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[1E to 3.5] Aerial Servant to Luck Eater (updated 04/06)
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<blockquote data-quote="Mark Chance" data-source="post: 2113172" data-attributes="member: 2795"><p><strong><span style="color: plum">CARRION CRAWLER </span></strong></p><p>Large Aberration</p><p><strong><span style="color: plum">Hit Dice</span></strong>: 3d8+12 (25 hp)</p><p><strong><span style="color: plum">Initiative</span></strong>: +0</p><p><strong><span style="color: plum">Speed</span></strong>: 30 ft. (6 squares), climb 30 ft.</p><p><strong><span style="color: plum">Armor Class</span></strong>: 16 (-1 size, +4 natural, +2 shield), touch 9, flat-footed 16</p><p><strong><span style="color: plum">Base Attack/Grapple</span></strong>: +2/+8</p><p><strong><span style="color: plum">Attack</span></strong>: Tentacle +4 melee (1d3+2 plus paralysis)</p><p><strong><span style="color: plum">Full Attack</span></strong>: 8 tentacles +4 melee (1d3+2 plus paralysis)</p><p><strong><span style="color: plum">Space/Reach</span></strong>: 10 ft./5 ft.</p><p><strong><span style="color: plum">Special Attacks</span></strong>: Paralysis</p><p><strong><span style="color: plum">Special Qualities</span></strong>: Darkvision 60 ft., immune to paralysis, shielded head</p><p><strong><span style="color: plum">Saves</span></strong>: Fort +7, Ref +1, Will +4</p><p><strong><span style="color: plum">Abilities</span></strong>: Str 15, Dex 11, Con 19, Int 12, Wis 12, Cha 8</p><p><strong><span style="color: plum">Skills</span></strong>: Climb +16, Listen +9, Spot +9</p><p><strong><span style="color: plum">Feats</span></strong>: Alertness, Great Fortitude</p><p><strong><span style="color: plum">Environment</span></strong>: Any underground</p><p><strong><span style="color: plum">Organization</span></strong>: Solitary or association (2-6)</p><p><strong><span style="color: plum">Challenge Rating</span></strong>: 4</p><p><strong><span style="color: plum">Treasure</span></strong>: Standard</p><p><strong><span style="color: plum">Alignment</span></strong>: Always neutral</p><p><strong><span style="color: plum">Advancement</span></strong>: 4-6 HD (Large); 7-9 HD (Huge)</p><p><strong><span style="color: plum">Level Adjustment</span></strong>: --</p><p></p><p>Carrion crawlers are horrible, much feared denizens of subterranea. A crawler appears very much like 8 to 9-foot-long cutworm, except for the thick plate of bony chitin that covers much of its grotesque head and the eight cruelly clawed tentacles that surround its mandibles. These tentacles are not long, being only about two or three feet in length, but are quite flexible and exude a paralyzing mucous. Although it is technically an invertebrate, a crawler's thick, leathery body is internally supported by a spongy yet strong lattice of cartilaginous tissue.</p><p></p><p>Carrion crawlers hunt the subterranean world, and they aren't picky about what they eat (hence their name). Paralyzed prey is typically dragged back to a lair before it is consumed while still alive.</p><p></p><p>Carrion crawlers do not speak, but communicate with their own kind by a surprising sophisticated system touches, tentacle wiggles, and mandible clicks.</p><p></p><p><strong><span style="color: plum">COMBAT</span></strong></p><p></p><p>Carrion crawlers prefer to attack from above, rushing down walls from ceilings to bring their tentacles into play. </p><p></p><p><strong><span style="color: plum">Paralysis (Ex)</span></strong>: Any living creature struck by a carrion crawler's tentacle must make a DC 15 Fortitude save or be paralyzed for 1d4+1 hours. The save is Constitution-based.