Kit's Animals & Vermin + Templates = Sadistic Fun thread

Gothenem

Explorer
Heh, yeah. I find Animals and Vermin are the best for Templating. They make for lots of fun.

For Example:
A Celestial Dire Bear, with Maximum Hit Die Advancement and and Elite Stat array was used as an "animal" encounter for a party exploring the Beastlands. The encounter was incredibly memorable, and the creature was called a Golden Protector.

Sometimes you don't need to get too funky to make a memorable animal.

Now a Fire Element Awakaned (Advanced) Tiger ... That was fun...
 

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BOZ

Creature Cataloguer
Doc_Souark said:
Thats the pot calling the kettle black Puff :), Kit I like your were-weasel, way better then mine but it was a 2nd ED conversion. Have you done any insect/ Mammal mutants ala the Howler Wasp from MM IV ?

you'll have to go to NTL to ask him - he doesn't like us anymore. ;)
 

Catapilla

First Post
cool lol. Its a great creature gothenem whether set, seth or seti lol i only said that because i too have read books where it has been called seth but hey....................who cares? Like I said its a great monster :D cant wait for the next
 

JiCi

First Post
Here are my contributions

As an Eberron fan, and a DM currently using the setting, I've been working on various dragonhawk species, and here they are:

Chimeric Dragonhawk (Monster Manual II)
Huge magical beast (augmented animal)
Hit Dice: 9d10+63 (118 hp)
Initiative: +5
Speed: 30 ft. (6 squares), fly 120 ft. (average)
AC: 24 (-2 size, +1 Dex, +15 natural), touch 9, flatfooted 23
Base Attack/Grapple: +6/+24
Attack: Bite +15 melee (3d6+10)
Full Attack: Bite +15 melee (3d6+10) [dragon] and bite +13 melee (2d6+5) [dragonhawk] and butt +13 melee (2d6+5) [goat] and 2 claws +13 melee (1d8+5) and 2 wings +13 melee (1d6+5)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon
Special Qualities: Low-light vision, blindsense 60 ft., scent
Saves: Fort +13, Ref +7, Will +5
Abilities: Str 30, Dex 13, Con 24, Int 4, Wis 14, Cha 6
Skills: Listen +10, Spot +18, Survival +8
Feats: Alertness, Flyby Attack, Wingover, Improved Initiative, Multiattack (B)
Environment: Temperate mountains (Aundair)
Organization: Solitary, pair, or aerie (5-20)
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: 10-18 HD (Huge); 19-27 HD (Gargantuan)
Level Adjustment: --

Combat
Blindsense (Ex): The thin feather at the base of a chimeric dragonhawk's beak is extremely sensitive to vibration. Combined with the bird's excellent sense of hearing, this gives a chimeric dragonhawk blindsense to a range of 60 feet.

Breath Weapon (Su): Every 1d4 rounds, the chimeric dragonhawk’s red dragon head can emit a 20-ft long cone of fire that deals 3d8 points of fire damage (Reflex DC 21 half).

Skills: Chimeric dragonhawks have a +8 racial bonus on Spot checks.


Dragonhawk of Legend (Monster Manual II)
Huge Outsider (native)
Hit Dice: 8d8+40 (76 hp)
Initiative: +8
Speed: 10 ft. (2 squares), fly 120 ft. (average)
AC: 26 (-2 size, +4 Dex, +14 natural), touch 12, flatfooted 22
Base Attack/Grapple: +6/+27
Attack: Claw +18 melee (1d8+13)
Full Attack: 2 claws +18 melee (1d8+13) and bite +16 melee (2d6+6) and 2 wings +16 melee (1d6+6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath Weapon
Special Qualities: Low-light vision, blindsense 60 ft., fast healing 5, DR 10/magic
Saves: Fort +19, Ref +13, Will +8
Abilities: Str 36, Dex 18, Con 30, Int 4, Wis 16, Cha 10
Skills: Listen +8, Spot +16, Survival +8
Feats: Alertness, Flyby Attack, Wingover, Improved Initiative (B), Multiattack (B)
Environment: Temperate mountains (Aundair)
Organization: Solitary, pair, or aerie (5-20)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 9-18 HD (Huge)
Level Adjustment: --

Combat
Blindsense (Ex): The thin feather at the base of a dragonhawk's of legend beak is extremely sensitive to vibration. Combined with the bird's excellent sense of hearing, this gives a dragonhawk blindsense to a range of 60 feet.

