rank + 1 Int + 3 class), Diplomacy +11 or +13 (3 ranks + 3 Cha + 2 race + 3 class)*****, Disguise +4 (0 ranks + 3 Cha + 1 Wary), Heal +7 (1 rank + 3 Wis + 3 class), Intimidate +8 (2 ranks + 3 Cha + 3 class), Knowledge (geography) impossible or +3 or +5 (untrained + 1 Int)********, Knowledge (local ~ Nosleborre) +9 or +11 (3 ranks + 1 Int + 3 class + 2 Street Smarts)*****, Knowledge (nobility) +7 or +9 (3 ranks + 1 Int + 3 class)*****, Knowledge (others) impossible or +3 (untrained + 1 Int)*****, Perception +10 or +12 or +14 (3 ranks + 3 Wis + 3 class + 1 ioun)*********, Perform (erotic arts) +5 (0 ranks + 3 Cha + 2 race), Sense Motive +12 or +14 (3 ranks + 3 Wis + 3 class + 2 Street Smarts + 1 ioun)*****, Spellcraft +5 (1 rank + 1 Int + 3 class), Stealth +6 or +8 (1 rank + 2 Dex + 3 class)*, Survival +3 or +4 or +5 or +6 or +7 or +8 (0 ranks + 3 Wis + 0 or 1 track)**********
Feats: Combat Reflexes (B), Endurance (B), Light Armor Proficiency (B), Martial Weapon Proficiency (all) (B), Medium Armor Proficiency (B), Sense Relationships***********, Shield Proficiency (B), Simple Weapon Proficiency (B), Street Smarts
Traits: Adrift, Debauchery Defier************, Wary
Drawbacks: Dependent (shaken after failing Diplomacy check)
Languages:
Equipment: Masterwork rapier, reinforced tunic, cracked blue rhomboid ioun stone, cracked magenta prism ioun stone mounted in a wayfinder*******, noble’s vigilant pillbox (white pearl only)*************