</p><p></p><p><strong><span style="color: plum">Shielded Head (Ex)</span></strong>: A carrion crawler's bony head plate works somewhat like a shield. A carrion crawler can only apply the shield bonus to its AC against a single foe each round.</p><p></p><p><strong><span style="color: plum">Skills</span></strong>: A carrion crawler gains a +8 racial bonus on Climb checks, and can take 10 on a Climb check even if rushed or threatened.</p><p></p><p></p><p><strong><span style="color: yellowgreen">CATOBLEPAS </span></strong></p><p>Large Magical Beast</p><p><strong><span style="color: yellowgreen">Hit Dice</span></strong>: 6d10+18 (51 hp)</p><p><strong><span style="color: yellowgreen">Initiative</span></strong>: +4</p><p><strong><span style="color: yellowgreen">Speed</span></strong>: 20 ft. (4 squares), swim 20 ft.</p><p><strong><span style="color: yellowgreen">Armor Class</span></strong>: 13 (-1 size, +4 natural), touch 9, flat-footed 13</p><p><strong><span style="color: yellowgreen">Base Attack/Grapple</span></strong>: +6/+16</p><p><strong><span style="color: yellowgreen">Attack</span></strong>: Tail +11 melee (1d6+9 plus stun), or death ray +6 ranged touch (death or 3d6+6)</p><p><strong><span style="color: yellowgreen">Full Attack</span></strong>: Tail +11 melee (1d6+9 plus stun), or death ray +6 ranged touch (death or 3d6+6)</p><p><strong><span style="color: yellowgreen">Space/Reach</span></strong>: 10 ft./10 ft.</p><p><strong><span style="color: yellowgreen">Special Attacks</span></strong>: Death gaze, stunning blow</p><p><strong><span style="color: yellowgreen">Special Qualities</span></strong>: Darkvision 60 ft., low-light vision</p><p><strong><span style="color: yellowgreen">Saves</span></strong>: Fort +8, Ref +5, Will +3</p><p><strong><span style="color: yellowgreen">Abilities</span></strong>: Str 22, Dex 10, Con 16, Int 4, Wis 13, Cha 6</p><p><strong><span style="color: yellowgreen">Skills</span></strong>: Listen +5, Spot +5, Swim +15</p><p><strong><span style="color: yellowgreen">Feats</span></strong>: Improved Initiative, Improved Overrun, Power Attack</p><p><strong><span style="color: yellowgreen">Environment</span></strong>: Warm and temperate marshes</p><p><strong><span style="color: yellowgreen">Organization</span></strong>: Solitary or pair</p><p><strong><span style="color: yellowgreen">Challenge Rating</span></strong>: 7</p><p><strong><span style="color: yellowgreen">Treasure</span></strong>: None</p><p><strong><span style="color: yellowgreen">Alignment</span></strong>: Always neutral</p><p><strong><span style="color: yellowgreen">Advancement</span></strong>: 7-12 HD (Large); 13-24 HD (Huge)</p><p><strong><span style="color: yellowgreen">Level Adjustment</span></strong>: --</p><p></p><p>A catoblepas (pronounced <em>kuh-TOB-lep-us</em>) appears to be a horrifying mixture of animals. It has a bulbous body like a hippopotamus, a long neck like a giraffe, the grotesque head of a warthog, a serpentine tail ending with a cluster of bony growths, and blood-red eyes that contain deadly supernatural power. Fortunately, the catoblepas is normally solitary, pairing up only during a brief mating season. Like both the hippopotamus and the warthog, this magical beast has a foul temper and seldom hesitates to attack any creature that ventures too close.</p><p></p><p>Catoblepases are omnivores who feed mostly on swamp plants, snakes, amphibians, and small mammals.