Breath Weapon (Su): Every 1d4 rounds, the dragonhawk of legend can emit a 15-ft long cone of lightning that deals 3d6 points of electricity damage (Reflex DC 24 half).

Skills: Dragonhawks of legend have a +8 racial bonus on Spot checks.


Warbeast Dragonhawk (Monster Manual II)
Huge Animal
Hit Dice: 9d8+40 (76 hp)
Initiative: +1
Speed: 20 ft. (4 squares), fly 130 ft. (average)
AC: 23 (-2 size, +1 Dex, +9 natural, +5 mithril breastplate), touch 9, flatfooted 22
Base Attack/Grapple: +6/+23
Attack: Claw +13 melee (1d8+9)
Full Attack: 2 claws +13 melee (1d8+9) and bite +11 melee (2d6+4) and 2 wings +11 melee (1d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: --
Special Qualities: Low-light vision, blindsense 60 ft., combative mount
Saves: Fort +12, Ref +7, Will +6
Abilities: Str 29, Dex 12, Con 23, Int 2, Wis 16, Cha 6
Skills: Listen +9, Spot +17, Survival +8
Feats: Alertness, Flyby Attack, Wingover, Multiattack
Environment: Temperate mountains (Aundair)
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 9-18 HD (Huge)
Level Adjustment: --

Combat
Blindsense (Ex): The thin feather at the base of a warbeast dragonhawk's beak is extremely sensitive to vibration. Combined with the bird's excellent sense of hearing, this gives a warbeast dragonhawk blindsense to a range of 60 feet.

Combative Mount (Ex): A rider on a warbeast dragonhawk gets a +2 circumstance bonus on all Ride checks. A warbeast dragonhawk is proficient with light, medium, and heavy armor.

Skills: Warbeast dragonhawks have a +8 racial bonus on Spot checks.


Woodling Dragonhawk (Monster Manual III)
Huge Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: +1
Speed: 10 ft. (2 squares), fly 120 ft. (average)
AC: 25 (-2 size, +1 Dex, +16 natural), touch 9, flatfooted 24
Base Attack/Grapple: +6/+22
Attack: Claw +12 melee (1d8+8) or slam +12 melee (2d6+8)
Full Attack: 2 claws +12 melee (1d8+8) and bite +7 melee (2d6+4) and 2 wings +7 melee (1d6+4) or slam +12 melee (2d6+8)
Space/Reach: 15 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Low-light vision, blindsense 60 ft., DR 5/slashing, plant traits, vulnerability to fire.
Saves: Fort +11, Ref +7, Will +4
Abilities: Str 26, Dex 12, Con 20, Int 2, Wis 14, Cha 6
Skills: Listen +7, Spot +15, Survival +7
Feats: Alertness, Flyby Attack, Wingover
Environment: Temperate mountains (Aundair)
Organization: Solitary, pair, or aerie (5-20)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 9-18 HD (Huge)
Level Adjustment: --

Combat
Blindsense (Ex): The thin feather at the base of a dragonhawk's beak is extremely sensitive to vibration. Combined with the bird's excellent sense of hearing, this gives a dragonhawk blindsense to a range of 60 feet.

Plant Traits: The woodling dragonhawk is immune to paralysis, poison, polymorph, sleep, and stunning. It is not subject to critical hits or mind-affecting effects.

Spell-Like Abilities: 3/day -- speak with plants; 1/day -- entangle, summon nature's ally II, summon nature's ally IV; CL 8th

Vulnerability to Fire (Ex): A woodling dragonhawk has vulnerability to fire. It takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Skills: Dragonhawks have a +8 racial bonus on Spot checks and a +4 racial bonus to Hide and Move Silently.