* Favored Terrain (Ex): At 3rd level, a dandy ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in a city. A dandy ranger traveling through a city normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, the skill bonus and initiative bonus in the city increases by +2.
** Deathless Spirit: Asimar possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. In addition, the magenta ioun prism stone adds +1 to a single save not affected by the ability score affecting the skill it boosts, chosen at sunset.
*** In addition to benefiting from deathless spirit and the magenta prism ioun stone, Fortitude benefits from Endurance. You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
**** In addition to benefiting from deathless spirit and the magenta ioun prism stone, Will benefits from Adrift. The four bonus represent (a) normal, (b) versus compulsion and charm effects, (c) versus the various types of effects listed in deathless spirit, (d) versus effects listed in deathless spirits that also happen to be charm or compulsion effects, if that ever happens.
***** Favored Nation (Ex): Each time he would select a favored enemy, a dandy instead selects a country with whose courtly graces he is wholly versed and studied. He gains a +2 bonus on Bluff, Diplomacy, Knowledge, Perception, Sense Motive, and Survival checks against courtiers, officials, nobles, and gentry from that nation. Likewise, he gains a +2 bonus on weapon attack and damage rolls against them. A dandy can attempt the appropriate Knowledge checks untrained to identify such people from the selected country. A dandy gains additional favored nations, and can increase the bonuses of one of his current favored nations, in the same way he would with a normal ranger’s favored enemy.
****** Rumor Empathy (Ex): A dandy can alter the flow and spread of rumors in his favor. This functions similarly to wild empathy, except that it takes 1 day (8 hours of work), instead of 1 minute, and it affects the general tenor of a rumor instead of a wild animal. A successful rumor empathy check (using Diplomacy) allows the dandy to increase or decrease the rumor’s tone by one step. For example, he could make an indifferent rumor friendly and thus positive toward its target, or an unfriendly rumor hostile and thus even more negative toward its target than it was originally. The difficulty of influencing a rumor depends on the size of the community in which it is spreading. The DC of the check is 15 in a village or smaller settlement. This DC increases by 5 and the number of days required to attempt the check increases by 2 for every settlement size category larger than a village—to a maximum of DC 40 and 11 days to affect a rumor spreading through an entire metropolis. If the rumor is only spreading through a smaller segment of the population, such as the elven district in a larger metropolis, use the population of that smaller segment to determine the DC and number of days of work required to use rumor empathy. The DC also increases by 10 if the rumor is about the dandy himself, since the dandy is obviously a biased source with respects to rumors about his own person.
******* A magenta ioun stone gives a +2 competence bonus to one skill and a +1 competence bonus to one save affected by a different ability score, both chosen at sunset. That second effect suppresses the usual effects of the wayfinder.
******** Knowledge (geography) benefits from both favored nation and favored terrain. The three bonuses, in order, are (a) normal, (b) when involving someone from Natsiyaasim, (c) when involving a city in Natsiyaasim.
********* Perception benefits from both favored nation and favored terrain. The three bonuses, in order, are (a) normal, (b) when involving someone from Natsiyaasim or in a city, (c) when involving a person from Natsiyaasim in a city.
********** Survival benefits from both favored nation, track, and favored terrain, all class features of the dandy ranger. The six bonuses, in order, are (a) normal, (b) to follow tracks, (c) when rolled against someone from Natsiyaasim or when rolled in a city, (d) to follow the tracks of someone from Natsiyaasim, (e) when rolled against someone from Natsiyaasim in a city, (f) to follow the tracks of someone from Natsiyaasim in a city
*********** Sense Relationships: You can quickly sense relationships between others and use that knowledge to manipulate them. Prerequisite: Street Smarts. Benefit: After 1 minute or more of interaction or observation, you can attempt a DC 20 Sense Motive check to get a hunch in order to intuit the relationship between any two creatures interacting with one another. If you don’t understand the language they are speaking, you take a –5 penalty on the check, and if the creatures are a different type than you, you take an additional –5 penalty on the check. If you succeed at this check by 5 or more, for the next hour, you gain a +2 bonus on Bluff checks to lie about one of the creatures to the other and on Diplomacy checks to request that one act against the other. If you fail the check, you cannot attempt this ability on the same creatures again until you gain an additional rank in Sense Motive.
************ Debauchery Defier (Social): You are particularly adept at resisting addiction. You must fail two saving throws in a row to become addicted to a drug.
************* Noble’s Vigilant Pillbox: Aura: faint divination; CL: 5th; Weight: —; Slot: none; Price: 3,600 gp. This heart-shaped charm is set with three pearls: one white, one silver, and one black. Inside, a tiny compartment usually contains smelling salts or alchemist’s kindness. Each pearl has a primary, passive ability and a secondary, active ability that activates if it is removed from the setting and swallowed (a standard action, as if drinking a potion). Swallowing a pearl destroys it. A command word activates the primary abilities of all three pearls for 1 round. When activated, the white pearl detects poison in a 10-foot radius around the wearer, dulling to a dark gray if poison is within range. If swallowed, it grants the benefit of a delay poison spell. The silver pearl detects diseases in a 10-foot radius, turning bright blue on discovery. If swallowed, it grants the benefit of a remove disease spell. The black pearl turns white if any invisible creature is within 10 feet of the wearer. If swallowed, it grants the benefits of see invisibility for 1 minute. A pillbox found with missing pearls has its price reduced appropriately; a white pearl is worth 750 gp, a silver pearl is worth 1,150 gp, and a black pearl is worth 1,700 gp.

Friday, August 10, 2018

Boanerges's character sheet 3/3 (Fantasy Friday #8)

Medium-size outsider (native)
Aura: good (moderate; only in vigilante identity); Senses: Darkvision 60 ft.; Perception +4

Strength 11 (0)
Dexterity 17 (+3)
Constitution 17 (+3)
Intelligence 12 (+1)
Wisdom 7 (-2)
Charisma 15 (+2)

