Stone Troll
Stone trolls keep their hearts on frigid islands in the middle of fjords and other hard-to-reach places. They can only be killed, or reasoned-with if you bring them their hearts back.
Unfortunately for them, they live lonely lives of solitude because every living being they gaze upon turns to stone, even loved ones. It is this that creates the cold place where a warm heart belongs. Bring a stone troll his heart and he will be grateful, as well as stop turning everyone to stone.
Stone Troll
Size/Type: Large Giant
Hit Dice: 6d8+36 (63 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 size, +9 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee (1d6+6)
Full Attack: 2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3) or rock +9 ranged (2d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9, Petrifying Gaze
Special Qualities: Darkvision 90 ft., low-light vision
Saves: Fort +11, Ref +4, Will +3
Abilities: Str 23, Dex 12, Con 23, Int 6, Wis 9, Cha 6
Skills: Listen +5, Spot +6
Feats: Alertness, Iron Will, Track
Environment: Cold mountains
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +5
Stone trolls walk upright but because of their lonely depressions, are hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. Stone trolls are not nearly as agile as their brethren, though they are rather strong, able to hurl boulders and former foes encapsulated in stone.
A typical adult stone troll stands 8 feet tall and weighs 1,000 pounds. Females are very rare and are slightly smaller than males. A stone troll’s rocky underbelly is a limestone white, and the rest of the body is a granite gray. The hair is usually greenish black or iron gray, and has the consistency of a clump of sticks.
Stone trolls speak various giant tongues, especially stone giant but also some hill or frost giant, depending on where they have spent most of their time. Their gaze does not effect giants (except other stone trolls), so they are the only creatures that stone trolls often communicate with.
Combat
Stone trolls have no fear of death: They launch themselves toward combat without hesitation, often gazing into the eyes of their prey. They even have no fear of fire, they try to get around the flames and attack.
Rend (Ex)
If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.
Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude DC 16 negates. The save DC is Charisma-based.
Posted in Creature and tagged giant, proppian by Stephen Hilderbrand with no comments yet.
Falconfox
The younger, smaller cousins of eaglewolves, falconfoxes have the head and wings of a falcon and the bodies, legs and tail of a fox. They are sleek and agile hunters in both the sky and in the forest.
A falconfox’s coat ranges in color from a dark to a ruddy brown with occasional flecks of white; its beak is a light tan color. A full-grown male can stand as tall as 4 feet and weigh up to 300 pounds, with a wingspan of 8 feet. They fly through the sky, hunting small prey, and also have the ability to hunt on the ground as foxes, tucking their wings up against their bodies.
Size/Type: Medium Magical Beast
Hit Dice: 3d10+5 (25 hp)
Initiative: +4
Speed: walk 30 ft. (6 squares), fly 60 ft. (12 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d6+2)
Full Attack: 2 claws +2 melee (1d6+2) and bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fly-by-attack
Special Qualities: Vision
Saves: Fort +4, Ref +9, Will +2
Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Large); 6-8 HD (Huge)
Level Adjustment: —
Falconfoxes build nests at the tops of tall trees, where they live in pairs and raise chicks/pups. Some of their young are born as an falcon or a fox, and are fed to the others of the litter who retain both traits.
Combat
Falconfoxes attack prey smaller than themselves, and often present little danger to humans. But if they hunger, they will occasionally hunt halflings and gnomes. In combat, falconfoxes are ferocious, often fighting to the death, though they have been known to flee to the skies to escape the field of battle. They slash with claws and bite with their beaks, nipping at their prey until they reach a vital artery.
Posted in Creature and tagged magical beast by Stephen Hilderbrand with no comments yet.
Eaglewolf
Eaglewolves have the head and wings of an eagle and the torsos and legs of a wolf.
An eaglewolf’s coat ranges in color from brown-black to yellowish brown; its beak is a bright lemony-tan color. A full-grown male can stand as tall as 5 feet and weigh up to 500 pounds, with a wingspan of 12 feet. They are cunning hunters who sail through the sky on their giant wings. They swoop to the ground in almost no time and attack as wolves.
