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Glimmer (d20 Resident Evil)

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Glimmer
Small Monstrous Humanoid (BOW)

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.

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