</p><p></p><p><strong><span style="color: yellowgreen">COMBAT</span></strong></p><p></p><p>Despite its bulk, a catoblepas is surprisingly quick to react. It charges to lash out with its knobby tail. Those who meet its gaze often die. A catoblepas tends to attack whatever most recently injured it, using its death ray against ranged target.</p><p></p><p><strong><span style="color: yellowgreen">Death Gaze (Su)</span></strong>: Death, range 40 feet, Fortitude DC 11 negates. As a standard action, a catoblepas can focus its gaze into ray with a range of 40 feet, but this prevents its death gaze from affecting anyone for 1 round. This ray is equal to <em>finger of death</em> as from a 6th-level caster. The victim is allowed a DC 15 Fortitude save to avoid death; it takes 3d6+6 points of damage even with a successful save. The save DCs are Charisma-based.</p><p></p><p><strong><span style="color: yellowgreen">Stunning Blow (Ex)</span></strong>: Any creature size Large or smaller struck by a catoblepas's knobby tail must make a DC 19 Fortitude save or be stunned for 1 round. The save is Strength-based.</p><p></p><p><strong><span style="color: yellowgreen">Skills</span></strong>: A catoblepas has a +8 racial bonus on Swim checks, and can take on a Swim check even when rushed or threatened.</p><p></p><p></p><p><strong><span style="color: green">CRANE, GIANT</span></strong></p><p>Medium Outsider (Native)</p><p><strong><span style="color: green">Hit Dice</span></strong>: 3d8 (13 hp)</p><p><strong><span style="color: green">Initiative</span></strong>: +4</p><p><strong><span style="color: green">Speed</span></strong>: 30 ft. (6 squares), fly 60 ft. (average)</p><p><strong><span style="color: green">Armor Class</span></strong>: 23 (+4 Dex, +5 natural, +4 Wis), touch 18, flat-footed 19</p><p><strong><span style="color: green">Base Attack/Grapple</span></strong>: +3/+3</p><p><strong><span style="color: green">Attack</span></strong>: Beak stab +7 melee (1d10)</p><p><strong><span style="color: green">Full Attack</span></strong>: 2 beak stabs +5 melee (1d10)</p><p><strong><span style="color: green">Space/Reach</span></strong>: 5 ft./5 ft.</p><p><strong><span style="color: green">Special Attacks</span></strong>: Flurry of blows, spells</p><p><strong><span style="color: green">Special Qualities</span></strong>: Damage reduction 5/evil, darkvision 60 ft., evasion, still mind</p><p><strong><span style="color: green">Saves</span></strong>: Fort +3, Ref +7, Will +7</p><p><strong><span style="color: green">Abilities</span></strong>: Str 10, Dex 18, Con 10, Int 17, Wis 19, Cha 17</p><p><strong><span style="color: green">Skills</span></strong>: Concentration +6, Diplomacy +11, Hide +10, Knowledge (any one) +9, Knowledge (nature) +11, Listen +10, Move Silently +10, Perform (singing) +9, Sense Motive +10, Spot +10, Survival +9*</p><p><strong><span style="color: green">Feats</span></strong>: Combat Reflexes (B), Stunning Fist (B), Track, Weapon Finesse</p><p><strong><span style="color: green">Environment</span></strong>: Temperate marshes</p><p><strong><span style="color: green">Organization</span></strong>: Solitary, pair, or flock (3-18)</p><p><strong><span style="color: green">Challenge Rating</span></strong>: 5</p><p><strong><span style="color: green">Treasure</span></strong>: Standard</p><p><strong><span style="color: green">Alignment</span></strong>: Any good</p><p><strong><span style="color: green">Advancement</span></strong>: 4-6 HD (Medium); 7-9 HD (Large)</p><p><strong><span style="color: green">Level Adjustment</span></strong>: +4</p><p></p><p>The giant crane is a graceful, magical bird that in ages past taught certain martial arts to good-aligned warriors. It appears like a normal crane except for its size and eyes. A giant crane stands nearly seven feet tall. Its eyes shine like gold. Giant cranes live in marshlands where they hunt large fish, turtles, and snakes. They also keep careful watch for evil creatures, which giant cranes cannot abide.