Size/Type: Medium Magical Beast
Hit Dice: 4d10+15 (37 hp)
Initiative: +1
Speed: walk 30 ft. (6 squares), fly 60 ft. (12 squares)
Armor Class: 18 (+3 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d6+4)
Full Attack: 2 claws +4 melee (1d6+1) and bite +5 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fly-by-attack
Special Qualities: Vision
Saves: Fort +5, Ref +8, Will +2
Abilities: Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests and mountain aeries
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-7 HD (Large); 8-12 HD (Huge)
Level Adjustment: —
Eaglewolves build aeries high in the mountains, where they live in pairs and raise chicks/pups. Some of their young are born as an eagle or a wolf, and are fed to the others of the litter who retain both eaglewolf traits.
Combat
Eaglewolves attack their prey—any creature bigger than a fox and up to the size of a human—on sight, usually fighting to the death, though they have been known to flee to the skies to escape unexpected danger. They slash with claws and bite with their enormous beaks, trying to grab their prey and rip it apart.
Posted in Creature and tagged magical beast by Stephen Hilderbrand with no comments yet.
Root of All Evil
A hybrid of plant, corpse and demon grown in the soils of the abyss, these root-covered bipeds thrive on the roots of other plants. They often travel in subterranean caverns and deep forests, sucking the nutrients out in a matter of minutes of the natural roots through a series of hollow thorny spikes that they stick into their plant prey. They are also known to attack animals, especially when they have them outclassed.
Intelligent enough to comprehend many languages, these malign plants tend to contemptuously refuse to communicate with anything not evil and powerful enough to speak the dark speech.
The root of all evil is covered in many all-seeing eyes which gleam like rough gemstones.
To maintain the element of surprise or to escape battle, roots of all evil can burrow into the ground and merge with plants.
Root of All Evil CR 16
Undead plant
Chaotic Evil Huge plant
Init: +7 Senses: Blindsight 45 ft. Listen +1, Spot +6
Aura: Fatiguing Radiance 30 ft.
Languages: dark speech (something evil)
AC: 30 (+20 Natural, +2 Dex, -2 Size) touch 10, flatfooted 19
HP: 150 (HD 17d12)
Immune: Unholy
Fort: +18 Ref: +6 Will: +14
Weakness: Holy
MV: 20 ft., burrow 20 ft.
Attack: +17 vine 1d8+8, spells
Full Attack: 8 attacks with +15 vine 1d8+8
Attack Options: improved grab, swallow whole
Space / Reach: 20 ft. / 20 ft.
Base Attack: +16 Grapple: +27
Abilities Str 26 Dex 15 Con – Int 18 Wis 12 Cha 17
SQ: undead and plant traits
SA: improved grab, blood drain, meld into plant, Swallow Whole,
Feats: Improved Grapple, Combat Reflexes, Weapon Focus Vine, Sunder,
Skills: (160 points) +22 Hide, +22 Move Silently, +8 Search, +29 Spot, +21 Listen,
Possessions: Deep in the maw of the Root of all Evil is “something beyond your wildest dreams.” A table of items held within the root is below. Their hundreds of eyes are actually gems, so they too count as treasure.
Meld into Plant (Su): This ability functions identically to the spell meld into stone except that it allows the Root of all Evil to merge with plants instead of stone. The plant melded with must be as large of larger than the Root of all Evil.
Improved Grab (Ex): Upon a successful melee attack, roots of all evil can attempt to start a grapple with their enemies. Upon a successful grapple, they will draw their victims in toward their gaping maws, where they swallow them whole.
Swallow Whole (Ex): Once swallowed by a root of all evil, characters begin taking 1d4 points of wisdom damage and 2d6+8 points of bludgeoning damage per round. A DC 21 Will save is required to avoid the wisdom damage.
Blood Drain (Ex): At the start of its round, any living creature caught in a grapple with a root of all evil will take 2d4 points of constitution damage.
