Shade
Monster Junkie
Prowler
http://www.enworld.org/showthread.php?p=3627080#post3627080
Prowler
Large Magical Beast
Hit Dice: 14d10+28 (105 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat- footed 17
Base Attack/Grapple: +14/+20
Attack: Tail slap +16 melee (1d8+3)
Full Attack: Tail slap +16 melee (1d8+3) and bite +10 melee (1d8+1)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 1d8+3, implant, improved grab, mindwiping domination gaze
Special Qualities: Darkvision 60 ft, spell resistance 20
Saves: Fort +11, Ref +11, Will +8
Abilities: Str 14, Dex 15, Con 14, Int 14, Wis 15, Cha 16
Skills: Climb +17, Hide +11, Listen +19, Move Silently +11, Spot +19
Feats: Ability Focus (gaze), Improved Initiative, Iron Will, Stealthy, Weapon Focus (tail slap)
Environment: Underground
Organization: Solitary or hatchery (2-12 dominated creatures)
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral evil
Advancement: 15-28 HD (Large); 29-42 HD (Huge)
Level Adjustment: -
This large, serpentine creature is over 9 feet long. A dozen brown tentacles wriggle from its mouth, like a cluster of worms bursting through a hole. Eerie red eyes the size of saucers turn your way.
Prowlers are evil, underground denizens that seek to dominate other creatures to serve as hosts for their progeny. The most intelligent among them form hatcheries in large caverns consisting of large numbers of dominated creatures. These dominated beings are utilized as both hosts and guardians for the prowler's eggs.
A prowler ranges from 9 to 16 feet in length, and weighs about 1,500 pounds.
A prowler understands Undercommon, but cannot speak due to its mouth structure. Prowlers communicate with one another via a form of sign language using their mouth tentacles.
COMBAT
A prowler seeks to dominate as many foes as possible with its gaze. It usually only makes melee attacks against those who prove resistant to its gaze. It quickly seeks to grab such opponents in its coils and crush the life out of them.
Constrict (Ex): A prowler deals automatic tail damage with a successful grapple check.
Implant (Ex): A prowler that succeeds in making a melee touch attack with the brown tentacles that line her mouth against an immobilized foe can inject 1d8 eggs into the opponent's body. This process deals 1 point of damage per egg to the host. The eggs gestate in 2d4 days before hatching into larval prowlers that begin eating their host at an alarming rate, inflicting 1 point of damage per larvae each round until they are removed or the host dies. One minute after a host is killed in this fashion, the larvae emerge. A remove disease spell rids the victims of the eggs and larvae, as does cutting them out with a DC 20 Heal check. Each attempt at this Heal check deals 1d4 points of damage to the patient, regardless of whether it succeeds or not.
Prowlers may only make bite attacks against dominated, incapacitated, pinned, or otherwise helpless foes. In the round they make the attack they are considered to be grappling their victim and lose their Dexterity bonus to AC.
Improved Grab (Ex): To use this ability, a prowler must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.
Mindwiping Domination Gaze (Su): As the feeblemind and dominate monster spells; at will; DC 22; caster level 15th. The save DC is Charisma-based.
Mindwiping domination gaze has a range of 30 feet. Those targeted by the prowler's gaze must succeed on two saving throws, one for feeblemind and the other for dominate monster.
Originally appeared in Dragon Magazine #7 and later in Dragon Magazine #37.
http://www.enworld.org/showthread.php?p=3627080#post3627080
Prowler
Large Magical Beast
Hit Dice: 14d10+28 (105 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat- footed 17
Base Attack/Grapple: +14/+20
Attack: Tail slap +16 melee (1d8+3)
Full Attack: Tail slap +16 melee (1d8+3) and bite +10 melee (1d8+1)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 1d8+3, implant, improved grab, mindwiping domination gaze
Special Qualities: Darkvision 60 ft, spell resistance 20
Saves: Fort +11, Ref +11, Will +8
Abilities: Str 14, Dex 15, Con 14, Int 14, Wis 15, Cha 16
Skills: Climb +17, Hide +11, Listen +19, Move Silently +11, Spot +19
Feats: Ability Focus (gaze), Improved Initiative, Iron Will, Stealthy, Weapon Focus (tail slap)
Environment: Underground
Organization: Solitary or hatchery (2-12 dominated creatures)
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral evil
Advancement: 15-28 HD (Large); 29-42 HD (Huge)
Level Adjustment: -
This large, serpentine creature is over 9 feet long. A dozen brown tentacles wriggle from its mouth, like a cluster of worms bursting through a hole. Eerie red eyes the size of saucers turn your way.
Prowlers are evil, underground denizens that seek to dominate other creatures to serve as hosts for their progeny. The most intelligent among them form hatcheries in large caverns consisting of large numbers of dominated creatures. These dominated beings are utilized as both hosts and guardians for the prowler's eggs.
A prowler ranges from 9 to 16 feet in length, and weighs about 1,500 pounds.
A prowler understands Undercommon, but cannot speak due to its mouth structure. Prowlers communicate with one another via a form of sign language using their mouth tentacles.
COMBAT
A prowler seeks to dominate as many foes as possible with its gaze. It usually only makes melee attacks against those who prove resistant to its gaze. It quickly seeks to grab such opponents in its coils and crush the life out of them.
Constrict (Ex): A prowler deals automatic tail damage with a successful grapple check.
Implant (Ex): A prowler that succeeds in making a melee touch attack with the brown tentacles that line her mouth against an immobilized foe can inject 1d8 eggs into the opponent's body. This process deals 1 point of damage per egg to the host. The eggs gestate in 2d4 days before hatching into larval prowlers that begin eating their host at an alarming rate, inflicting 1 point of damage per larvae each round until they are removed or the host dies. One minute after a host is killed in this fashion, the larvae emerge. A remove disease spell rids the victims of the eggs and larvae, as does cutting them out with a DC 20 Heal check. Each attempt at this Heal check deals 1d4 points of damage to the patient, regardless of whether it succeeds or not.
Prowlers may only make bite attacks against dominated, incapacitated, pinned, or otherwise helpless foes. In the round they make the attack they are considered to be grappling their victim and lose their Dexterity bonus to AC.
Improved Grab (Ex): To use this ability, a prowler must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.
Mindwiping Domination Gaze (Su): As the feeblemind and dominate monster spells; at will; DC 22; caster level 15th. The save DC is Charisma-based.
Mindwiping domination gaze has a range of 30 feet. Those targeted by the prowler's gaze must succeed on two saving throws, one for feeblemind and the other for dominate monster.
Originally appeared in Dragon Magazine #7 and later in Dragon Magazine #37.
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