Hit Points: 28
Saves: Fort +4 (+1 class + 3 Con), Ref +6 (+3 class + 3 Dex), Will +1 (+3 class - 2 Wis)
Base Attack Bonus: +2
Base Speed: 30 feet
Special Qualities: Redemption inquisition, splintered identity (CN social, CG vigilante)*
Talents: Harsh judgment (purity +1, 1/day; vigilante)**, quick change (social)*, social grace (Intimidate; social)***
Special Defenses: Fire in the blood****, fire resistance 5
Spell-Like Abilities: 1/day ~ burning hands (CL 1; DC 13)
Skills: Acrobatics +9 or +13 (3 ranks + 3 Dex + 3 class)*****, Diplomacy +4 (0 ranks + 2 Cha + 2 inquisition), Disguise +2 or +22 (0 ranks + 2 Cha)******, Intimidate +8 or +12 (3 ranks + 2 Cha + 3 class)**, Knowledge (planes) +7 (3 ranks + 1 Int + 3 class), Knowledge (religion) +7 (3 ranks + 1 Int + 3 class), Perception +4 (1 rank - 2 Wis + 3 class + 2 inquisition), Ride +7 (1 rank + 3 Dex + 3 class), Sense Motive 0 (0 ranks - 2 Wis + 2 inquisition), Survival +2 (1 rank - 2 Wis + 3 ranks)
Feats: Celestial Obedience (Awi), Cosmopolitan (Celestial, <language>, arcana, planes), Improved Unarmed Strike (B), Light Armor Proficiency (B), Martial Weapon Proficiency (all) (B), Medium Armor Proficiency (B), Shield Proficiency (B), Simple Weapon Proficiency (B)
Traits: Impressive Presence (DC 13)*******, Redeemer********
Languages: Celestial, Ignan, <insert national language here>, <insert other language>, <insert other language>
Equipment: Belt of tumbling, armbands of the brawler*********, 1 dose seer’s tea**********, 1 dose war paint of the terrible visage***********, masterwork whacking stick************, masterwork leather armor, 2 traveller’s outfits, large darkwood shield, woven backpack, light blanket, bottle calabash, 2 wooden boxes (used instead of leather belt pouches), wooden headrest, wooden game board, 3 doses healing salve*************, 4 doses marsh water**************, iron fishhook, iron pot, iron sewing needle, tent, disguise kit, silver holy symbol of Awi, 1 piece papyrus, 1 piece charcoal, labor elephant, Huge pack saddle, 3 days elephant feed, 8 days of trail rations, 1 gp, 7 sp, 9 cp.

* Splintered Identity (Ex): A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large. The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret. Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment. Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist. A splintersoul’s two identities are even more distant from one another than those of a normal vigilante. He cannot use any of his vigilante talents while in his social identity. However, for the purpose of qualifying for classes, feats, and other abilities, he is eligible if one of his alignments meets the requirements. While in an identity whose alignment is incompatible with an ability, class, or feat, he temporarily loses access to the feat or ability or is treated as an ex-member of the class, as appropriate. For example, a splintersoul with barbarian levels, a lawful-good social identity, and a neutral vigilante identity can’t use his vigilante talents or his rage class feature while in his social identity, but he regains these abilities and can use them as normal as soon as he changes to his vigilante identity. A splintersoul with paladin levels must follow the paladin’s normal code of conduct while in a lawful-good identity, but while in an identity with a different alignment, the following changes apply to his code: Willingly committing an evil act (for example, casting a spell with the evil descriptor) still causes the vigilante to become an ex-paladin, but otherwise, he can do whatever else he feels is necessary to uphold the causes of law and good. He should strive to act with honor and uphold the tenets of his faith, but failing to do so is not a violation of his code. At the GM’s discretion, other classes or archetypes with similarly strict codes of conduct can also follow a less strict version of a code of conduct while in an identity with an incompatible alignment.
Quick Change (Ex): The vigilante learns to shift between his identities with ease. Instead of needing 1 minute to change his identity, he can now do so as a full-round action. If, after a quick change, he encounters any creature familiar with both of his identities, he must attempt a Disguise check to avoid the creature seeing through his hastily donned disguise and realizing that the identities are, in fact, the same person. The vigilante can spend 1 additional round adjusting and perfecting his appearance and persona to negate the need for this check.

** A vigilante with this talent can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the vigilante receives a bonus or special ability based on the type of judgment made. At 1st level, a vigilante can use this ability once per day. At 4th level and every three levels thereafter, the vigilante can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The vigilante must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. Purity: The vigilante is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

*** Social Grace: The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus.

**** Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrit can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

***** Belt of Tumbling: Aura: faint transmutation; CL 1st; Weight 1 lb. This thin and flexible cotton cord is meant to be wrapped several times around wearer’s waist. The belt’s wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space.

****** Seamless Guise (Ex): A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

******* Impressive Presence: Your grandiose posturing often makes it difficult for anyone to concentrate around you. Once per day as a full-round action, you may attempt to distract adjacent foes with a lengthy display of your martial prowess. All adjacent foes must succeed at a Will save (DC 10 + 1/2 your level + your Charisma modifier) or gain the shaken condition. This condition persists for 1 round.

******** Redeemer (Faith): You’ve always held the strong belief that morality is everyone’s choice, and that those who act in wicked ways have simply never been shown how their actions truly affect others. If they could be shown their errors, then they would accept a more positive course of action—and you have just enough patience to see this through. When acting as a sponsor for an evil creature seeking redemption, your patience and kindness grant the creature a +3 bonus on its save rather than a +1 bonus.