Spell-like Abilities (Su): 3/day control plants (undead plants only), diminish plants
Blindsight (Ex): Roots of all evil can see all foes within 45 feet using it’s many eyes, sound, scent, and vibration.
Fatiguing Radiance (Su): Any living creature within 30′ of a root of all evil must succeed on a DC 21 fortitude save or become fatigued for as long as they remain in proximity to the undead plant and for 2d6 rounds after they leave it’s aura. The Fortitude save is Charisma based.
Roots of all evil recieve a +8 racial bonus to Spot and Search checks due to their many eyes.
Undead and Plant Traits:
– Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
– Not subject to critical hits, nonlethal damage, ability drain, or energy drain.
– Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
– Immunity to poison, sleep effects, paralysis, polymorph, stunning, disease, and death effects.
– Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
– Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Posted in Creature and tagged plant, undead by Stephen Hilderbrand with no comments yet.
Coral Horse
Summer is here! To celebrate here at Claw / Claw / Bite ! we’re taking a trip to the ocean. Check out the new monster we found!
Coral Horse
These undersea creatures which resemble modern seahorses are made of pure hardened coral, making them resistant to non-bludgeoning attacks.
Coupled with the difficulty of swinging heavy hammers underwater, these make treacherous foes. They are very territorial and attack anything that comes near their home reefs. They merge with the reefs when they sleep and for protection.
Coral Horse
Size/Type: Large Magic Beast (Aquatic)
Hit Dice: 7d8+6 (40 hp)
Initiative: +3
Speed: Swim 80 ft. (16 squares)
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+11
Attack: Hoof +6 melee (1d4+4) or tail +3 melee (1d8+3)
Full Attack: 2 hooves +6 melee (1d4+4) bite +1 melee (1d4+2) and 1 tail +3 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, Damage Reduction 5/Bludgeoning
Saves: Fort +9, Ref +11, Will +5
Abilities: Str 18, Dex 16, Con 15, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4, Swim +10
Feats: Endurance, Swim
Environment: Undersea
Organization: Pack
Challenge Rating: 5
Advancement: —
Level Adjustment: —
These animals look like heavy horses made of coral except their hind legs form a tail. A coral horse can fight while carrying a rider (usually these are coral warhorses), but the rider cannot also attack unless he or she succeeds on an (undersea) Ride check.
Combat
These creatures swim very fast, using their mobility to charge predators or lure them away from their nests.
Posted in Creature and tagged aquatic subtype, magical beast by Stephen Hilderbrand with no comments yet.
Aeonados Dy’rashe
One of a clutch of 5 offspring to a silver dragon, and her lover, a powerful elven druid in the northern reaches beyond the Danor Mountains. Aeonados has fine, tough silver scales covering his body, vestigial wings, a short tail, and an impressive frill running from his forehead and down his neck. He and his siblings were pushed out of the nest at a young age (60 or so), as is typical for dragons. In the fifty years since he has wandered the wild lands on the north shore of the soral sea, until meeting and becoming fast friends with Winnie (as she fled the law), who he is teaching about the ways of the wild lands, as he knows nothing of the cities.
Aeonados Dy’rashe, half silver dragon/half elf ranger 2
NG Medium-Size dragon
Init +4
AC 25 (touch 15, flat-foot 21 )
HP 17 (HD 2d8+2)
Immunities: cold, sleep and paralysis
Resistances: +2 vs enchantment or charm
SV Fort +5, Ref +8, Will +2
Spd 30 ft
Attack: mw. greatsword +7 (2d6+6) or longbow +7 (1d8+5)
Attack Options: point blank shot(+1/+1 at less than 30′), breath weapon (30′ cone of cold, 6d8, reflex DC 11 half)
Space / Reach: 5ft. / 5ft.
Base Attack: +2 Grapple: +6
Abilities: Str 18, Dex 19, Con 12, Int 11, Wis 12, Cha 14.
Skills: sp:30 +4 handle animal, +3 heal, knowledge +1 dungeoneering, +1 geography, +2 nature, +8 listen, +8 spot, +4 search, +8 survival, +6 swim, common, elven, draconic,
Feats: Track, Point Blank Shot, (Rapid Shot).