</p><p></p><p>Giant cranes speak Celestial and Common. Most speak one other language as well.</p><p></p><p><strong><span style="color: green">COMBAT</span></strong></p><p></p><p>A giant crane prefers to avoid combat, but it is still a capable combatant. It moves with grace and precision, striking with its spear-like beak. A giant crane's natural weapon is treated as good-aligned for the purpose of overcoming damage reduction.</p><p></p><p><strong><span style="color: green">Flurry of Blows (Ex)</span></strong>: A giant crane can make a flurry of blows just like a 3rd-level monk.</p><p></p><p><strong><span style="color: green">Spells</span></strong>: A giant crane casts spells as a 9th-level bard. It can choose its spells known from the bard list, and from the lists for the Good, Protection, and Water domains. A giant crane never needs material, focus, or divine focus components for its spells.</p><p></p><p><strong><span style="color: green">Typical Spells Known</span></strong> (save DC 13 + spell level; 3/4/4/3 per day): 0 - <em>dancing lights, daze, detect magic, ghost sound, mage hand, resistance</em>; 1st - <em>cause fear, cure light wounds, sanctuary, sleep</em>; 2nd - <em>cure moderate wounds, fog cloud, glitterdust, silence</em>; 3rd - <em>charm monster, cure serious wounds, magic circle against evil</em>.</p><p></p><p><strong><span style="color: green">Evasion (Ex)</span></strong>: If a giant crane makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. A helpless giant crane does not gain the benefit of evasion and also loses the Wisdom bonus to AC.</p><p></p><p><strong><span style="color: green">Still Mind (Ex)</span></strong>: A giant crane gains a +2 bonus on saving throws against spells and effects from the school of enchantment.</p><p></p><p><strong><span style="color: green">Stunning Fist (Ex)</span></strong>: A giant crane can use this feat three times per day. The Fortitude save DC is 15.</p><p></p><p><strong><span style="color: green">Skills</span></strong>: *A giant crane gains a +2 bonus on Survival checks in aboveground natural environments.</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 2113172, member: 2795"] [b][color=plum]CARRION CRAWLER [/color][/b][color=plum][/color] Large Aberration [b][color=plum]Hit Dice[/color][/b][color=plum][/color]: 3d8+12 (25 hp) [b][color=plum]Initiative[/color][/b][color=plum][/color]: +0 [b][color=plum]Speed[/color][/b][color=plum][/color]: 30 ft. (6 squares), climb 30 ft. [b][color=plum]Armor Class[/color][/b][color=plum][/color]: 16 (-1 size, +4 natural, +2 shield), touch 9, flat-footed 16 [b][color=plum]Base Attack/Grapple[/color][/b][color=plum][/color]: +2/+8 [b][color=plum]Attack[/color][/b][color=plum][/color]: Tentacle +4 melee (1d3+2 plus paralysis) [b][color=plum]Full Attack[/color][/b][color=plum][/color]: 8 tentacles +4 melee (1d3+2 plus paralysis) [b][color=plum]Space/Reach[/color][/b][color=plum][/color]: 10 ft./5 ft. [b][color=plum]Special Attacks[/color][/b][color=plum][/color]: Paralysis [b][color=plum]Special Qualities[/color][/b][color=plum][/color]: Darkvision 60 ft., immune to paralysis, shielded head [b][color=plum]Saves[/color][/b][color=plum][/color]: Fort +7, Ref +1, Will +4 [b][color=plum]Abilities[/color][/b][color=plum][/color]: Str 15, Dex 11, Con 19, Int 12, Wis 12, Cha 8 [b][color=plum]Skills[/color][/b][color=plum][/color]: Climb +16, Listen +9, Spot +9 [b][color=plum]Feats[/color][/b][color=plum][/color]: