# Ripper >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >bite: 1d6 (×2) > >Melee/Ranged: +8/+9 > >Secondary: +3/+4 > >Multiattack: +6/+7 > >M/R_PA: +8/+9 > >2nd/PA: +3/+4 > >MA_PA: +6/+7 > >Itterative: 2 > > xDmg:: Str: +2; Str2: +3; StrOH: +1; StrPA: +2; StrPA2H: +3; StrPAOH: +1 > > xDCs:: Str: 16; Dex: 17; Con: 17; Int: 15; Wis: 17; Cha: 16 > > xFeat:: 3/4 (1) > > > > > > xLang:: 0/1 (1) *What first looked like a humanoid figure striding through the nearby alley suddenly appears far too alien to be any human. It’s all but impossible to make out any details, as your vision seems to be blur as it approaches.* <div class="grid-container"><div class="MON">Ripper</div> <div class="CR">CR 6 (2,400 XP)</div> <div class="SOU">Cityscape pg. 131</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> NE Medium Aberration **Init** +7 **Perception** +16 #### defense **AC** 20, 13 touch, 17 flat-footed (+3 Dex, +7 natural) **hp** 56 (8d8+24) **Fort** +5, **Refl** +5, **Will** +9 **Feint** 19, **Demoralize** 21 **DR** 5/magic #### offense **Speed** 40 ft., climb 20 ft. **Melee** bite +4 (1d6+1 plus grab) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** disorienting aura, human guise, pheromone burst, sedative #### statistics **Str** 14, **Dex** 16, **Con** 16, **Int** 12, **Wis** 16, **Cha** 15 **BAB** +6, **CMB** +8, **CMD** 21, **TA** +8, **RTA** +9 **Feats** [[Alertness]], [[Improved Initiative]], [[Weapon Finesse,]] **Skills** Acrobatics +14 (+4 when jumping), Climb +21, Disguise +10, Perception +16, Stealth +14 **Languages** #### special abilities ### Disorienting Aura (Ex) A ripper emits a pheromone in a 60-foot radius that causes severe disorientation. Anyone within 60 feet of the ripper who fails a DC 16 Will save takes a -4 penalty to Wisdom. This aura is a constant effect, which the ripper cannot suppress. A creature that successfully saves cannot be affected again by a disorienting aura from the same ripper for 24 hours, but is still susceptible to its other pheromones. Other rippers are immune to this effect. This is a mind-affecting ability. The save DC is Charisma-based. Because this effect is pheromonal rather than supernatural, it is unimpeded by spell resistance or antimagic fields, but creatures immune to poisons or gases are immune to this as well. ### Human Guise (Ex) A ripper can blend into its environment or appear more human than it truly is. This ability grants it a +4 racial bonus on Stealth checks, and on Disguise checks to appear human. ### Pheromone Burst (Ex) Once every 1d4 rounds, a ripper can release a burst of pheromones as a standard action. Anyone in range must succeed on a DC 16 Will save to negate the effect. A creature that successfully saves cannot be affected again by that precise pheromone from the same ripper for 24 hours, but is still susceptible to its other pheromones. The pheromones all function at caster level 8th, and the save DCs are all Charisma-based. These are all mind-affecting effects. Like the disorienting aura, they are pheromonal, not magical.Fear: 60-foot burst, otherwise as the fear spell.Sleep: 30-foot burst, otherwise as deep slumber.Wrath: 60-foot burst, otherwise as the 'attack nearest creature' result of confusion. If a sufficient number of creatures fail their save at once, they might (25% chance) form a mob that attacks the nearest target, rather than attacking one another. ### Sedative (Ex) A ripper's claws are coated in toxin; successful claw attacks also deal 1d6 points of nonlethal damage. #### ecology **Terrain** Any Urban **Organization** Solitary or clutch (3-6) **Advancement** 0-24 HD (Medium) The ripper is a vaguely humanoid aberration that lurks in the darkest, poorest urban areas. There it preys on its favorite meal: the flesh of sentient creatures. Rippers can survive on animals for a short time, but something in their physiology craves the flesh of sentient beings. Whether this is a true biological need or merely an issue of taste is unclear. Although generally human- oid in shape, and able to appear fleshy from a distance, rippers are anything but human. Their limbs are abnormally long and strangely joint- ed, bending in alien ways. They boast a hard, insect- like chitin. Rippers have no true heads, though a bulge at the top of their carapace mimics the humanoid head. Their “mouths” are long vertical slits that open roughly where the hu- man sternum would be. Their fingers and toes are clawed, serving as both excellent climbing tools and weapons. Rippers are born in clutches of thick, mucus- covered eggs, not unlike certain insects. The larvae feed on one another, until only one—or at most, a small clutch— survives. They reach adult size in mere months, and live for roughly 15 to 20 years. Rippers do not mate directly with one another. Rather, in roughly eight- year cycles, females release a clutch of eggs into some dark area. This process also emits a pheromone, which attracts the males to fertilize the eggs. Few individuals have been able to obtain a clear view of living rippers; the combination of their chameleon abilities and the disorientation that blurs the senses of anyone who draws near them conspire to keep many of their details hidden. The average ripper stands roughly 5-1/2 to 6 feet in height, and weighs approximately 100 to 150 pounds. The differences between male and female rippers are entirely internal.