# Ripper >[!rimg]+ > ![[Placeholder2.png]] *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 **Arua** Bewildering aura (60 ft., Will DC 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** 2 claws +10 (1d4+2 plus 1d6 nonlethal) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** 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]], [[Weapon Focus]] (claw) **Skills** Acrobatics +14 (18 when jumping), Climb +21, Disguise +10 (14 to appear human), Perception +16, Stealth +18 **Racial Modifiers** Stealth +4 **Languages** Common #### special abilities ### Bewildering 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 bewildering 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, poison ability. The save DC is Charisma-based. ### Pheromone Burst (Ex) Once every 1d4 rounds, a ripper can release a burst of pheromones as a standard action, having a variety of effects. Creatures in the area must succeed on a DC 16 Will save or be affected by the chosen burst. Creatures who succeed on their saves cannot be affected by that specific pheremone burst from the same ripper for 24 hours. * Calm: 30-foot burst. Affected creatures cannot benefit from morale bonuses for 1d8 rounds. * Dread: 60-foot burst. Affected creatures take a –2 on attack rolls, damage rolls, saves, and checks. * Euphoria: Affected creatures are dazed for 1 round. A successful save makes the affected creatures staggered. * Fear: 60-foot burst. Affected creatures are panicked for 1d8 rounds. A successful save makes the affected creature shaken for 1 round. * Sleep: 30-foot burst. Affected creatures fall unconscious. * Wrath: 60-foot burst. Affected creature attacks the nearest creature, as if _confused_. If a sufficient number of creatures fail their save there is 25% chance that a mob forms that attacks the nearest creature. These are mind-affecting, emotion, compulsion and poison effect. Saved DCs are Charisma-based ### 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** 9-24 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 humanoid in shape, and able to appear fleshy from a distance, rippers are anything but human. Their limbs are abnormally long and strangely jointed, bending in alien ways. They boast a hard, insectlike 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 human 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.