********* Armbands of the Brawler: Aura: faint transmutation; CL 3rd; Weight 1 lb. These scarred and worn armbands have clearly seen rough use, and are constructed out of coarse leather and fastened with thick leather straps. They grant their wearer a +1 competence bonus on grapple checks and checks to break a grapple.

********** Seer’s Tea: Aura: faint divination; CL 3rd; Weight —. This rich tea can be made from any number of herbs. When the tea is brewed without a filter and imbibed, the drinker can read the patterns in the leaves remaining at the bottom of her cup, gaining the benefits of an augury spell. Additionally, the unbrewed tea can be used as an extra material component when casting augury, removing the need for a focus. In this case, the caster instead reveals information as if she had cast divination instead.

*********** Warpaint of the Terrible Visage: Aura: faint necromancy; CL 1st; Weight —. This thimble-sized clay container of thick, moist face paint has enough material to paint streaks and whorls of any color on one creature’s face. Once applied, the wearer can, as a swift action, make the paint rearrange itself into a ghastly mélange of colors, making her appearance momentarily disturbing and hideous. The wearer chooses one creature who can see her painted face within 30 feet to be affected by cause fear (DC 11). Once the paint is used in this fashion, it loses all magic and becomes normal face paint. Once applied, the wearer has 24 hours to use the paint’s magic; otherwise it fades away.

************ Whacking Stick: Damage: 1d4 B&P or 1d6 B; Critical: x2; Range Increment: 10 feet; Weight: 1 lb. The whacking stick looks like a club, but is closer in function to brass knuckles. The head of a whacking stick is made from the hardened root bulb of a sapling, and is either sharpened to a dull point, or carved into flanges or facets like a mace. The tail end of the haft is sharpened as well. The head of the whacking stick is grasped in the hand and used for punching attacks, while the haft is allowed to trail along the forearm for use as a makeshift buckler. The grip on the weapon can also be reversed, still grasping the head but jabbing with the pointed end of the haft. Finally, the haft of the weapon can be used as a grip, allowing the user to swing it like a club. If the user is fighting defensively, the whacking stick adds an additional +1 to the user’s AC to represent the added defense provided by using the haft as a makeshift buckler. A whacking knife cannot be used defensively on the same arm as a sheathed arm knife. If used as a club, the whacking stick inflicts 1d6 points of damage, but it inflicts blunt damage instead of blunt/piercing damage, and the haft shatters on a natural roll of 1.

************* When applied directly to a wound, these herbal balms speed healing and produce a sedative effect. They are not especially useful in the heat of combat, as it can take several hours for the sedative effect to wear off and for the subject to return to normal. A healing salve converts 1d4 points of damage into the same amount of subdual damage. The subdual damage heals at the normal rate of 1 hp per character level per hour of rest. For one hour after the use of a healing salve, the user is drowsy; drowsy characters suffer -1 to all skill and ability checks, attack rolls, and saving throws. A healing salve can only be effectively used once per hour ~ penalties and healing do not stack with multiple uses during that time ~ though subsequent application after an hour’s wait do convert more damage.

************** This liquid, distilled from the bark of trees, provides partial protection from malaise, a common but occasionally dangerous ailment caused by mosquito bites. Drinking marsh water allows a victim to take 10 on any saving throws against malaise for one week.

Friday, July 1, 2016

Diell Beewk

Hi.  It's OneHope01 again.

Not long after I set out, driven by the magick-born intimacy that came from my use of the ancient spell known as the Charge of the First Ancestor, to find out as much as I could about the strange man-sized vermin named the "diell beead", I came across quite a strange sight.

I had spent several days searching for a diell beead colony that I knew was hidden among a particular set of ruins not overly far from where the Babylon Five thought we might start a colony.  We needed to know if the diell beead would be a barrier to said colony's success.  Creeping through the tumbled stones, haunted by memories that weren't mine of a time when they stood tall and pink, veined in gold, against Nibiru's petal-blue sky, I turned the corner of a long-overgrown street and saw a huddled cluster of four diell beead.  Thankfully, their attention was focused away from me on some as-yet-unseen beast, giving me the freedom to pop back and protect myself from sight and blow by means of the gargantuan stone block whose corner I had just rounded.