Dragonhawk Paragon (Epic Level Handbook)
Huge Animal
Hit Dice: 8d8+104 plus 96 (264 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 360 ft. (average)
AC: 49 (-2 size, +8 Dex, +9 natural, +12 luck, +12 insight), touch 40, flatfooted 41
Base Attack/Grapple: +6/+54
Attack: Claw +44 melee (1d8+35)
Full Attack: 2 claws +44 melee (1d8+35) and bite +42 melee (2d6+28) and 2 wings +42 melee (1d6+28)
Space/Reach: 15 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Low-light vision, blindsense 60 ft. resistance to cold and fire 10, DR 10/epic, SR 46, fast healing 20
Saves: Fort +27, Ref +24, Will +21
Abilities: Str 41, Dex 27, Con 35, Int 17, Wis 29, Cha 21
Skills: Diplomacy +21, Listen +24, Spot +32, Survival +24
Feats: Alertness, Flyby Attack, Wingover, MultiattackB
Environment: Temperate mountains (Aundair)
Organization: Solitary, pair, or aerie (5-20)
Challenge Rating: 21
Treasure: None
Alignment: Always neutral
Advancement: 9-18 HD (Huge)
Level Adjustment: --

Combat
Blindsense (Ex): The thin feather at the base of a dragonhawk paragon's beak is extremely sensitive to vibration. Combined with the bird's excellent sense of hearing, this gives a dragonhawk paragon blindsense to a range of 60 feet.

Spell-Like Abilities: 3/day -- greater dispel magic, haste, see invisibility; CL 15th.

Skills: Dragonhawk paragons have a +8 racial bonus on Spot checks.


The next one is complex: I modified the Anthropomorphic template from Savage Species in various ways, such as speed, natural armor, natural weapons, etc... But I believe I came up with a balanced creature.

Anthropomorphic Dragonhawk (Savage Species)
Large Monstrous Humanoid
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 40 ft. (8 squares), fly 120 ft. (good)
AC: 17 (-1 size, +2 Dex, +6 natural), touch 11, flatfooted 15
Base Attack/Grapple: +6/+14
Attack: Claw +9 melee (1d6+4) or melee weapon +9 melee (by weapon) or ranged weapon +7 ranged (by weapon)
Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2) and 2 wings +4 melee (1d4+2); or melee weapon +9/+4 melee (by weapon) and bite +4 melee (1d8+2) and 2 wings +4 melee (1d4+2); or ranged weapon +7/+2 ranged (by weapon)
Space/Reach: 10 ft./10 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft., low-light vision, blindsense 60 ft.
Saves: Fort +5, Ref +7, Will +8
Abilities: Str 18, Dex 14, Con 16, Int 11, Wis 16, Cha 10
Skills: Listen +7, Spot +15, Survival +7
Feats: Alertness, Flyby Attack, Wingover
Environment: Temperate mountains (Aundair)
Organization: Solitary, pair, or aerie (5-20)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral
Advancement: by character class
Level Adjustment: +5

Combat
Blindsense (Ex): The thin feather at the base of an anthropomorphic dragonhawk's beak is extremely sensitive to vibration. Combined with the bird's excellent sense of hearing, this gives an anthropomorphic dragonhawk blindsense to a range of 60 feet.

Skills: Anthropomorphic dragonhawks have a +8 racial bonus on Spot checks.


Phrenic Dragonhawk (Expanded Psionic Handbook)
Huge Magical Beast [augmented animal] (psionic)
Hit Dice: 8d8+40 (76 hp)
Initiative: +1
Speed: 10 ft. (2 squares), fly 120 ft. (average)
AC: 18 (-2 size, +1 Dex, +9 natural), touch 9, flatfooted 17
Base Attack/Grapple: +6/+22
Attack: Claw +12 melee (1d8+8)
Full Attack: 2 claws +12 melee (1d8+8) and bite +7 melee (2d6+4) and 2 wings +7 melee (1d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Psi-like abilities
Special Qualities: Low-light vision, blindsense 60 ft, naturally psionic, power resistance 18
Saves: Fort +11, Ref +7, Will +4
Abilities: Str 26, Dex 12, Con 20, Int 2, Wis 16, Cha 10
Skills: Listen +7, Spot +15, Survival +7
Feats: Alertness, Flyby Attack, Wingover
Environment: Temperate mountains (Aundair)
Organization: Solitary, pair, or aerie (5-20)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 9-18 HD (Huge)
Level Adjustment: --

Combat
Blindsense (Ex): The thin feather at the base of a dragonhawk's beak is extremely sensitive to vibration. Combined with the bird's excellent sense of hearing, this gives a dragonhawk blindsense to a range of 60 feet.