Alertness, Great Fortitude [b][color=plum]Environment[/color][/b][color=plum][/color]: Any underground [b][color=plum]Organization[/color][/b][color=plum][/color]: Solitary or association (2-6) [b][color=plum]Challenge Rating[/color][/b][color=plum][/color]: 4 [b][color=plum]Treasure[/color][/b][color=plum][/color]: Standard [b][color=plum]Alignment[/color][/b][color=plum][/color]: Always neutral [b][color=plum]Advancement[/color][/b][color=plum][/color]: 4-6 HD (Large); 7-9 HD (Huge) [b][color=plum]Level Adjustment[/color][/b][color=plum][/color]: -- Carrion crawlers are horrible, much feared denizens of subterranea. A crawler appears very much like 8 to 9-foot-long cutworm, except for the thick plate of bony chitin that covers much of its grotesque head and the eight cruelly clawed tentacles that surround its mandibles. These tentacles are not long, being only about two or three feet in length, but are quite flexible and exude a paralyzing mucous. Although it is technically an invertebrate, a crawler's thick, leathery body is internally supported by a spongy yet strong lattice of cartilaginous tissue. Carrion crawlers hunt the subterranean world, and they aren't picky about what they eat (hence their name). Paralyzed prey is typically dragged back to a lair before it is consumed while still alive. Carrion crawlers do not speak, but communicate with their own kind by a surprising sophisticated system touches, tentacle wiggles, and mandible clicks. [b][color=plum]COMBAT[/color][/b][color=plum][/color] Carrion crawlers prefer to attack from above, rushing down walls from ceilings to bring their tentacles into play. [b][color=plum]Paralysis (Ex)[/color][/b][color=plum][/color]: Any living creature struck by a carrion crawler's tentacle must make a DC 15 Fortitude save or be paralyzed for 1d4+1 hours. The save is Constitution-based. [b][color=plum]Shielded Head (Ex)[/color][/b][color=plum][/color]: A carrion crawler's bony head plate works somewhat like a shield. A carrion crawler can only apply the shield bonus to its AC against a single foe each round. [b][color=plum]Skills[/color][/b][color=plum][/color]: A carrion crawler gains a +8 racial bonus on Climb checks, and can take 10 on a Climb check even if rushed or threatened. [b][color=yellowgreen]CATOBLEPAS [/color][/b][color=yellowgreen][/color] Large Magical Beast [b][color=yellowgreen]Hit Dice[/color][/b][color=yellowgreen][/color]: 6d10+18 (51 hp) [b][color=yellowgreen]Initiative[/color][/b][color=yellowgreen][/color]: +4 [b][color=yellowgreen]Speed[/color][/b][color=yellowgreen][/color]: 20 ft. (4 squares), swim 20 ft. [b][color=yellowgreen]Armor Class[/color][/b][color=yellowgreen][/color]: 13 (-1 size, +4 natural), touch 9, flat-footed 13 [b][color=yellowgreen]Base Attack/Grapple[/color][/b][color=yellowgreen][/color]: +6/+16 [b][color=yellowgreen]Attack[/color][/b][color=yellowgreen][/color]: Tail +11 melee (1d6+9 plus stun), or death ray +6 ranged touch (death or 3d6+6) [b][color=yellowgreen]Full Attack[/color][/b][color=yellowgreen][/color]: Tail +11 melee (1d6+9 plus stun), or death ray +6 ranged touch (death or 3d6+6) [b][color=yellowgreen]Space/Reach[/color][/b][color=yellowgreen][/color]: 10 ft./10 ft. [b][color=yellowgreen]Special Attacks[/color][/b][color=yellowgreen][/color]: Death gaze, stunning blow [b][color=yellowgreen]Special Qualities[/color][/b][color=yellowgreen][/color]: Darkvision 60 ft., low-light vision [b][color=yellowgreen]Saves[/color][/b][color=yellowgreen][/color]: Fort +8, Ref +5, Will +3 [b][color=yellowgreen]Abilities[/color][/b][color=yellowgreen][/color]: Str 22, Dex 