Special Qualities: Immune to cold, sleep and paralysis, +2 vs enchantment or charm, low-light vision, favored enemy (magical beast), wild empathy, breath weapon (30′ cone of cold, 6d8, reflex DC 11 half), darkvision 60′, archery combat style.
Possessions: +1 mighty (+4 str) composite longbow, 20 arrows, +2 chain shirt, masterwork greatsword, 3 potions cure light wounds, potion of sanctuary, cloak of resistance +1, ring of protection +1, 845 gp, backpack, bedroll, waterskin, 5 days ratons.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Character, Creature by Adam A. Thompson with no comments yet.
Zombie (Ettin)
In the ettin lands to the south of the Ettal Valley, a deep shadow glides down from the mountain. It is said that in this shadow, the bodies of fallen ettin rise up in the night and drag their feet across the hills.
These zombie ettin have been reanimated by ettin priests. They like “ettin’ brains,” but don’t find that the least bit funny.
Zombie (Ettin)
Size/Type: Large Giant
Hit Dice: 14d12 (110 hp)
Initiative: +1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 16 (-1 size, -1 Dex, +5 natural, +3 hide), touch 6, flat-footed 16
Base Attack/Grapple: +7/+17
Attack: Morningstar +12 melee (2d6+6) or javelin +5 ranged (1d8+6) or slam +12 melee (1d8+6)
Full Attack: 2 morningstars +12/+7 melee (2d6+6) or 2 javelins +5 ranged (1d8+6) or 2 slams +12 melee (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: single actions only (per living head), darkvision 60′, superior two-weapon fighting, DR 5/slashing, undead traits
Saves: Fort +3, Ref +1, Will +9
Abilities: Str 23, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills: Listen +10, Spot +10
Feats: Alertness, Iron Will, Power Attack
Environment: Cold hills
Organization: Any
Challenge Rating: 4
Treasure: Standard
Alignment: Neutral evil
Advancement: –
Level Adjustment: +5
As undead, these ettins have the following features:
– No constitution; uses charisma for constitution checks
– Darkvision to 60′
– Immunity to all mind-affecting effects
– Immunity to poison, sleep, paralysis, stunning, disease, death effects
– Not subject to critical hits, non-lethal damage
– Cannot heal damage on its own
– Immunity to all effects that require a Fortitude save
– Do not breathe, eat, or sleep
Zombie ettins are two-headed giants that stand 12 feet tall with a slight hunch to their backs and weigh three to four thousand pounds. In their living lives, they live about 75 years. In zombie form they go on indefinitely, their reanimated bodies wandering the night until they can be freed through destruction.
Ettin have no language of their own but speak a pidgin of Orc, Goblin, and Giant. Creatures that can speak any of these languages must succeed on a DC 15 Intelligence check to communicate with an ettin. In this zombie form, the pidgin is even more pronounced, making them harder to understand than in living form. Check once for each bit of information: If the other creature speaks two of these languages, the DC is 15, and for someone who speaks all three, the DC is 10.
Combat
Zombie ettin prefer to ambush their victims rather than charge into a straight fight, but once the battle has started, an ettin usually fights furiously until all enemies are dead.
Superior Two-Weapon Fighting (Ex): Most zombie ettin fight unarmed, groping their prey with their sharp claws and mangy giant arms, though some fight with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons, or one hand unarmed.
Damage Reduction (Ex): An ettin zombie has damage reduction 5/slashing. Zombies are lumbering masses of flesh.
Skills
An ettin’s two heads give it a +2 racial bonus on Listen, Spot, and Search checks.
Image by Joe Calkins.
Posted in Creature and tagged undead by Stephen Hilderbrand with no comments yet.
Loxodon
Deep in the jungles of the Wastaru (see upcoming post), paths wind to and from under the tall canopies. On the floor walk the loxodon single-file from destination to destination in their constant migration cycle.
The loxodon is like an elephant, except in the place of the enormous ears, the loxodon has small ears which are hidden by the enormous locks of hair that descend in dreads from upon their heads. They are not as large as their cousins, but usually travel in larger packs, making them more dangerous.