Naturally Psionic (Ex): A phrenic dragonhawk gains 1 bonus power point.

Psi-like Abilities:
3/day - defensive precognition (+3 insight bonus*), empty mind (+5 bonus *), mind thrust (8d10, DC 14*); 1/day - aversion (lasts 10 hours, DC 15*), blast (stunned 2 rounds, DC 15*), body adjustment (3d12*), brain lock (all, DC 13), force screen (+5 AC*). Manifester level 8. The save DCs are Charisma-based.
* Includes augmentation for the creature's manifester level.

Skills: Phrenic dragonhawks have a +8 racial bonus on Spot checks.


Dragonhawk Effigy (Complete Arcane)
Huge Construct
Hit Dice: 8d10+40 (84 hp)
Initiative: +0
Speed: 10 ft. (2 squares), fly 120 ft. (average)
AC: 19 (-2 size, +11 natural), touch 8, flatfooted 19
Base Attack/Grapple: +6/+24
Attack: Claw +12 melee (1d8+8)
Full Attack: 2 claws +12 melee (1d8+8) and bite +7 melee (2d6+4) and 2 wings +7 melee (1d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: --
Special Qualities: Damage Reduction 5/adamantine, construct traits, darkvision 60 ft., low-light vision
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 30, Dex 10, Con --, Int --, Wis 11, Cha 1
Skills: --
Feats: --
Environment: Any
Organization: Any
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: --

Combat
Dragonhawk effigies attack with their talons, sharp beaks, and wings, which deal bludgeoning and slashing damage.


Half-Farspawn Dragonhawk (Lords of Madness)
Huge Outsider (native)
Hit Dice: 8d8+64 (100 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 120 ft. (average)
AC: 22 (-2 size, +2 Dex, +12 natural), touch 10, flatfooted 20
Base Attack/Grapple: +6/+23
Attack: Claw +13 melee (1d8+9); in amorphous form, tentacle +13 melee (1d8+9)
Full Attack: 2 claws +13 melee (1d8+9) and bite +8 melee (2d6+4) and 2 wings +8 melee (1d6+4) and 2 tentacles +8 melee (1d8+4); ; in amorphous form, 4 tentacles +13 melee (1d8+9)
Space/Reach: 15 ft./10 ft. (15 ft. with tentacles)
Special Attacks: True Strike
Special Qualities: Change Shape, low-light vision, blindsense 60 ft., blindsight 60 ft., immunity to poison, damage reduction 5/magic, SR 18
Saves: Fort +11, Ref +7, Will +4
Abilities: Str 28, Dex 14, Con 26, Int 2, Wis 18, Cha 8
Skills: Listen +15, Move Silently +13, Spot +23, Survival +15
Feats: Alertness, Flyby Attack, Wingover
Environment: Temperate mountains (Aundair)
Organization: Solitary, pair, or aerie (5-20)
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 9-18 HD (Huge)
Level Adjustment: --

Combat
A half-farspawn dragonhawk’s natural weapons are treated as magic for the purpose of overcoming damage reduction.

Blindsense (Ex): The thin feather at the base of a half-farspawn dragonhawk's beak is extremely sensitive to vibration. Combined with the bird's excellent sense of hearing, this gives a half-spawned dragonhawk blindsense to a range of 60 feet.

True Strike (Su): Once per day, a half-farspawn dragonhawk can make a normal attack with a +20 insight bonus to a single attack roll. The half-farspawn dragonhawk is not affected by the miss chance that applies to attacks against a concealed target.