Driven by the insatiable curiosity of our species -- more demanding and lethal than the storied weakness of cats worldwide by far -- I peeked back around and saw something I hadn't before.  Between the diell beead and whatever foe they fought was a line of creatures similar to the diell beead in most ways, only a mite bit smaller and with a few key significant differences.  For example, it appeared that in this smaller species (I later learned that it wasn't a separate species, but rather a sort of neuter worker caste that makes up 50-85% of all births among the diell species), the strong leaping legs tucked up under the rear of the diell beead sat a little further forward and underneath the great red-and-black carapace, having become great feathered wings protected by chitin like a beetle's diaphanous wings.  Several long feathers trailed from where I thought those legs should have been.  What skin was visible among these smaller diell was also feathered, rather than warty as in the beead.  And finally, their mouths did not gape wide like their larger siblings, but pinched itself small with a bonily protruding hooked beak

The name "diell beewk" floated to the top of my jumbled brain, feeling like a simple extension of the name I already carried, that of the diell beead.  This was my first hint that I was looking not at two related species, but at a single, united type of Nibiruan beast.  I never did see what they were fighting, unfortunately, as the battle began to press the diell back and I -- wisely, I still assert! -- fled before becoming engulfed in it.  Later study revealed that the diell beewk serve the diell species by scavenging for food, building and expanding the nest, and serving as frontline defenders if the colony is attacked.  Although not nearly as potent as the diell beead, in groups the diell beewk can be just as deadly.

I also discovered that the ruins belonged to a race known as the loorged scoxo, who had fielded great warrior legions of diell-borne cavalry in the long-ago days of their Shkaan Empire.  It is evidently quite common for their former mounts to have taken the wreckage of their pink-and-gold towns as their rightfully-inherited home.  Then again, my informants on this matter are all descended from the ancient slave-races of the loorged scoxo, making sense of their description of the diell as having the intelligence to know, interpret, and utilize inheritance law in such a manner.  Diell also lurk in the lightless depths of the underground realm known as Khyrdark, where their ominous sonic chimes echo off the walls to be heard, sometimes miles away.  The effect can be terrifying as the echoing makes them sound as if they come from all around.

Medium-size Vermin
Hit Dice 6d8+18 (45 hp)
Initiative +3
Speed 25 feet, burrow 5 feet, fly 40 feet (poor)
Armor Class 19 (+3 Dex, +6 natural), touch 13, flat-footed 16, CMD 20
Base Attack Bonus/Combat Maneuver Bonus +4/+7
Attack Claw +7 melee (1d8+3)
Full Attack 2 claws +7 melee (1d8+3) and bite +5 melee (1d6+1)
Space/Reach 5 feet/5 feet
Special Attacks Rend (2 claws, 1d6+4), screech, shake the earth, trample (1d8+4, DC 16)
Special Qualities Darkvision 60 feet, immunity to sonic, low-light vision, scent, sonic healing, vermin traits
Saves Fort +8, Ref +5, Will +5
Abilities Str 16, Dex 17, Con 17, Int --, Wis 13, Cha 11
Skills Acrobatics +5, Fly -1, Perception +3 (+7 in daylight)
Feats Improved Natural Attack (claw) x2 (B), Multiattack (B)
Environment Any mountains, hills, or underground
Organization Solitary or colony (7-13 plus 2-6 diell beead)
Challenge Rating 3
Treasure None
Alignment Always neutral
Advancement 7-9 HD (Medium-size), 10 HD (Large)

Combat
Like their larger brethren, diell beewk seek to attack in groups, using their shake the earth ability abd sonic screeches to both deal damage on their foes and heal each other.  A key difference in strategy when diell beewk and diell beead fight together seems to be an instinctual tactic.  The diell beewk attack in a line as a unit, while the diell beead gather together behind their smaller brethren.  In this way, a diell beead's sonic chime attack catches many diell beewk in its blast.  Due to their sonic healing ability, which is more potent than that possessed by the larger specimens, the diell beewk are able to fight much longer than expected.  Combined with their own screeches, diell beewk often seem as durable, if not more so, than their heftier kin.
Screech (Su):  Once per day, a diell beewk can emit a cone of sonic energy from the chitinous bell above its head, just as a diell beead.  However, the diell beewk's cone is 10 feet long, and creatures within take 1d12+3 points of sonic damage (Reflex DC 16 half).  The save DC is Strength-based.
Sonic Healing (Su): This ability functions as the diell beead's sonic healing ability, except diell beewk heal 1 point of damage per 3 points of sonic damage a sonic attack would normally deal.
Skills:  Diell beewk have a +2 racial bonus on Acrobatics and Perception checks, with an additional +4 on Perception checks in daylight.