Loxodon
Size/Type: Huge Animal
Hit Dice: 10d8+55 (98 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 15 (-2 size, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple: +8/+26
Attack: Gore +14 melee (2d8+14)
Full Attack: Slam +14 melee (2d6+10) and 2 stamps +10 melee (2d6+5);
or gore +16 melee (2d8+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 2d8+15
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +7, Will +6
Abilities: Str 28, Dex 10, Con 21, Int 2, Wis 13, Cha 7
Skills: Listen +4, Spot +12
Feats: Alertness, Endurance, Iron Will, Skill Focus (Spot)
Environment: Tropical jungles
Organization: Solitary or herd (15-40)
Challenge Rating: 7
Advancement: 11-18 HD (Huge)
Level Adjustment: —
Massive herbivores of tropical lands, loxodon are unpredictable creatures that have never been tamed by humans.
Combat
Loxodons tend to charge single-file at threatening creatures, smashing into them one-by-one right after one-another. Think of smashing headlong into a locomotive.
Trample (Ex): Reflex half DC 25. The save DC is Strength-based.
Posted in Creature and tagged magical beast by Stephen Hilderbrand with no comments yet.
Naahaogo Hunter and Warrior
Presented below are a two examples of the Naahaogo people that players might encounter in their mountainous homes. The first is a experienced hunter, who might just be a provider for his tribe, or might be specialized in stalking the arctic’s Ice Kobolds, or fighting off encroaching human settlers. The second is a warrior, such as might defend the tribe in times of trouble.
Naahaogo Hunter CR 3
Naahaogo ranger 3
neutral with chaotic tendencies Size Medium humanoid
Init: +3 Senses: Listen +6, Spot +6
Languages: Naahaogo
AC: 16 (+3 dex, +3 armor) touch 13, flatfooted 16
HP: 20 (HD 3d8+6)
Fort: +5 Ref: +6 Will: +2
MV: 30 ft.
Attack: longspear +5 (1d8+2 / 20 x3) or longbow +8 (1d8 / 20 x3)
Attack Options: Rapid Shot: longbow +6 / +6 (1d8 / 20 x3)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +3 Grapple: +4
Abilities Str 14 Dex 16 Con 14 Int 8 Wis 12 Cha 7
SA: Favored Enemy (Animal or Ice Kobolds or Humanoids (human)), wild empathy
Feats: Rapid Shot, Track, Dodge, Endurance, Precise Shot, Mobility
Skills: 30 Climb +7, Hide +8, Jump +7, Listen +6, Move Silently +8, Spot +6.
Possessions: studded leather, masterwork longbow, 10 masterwork arrows, longspear, potion of cure light wounds, malachite and silver bracers and necklace worth 500 gold.
Naahaogo Warrior CR 1
Naahaogo warrior 2
neutral with chaotic tendencies Size Medium humanoid
Init: +1 Senses: Listen +0, Spot +0
Languages: Naahaogo
AC: 14 (+3 armor, +1 dex) touch 11, flatfooted 13
HP: 11 (HD 2d8+2)
Fort: +4 Ref: +1 Will: +0
MV: 20 ft.
Attack: greatsword +3 (2d6 + 1 / 19-20 x 2) or spear +3 (1d6 +3)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +2 Grapple: +3
Abilities Str 13 Dex 12 Con 13 Int 6 Wis 10 Cha 8
Feats: dodge
Skills: Ballance +6, Climb +7, Jump +7
Possessions: hide armor, greatsword and spear.
Tactics: These warriors will try to use their home terrain to their advantage, fighting defensive actions and using their excellent jumping and climbing abilities to secure high ground and make their oponnents approach them over dangerous ground.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Character, Creature and tagged Naahaogo by Adam A. Thompson with no comments yet.
Crawling Drake
This creature’s common name is something of a misnomer, as this dragon-like creature has no legs, just a scaly, sinuous, serpentine body and a set of wings set above a thickening in it’s trunk midway down it’s body. Able to stand up by propping itself up with it’s wings, these drakes deliver vicious wounds with their snapping jaws.