Change Shape (Su): As a standard action, a half-spawn dragonhawk can take the form of an amorphous, tentacled mass at will. While in this form, the creature loses its natural attacks except its tentacles. It gains two additional tentacle attacks, cannot be flanked, and is not subject to extre damage from critical hits. Creature native to the Material Plane take a -1 morale penalty on attack rolls against the half-farspawn dragonhawk in its amorphous form.

Skills: Half-farspawn dragonhawks have a +8 racial bonus on Spot checks.


The next one is tricky: I applied the Elemental template from Manual of Planes, but with a Storm Elemental from Monster Manual III. Next, I used the Extraterrestrial template from D20 Future in order to get this creature 2 breath weapons.

Thunderhawk (Storm Elemental “extraterrestrial” Dragonhawk)
Huge Elemental (air, extraplanar)
Hit Dice: 8d8+40 (76 hp)
Initiative: +4
Speed: 10 ft. (2 squares), fly 120 ft. (perfect)
AC: 21 (-2 size, +4 Dex, +12 natural), touch 9, flatfooted 17
Base Attack/Grapple: +6/+22
Attack: Claw +12 melee (1d8+8 plus 1d6 electricity)
Full Attack: 2 claws +12 melee (1d8+8 plus 1d6 electricity) and bite +7 melee (2d6+4 plus 1d6 electricity) and 2 wings +7 melee (1d6+4 plus 1d6 electricity)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapons, shock
Special Qualities: DR 5/magic, immunity to electricity and sonic, darkvision 60 ft., low-light vision, blindsense 60 ft.
Saves: Fort +11, Ref +10, Will +4
Abilities: Str 26, Dex 18, Con 20, Int 2, Wis 14, Cha 6
Skills: Listen +7, Spot +15, Survival +7
Feats: Alertness, Flyby Attack, Wingover
Environment: Temperate mountains (Aundair)
Organization: Solitary, pair, or aerie (5-20)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 9-18 HD (Huge)
Level Adjustment: --

Combat
A thunderhawk’s natural weapons are treated as magic for the purpose of overcoming damage reduction.

Blindsense (Ex): The thin feather at the base of a thunderhawk's beak is extremely sensitive to vibration. Combined with the bird's excellent sense of hearing, this gives a thunderhawk blindsense to a range of 60 feet.

Breath Weapons (Su): Every 1d4 rounds, the thunderhawk can emit a 30-ft long cone of sound that deals 8d6 points of sonic damage (Reflex DC 19 half), or a 60-ft long line of lightning that deals 8d6 points of electricity damage (Reflex DC 19 half).

Shock (Ex): A thunderhawk deals an additional 1d6 points of electricity damage with its natural weapons.

Skills: Thunderhawks have a +8 racial bonus on Spot checks.


Dragonhawk Kaiju (Dragon #289)
Colossal Magical Beast
Hit Dice: 48d10+528 (792 hp)
Initiative: +5
Speed: 20 ft. (4 squares), fly 120 ft. (good)
AC: 45 (-8 size, +1 Dex, +42 natural), touch 7, flatfooted 44
Base Attack/Grapple: +48/+86
Attack: Claw +58 melee (3d6+18)
Full Attack: 2 claws +58 melee (3d6+18) and bite +58 melee (6d6+9/19-20) and 2 wings +58 melee (2d6+9) or electric ray +41 ranged touch (15d6/19-20 electricity)*
Space/Reach: 30 ft./25 ft.
Special Attacks: Electric Ray, Trample 8d6+9, Windstorm
Special Qualities: Darkvision 120 ft., Death Throes, DR 15/epic, Low-light vision, Blindsense 60 ft., SR 31, Immune to electricity and mind-influencing effects,
Saves: Fort +37, Ref +29, Will +20
Abilities: Str 46, Dex 12, Con 32, Int 2, Wis 14, Cha 26
Skills: Listen +47, Spot +55, Survival +47
Feats: Alertness, Flyby Attack, Wingover, Improved Maneuvrability (x2), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Cleave, Multiattack, Improved Multiattack, Improved Natural Attack (Bite), Improved Critical (electric ray), Improved Critical (bite)
Environment: Temperate mountains
Organization: Solitary
Challenge Rating: 21
Treasure: None
Alignment: Always neutral
Advancement: --
Level Adjustment: --
* usable once every 1d4 rounds

Combat
A dragonhawk kaiju’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Blindsense (Ex): The thin feather at the base of a dragonhawk kaiju's beak is extremely sensitive to vibration. Combined with the bird's excellent sense of hearing, this gives a dragonhawk kaiju blindsense to a range of 60 feet.