10, Con 16, Int 4, Wis 13, Cha 6 [b][color=yellowgreen]Skills[/color][/b][color=yellowgreen][/color]: Listen +5, Spot +5, Swim +15 [b][color=yellowgreen]Feats[/color][/b][color=yellowgreen][/color]: Improved Initiative, Improved Overrun, Power Attack [b][color=yellowgreen]Environment[/color][/b][color=yellowgreen][/color]: Warm and temperate marshes [b][color=yellowgreen]Organization[/color][/b][color=yellowgreen][/color]: Solitary or pair [b][color=yellowgreen]Challenge Rating[/color][/b][color=yellowgreen][/color]: 7 [b][color=yellowgreen]Treasure[/color][/b][color=yellowgreen][/color]: None [b][color=yellowgreen]Alignment[/color][/b][color=yellowgreen][/color]: Always neutral [b][color=yellowgreen]Advancement[/color][/b][color=yellowgreen][/color]: 7-12 HD (Large); 13-24 HD (Huge) [b][color=yellowgreen]Level Adjustment[/color][/b][color=yellowgreen][/color]: -- A catoblepas (pronounced [i]kuh-TOB-lep-us[/i]) appears to be a horrifying mixture of animals. It has a bulbous body like a hippopotamus, a long neck like a giraffe, the grotesque head of a warthog, a serpentine tail ending with a cluster of bony growths, and blood-red eyes that contain deadly supernatural power. Fortunately, the catoblepas is normally solitary, pairing up only during a brief mating season. Like both the hippopotamus and the warthog, this magical beast has a foul temper and seldom hesitates to attack any creature that ventures too close. Catoblepases are omnivores who feed mostly on swamp plants, snakes, amphibians, and small mammals. [b][color=yellowgreen]COMBAT[/color][/b][color=yellowgreen][/color] Despite its bulk, a catoblepas is surprisingly quick to react. It charges to lash out with its knobby tail. Those who meet its gaze often die. A catoblepas tends to attack whatever most recently injured it, using its death ray against ranged target. [b][color=yellowgreen]Death Gaze (Su)[/color][/b][color=yellowgreen][/color]: Death, range 40 feet, Fortitude DC 11 negates. As a standard action, a catoblepas can focus its gaze into ray with a range of 40 feet, but this prevents its death gaze from affecting anyone for 1 round. This ray is equal to [i]finger of death[/i] as from a 6th-level caster. The victim is allowed a DC 15 Fortitude save to avoid death; it takes 3d6+6 points of damage even with a successful save. The save DCs are Charisma-based. [b][color=yellowgreen]Stunning Blow (Ex)[/color][/b][color=yellowgreen][/color]: Any creature size Large or smaller struck by a catoblepas's knobby tail must make a DC 19 Fortitude save or be stunned for 1 round. The save is Strength-based. [b][color=yellowgreen]Skills[/color][/b][color=yellowgreen][/color]: A catoblepas has a +8 racial bonus on Swim checks, and can take on a Swim check even when rushed or threatened. [b][color=green]CRANE, GIANT[/color][/b][color=green][/color] Medium Outsider (Native) [b][color=green]Hit Dice[/color][/b][color=green][/color]: 3d8 (13 hp) [b][color=green]Initiative[/color][/b][color=green][/color]: +4 [b][color=green]Speed[/color][/b][color=green][/color]: 30 ft. (6 squares), fly 60 ft. (average) [b][color=green]Armor Class[/color][/b][color=green][/color]: 23 (+4 Dex, +5 natural, +4 Wis), touch 18, flat-footed 19 [b][color=green]Base Attack/Grapple[/color][/b][color=green][/color]: +3/+3 [b][color=green]Attack[/color][/b][color=green][/color]: Beak stab +7 melee (1d10) [b][color=green]Full Attack[/color][/b][color=green][/color]: 2 beak stabs +5 melee (1d10) [b][color=green]Space/Reach[/color][/b][color=green][/color]: 5 ft./5 ft. [b][color=green]Special Attacks[/color][/b][color=green][/color]: Flurry of blows, spells [b][color=green]Special Qualities[/color][/b][color=green][/color]: Damage reduction 5/evil, darkvision 60 ft., evasion, still mind [b][color=green]Saves[/color][/b][color=green][/color]: Fort +3, Ref +7, Will +7 [b][color=green]Abilities[/color][/b][color=green][/color]: Str 10, Dex 18, Con 10, Int 17, Wis 19, Cha 17 [b][color=green]Skills[/color][/b][color=green][/color]: Concentration +6, Diplomacy +11, Hide +10, Knowledge (any one) +9, Knowledge (nature) +11, Listen +10, Move Silently +10, Perform (singing) +9, Sense Motive +10, Spot +10, Survival +9* [b][color=green]Feats[/color][/b][color=green][/color]: Combat Reflexes (B), Stunning Fist (B), Track, Weapon Finesse [b][color=green]Environment[/color][/b][color=green][/color]: Temperate marshes [b][color=green]Organization[/color][/b][color=green][/color]: Solitary, pair, or flock (3-18) [b][color=green]Challenge Rating[/color][/b][color=green][/color]: 5 [b][color=green]Treasure[/color][/b][color=green][/color]: Standard [b][color=green]Alignment[/color][/b][color=green][/color]: Any good [b][color=green]Advancement[/color][/b][color=green][/color]: 4-6 HD (Medium); 7-9 HD (Large) [b][color=green]Level Adjustment[/color][/b][color=green][/color]: +4 The giant crane is a graceful, magical bird that in ages past taught certain martial arts to good-aligned warriors. It appears like a normal crane except for its size and eyes. A giant crane stands nearly seven feet tall. Its eyes shine like gold. Giant cranes live in marshlands where they hunt large fish, turtles, and snakes. They also keep careful watch for evil creatures, which giant cranes cannot abide. Giant cranes speak Celestial and Common. Most speak one other language as well. [b][color=green]COMBAT[/color][/b][color=green][/color] A giant crane prefers to avoid combat, but it is still a capable combatant. It moves with grace and precision, striking with its spear-like beak. A giant crane's natural weapon is treated as good-aligned for the purpose of overcoming damage reduction. [b][color=green]Flurry of Blows (Ex)[/color][/b][color=green][/color]: A giant crane can make a flurry of blows just like a 3rd-level monk. [b][color=green]Spells[/color][/b][color=green][/color]: A giant crane casts spells as a 9th-level bard. It can choose its spells known from the bard list, and from the lists for the Good, Protection, and Water domains. A giant crane never needs material, focus, or divine focus components for its spells. [b][color=green]Typical Spells Known[/color][/b][color=green][/color] (save DC 13 + spell level; 3/4/4/3 per day): 0 - [i]dancing lights, daze, detect magic, ghost sound, mage hand, resistance[/i]; 1st - [i]cause fear, cure light wounds, sanctuary, sleep[/i]; 2nd - [i]cure moderate wounds, fog cloud, glitterdust, silence[/i]; 3rd - [i]charm monster, cure serious wounds, magic circle against evil[/i]. [b][color=green]Evasion (Ex)[/color][/b][color=green][/color]: If a giant crane makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. A helpless giant crane does not gain the benefit of evasion and also loses the Wisdom bonus to AC. [b][color=green]Still Mind (Ex)[/color][/b][color=green][/color]: A giant crane gains a +2 bonus on saving throws against spells and effects from the school of enchantment. [b][color=green]Stunning Fist (Ex)[/color][/b][color=green][/color]: A giant crane can use this feat three times per day. The Fortitude save DC is 15. [b][color=green]Skills[/color][/b][color=green][/color]: *A giant crane gains a +2 bonus on Survival checks in aboveground natural environments. [/QUOTE]
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