Their origin is speculated to be a mixture of dark things of the underlands, such as a fang dragon, mixed with other creatures from the outer realms of cruelty and madness. Able to speak a few words of broken draconic and undercommon, crawling drakes are not espically intelligent, but they are tremendously fearsome, nasty and cruel.
Presented are three forms, wyrmling, adult and methelusean versions.
Wyrmling Crawling Drake CR 5
CE Medium Dragon
Init: +3 Senses: Blindsense 120ft., Darkvision 120ft. Listen +12, Spot +12
Languages: very little draconic and undercommon
AC: 19 (+6 Natural Armor, +3 Dex) touch 13, flatfooted 16
HP: 75 (10d12)
Fort +10, Ref +10, Will +10
MV: 20 ft, fly 60ft (clumsy)
Attack: Bite + 14, 1d6+3 (19-20 / x2)
Attack Options: Constrict 1d3+4
Space / Reach: 5ft. / 5ft.
Base Attack: +10 Grapple: +13
Abilities Str 16, Dex 16, Con 16, Int 8, Wis 12, Cha 5
SA: Constrict, Blindsense 120ft.
Feats: Weapon Focus (bite), Power Attack, Improved Critical (bite), Iron Will
Skills: Hide +13, Listen +12, Move Silently +13, Spot +12
Treasure: Standard
Adult Crawling Drake CR 10
CE Large Dragon
Init: +6 Senses: Blindsense 120ft., Darkvision 120ft. Listen +27, Spot +27
Languages: very little draconic and undercommon
AC: 19 (+8 natural Armor, +2 Dex, -1 Size) touch 11, flatfooted 18
HP: 199 (19d12 + 114)
Fort +16, Ref +15, Will +15
MV: 20 ft, fly 60ft (clumsy)
Attack: Bite + 27, 1d8+7 (19-20 / x2)
Attack Options: Constrict 1d6+7
Space / Reach: 10ft. / 5ft.
Base Attack: +19 Grapple: +26
Abilities Str 24, Dex 14, Con 20, Int 10, Wis 14, Cha 5
SA: Constrict, Blindsense 120ft.
Feats: Weapon Focus (bite), Power Attack, Improved Critical (bite), Iron Will, Lightning Reflexes, Improved Overrun, Improved Initiative
Skills: Hide +33, Listen +33, Move Silently +33, Spot +33
Treasure: Standard
Methusalean Crawling Drake CR 15
CE Huge Dragon
Init: +1 Senses: Blindsense 120ft., Darkvision 120ft. Listen +49, Spot +49
Languages: very little draconic and undercommon
AC: 22 (+13 natural armor, +1 Dex, -2 Size) touch 9, flatfooted 23
HP: 287 (25d12 + 125)
Fort +32, Ref +28, Will +30
MV: 20 ft, fly 60ft (clumsy)
Attack: Bite + 37, 2d6+11 (19-20 / x2)
Attack Options: Constrict 1d8+11
Space / Reach: 10ft. / 5ft.
Base Attack: +25 Grapple: +36
Abilities Str 32, Dex 12, Con 24, Int 12, Wis 16, Cha 5
SA: Constrict, Blindsense 120ft.
Feats: Weapon Focus (bite), Power Attack, Improved Critical (bite), Iron Will, Lightning Reflexes, Improved Overrun, Improved Initiative, Cleave, Great Cleave
Skills: Hide +49, Listen +49, Move Silently +49, Spot +49
Treasure: Standard
COMBAT
Crawling drakes are crafty combatants and adept stalkers, and so will ambush their prey when possible. Once they pick a target, they will attempt to crush them in their coils while delivering bite after bite.
Constrict (Ex): On a successful grapple check, a wyrmling crawling drake deals 1d4+3 points of damage. Adult drakes deal 1d6+7 points of damage, and Methusalean drakes deal 1d8+11 points of damage.
Posted in Creature and tagged dragon by Adam A. Thompson with no comments yet.