Death Throes (Su): When killed, the dragonhawk kaiju explodes in a burst of electricity, dealing 20d6 points of electricity damage to everything within 100 feet. Reflex half DC 45. The save DC is Constitution-based.

Electric Ray (Su): Every 1d4 rounds, the dragonhawk kaiju can emit a ray of electricity that deals 15d6 points of electricity damage. The ray has a range of 300 ft. with no range increment.

Trample (Ex): Reflex half DC 52, 8d6+9 damage. The save DC is Strength-based.

Windstorm (Ex): As a standard action, a dragonhawk kaiju can produce a powerful gust of wind by flapping its wings. Everything in a 100-foot long cone, originating from the creature, suffers the effects of windstorm winds.

Skills: A dragonhawk kaiju have a +8 racial bonus on Spot checks.

So what do you think ?
 


Gothenem

Explorer
I have used this creature extensively in my games. It has worked well as a challenge, and it's challenge rating is pretty much dead-on.

To this I introduce the Lightning Stalker: A fiendish half-blue dragon advanced tyrannosaurus with the Elite Array of stats.

Lightning Stalker
Huge Dragon (Augmented Animal, Extraplanar)
Hit Dice: 24d10+198 (328 hp)
Initiative: +1
Speed: 40 ft. (8 squares), fly 80 ft. (average)
Armor Class: 18 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17
Base Attack/Grapple: +18/+42
Attack: bite +32 melee (3d6+16)
Full Attack: bite +32 melee (3d6+16) and 2 claws +30 (2d6+8) and tail slap +30 (2d6+8)
Space/Reach: 15 ft./10 ft.
Special Attacks: breath weapon, improved grab, smite good, swallow whole
Special Qualities: damage reduction 10/magic, darkvision 60 ft., immunity to electricity, paralysis and sleep, low-light vision, resist cold 10 and fire 10, SR 25
Saves: Fort +22, Ref +15, Will +9
Abilities: Str 42, Dex 12, Con 26, Int 6, Wis 12, Cha 14
Skills: Escape Artist +8, Hide +20, Jump +26, Listen +30, Spot +30
Feats: Dragon Breath, Dragon Tail, Improved Natural Attack (Bite), Improved Natural Attack (Claw), Multiattack, Run, Toughness x2, Track
Environment: Warm deserts and plains
Organization: Solitary or clutch (2-4)
Challenge Rating: 14
Treasure: None
Alignment: Always Lawful Evil
Advancement: 25-36 HD (Huge); 37-54 HD (Gargantuan)
Level Adjustment: -

This blue scaled draconic creature, almost invisible against the sky above it, regards you with a hungry look. With it's huge mouth open, the creature descends.

Lightning Stalkers are deadly creatures, the result of the mating between a possessed blue dragon and a tyrannosaurus. These powerful creature heavily favor their dragonic parent, being able to breathe just as often and use their massive tails as weapons. Lightning Stalkers are more intelligent then their dinosaur parent, but not as intelligent as their draconic or fiendish one.
Lightning Stalkers speak Draconic.

Combat
Lightning Stalkers prefer hit-and-run tactics, often flying in, grabbing and swallowing a creature, then flying out. They will use their breath weapon to keep flying opponents away.
Breath Weapon (Su): Every 1d4 rounds a lightning stalker can breathe a 60-foot line of lightning. All creatures in the line must make a successful DC 30 reflex save or take 6d8 damage. A successful save reduces the damage to half. The save DC is Constitution-based.
Improved Grab (Ex): To use this ability, a lightning stalker must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Smite Good (Su): Once per day, a lightning stalker can make a normal melee attack a smite attack. This attack deals an additional 20 points of damage against a good opponent.
Swallow Whole (Ex): A lightning stalker can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the lightning stalker’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge lightning stalker’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
 


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