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[3.5] Volume of Creatures Maddening & Magnificent
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<blockquote data-quote="Studio69" data-source="post: 4476001" data-attributes="member: 72650"><p><strong>Halcanthus CR 20</strong></p><p>Lawful Evil Large Magical Beast</p><p><strong>Init </strong>+10; <strong>Senses</strong> Low-Light Vision, Scent; Listen +23, Spot +23</p><p>----------------------------------------------------------</p><p><strong>DEFENSE</strong></p><p>----------------------------------------------------------</p><p><strong>AC</strong> 27, touch 17, flat-footed 25 (-1 size, +20 natural [+5 from Amulet], +2 Dex, +6 Monk [+1 from Belt])</p><p><strong>HP</strong> 164 (12D8+48, 5D8+12)</p><p><strong>Fort </strong>+16, <strong>Ref</strong> +14, <strong>Will</strong> +11 (+13 v. Enchantment effects)</p><p><strong>Defensive Abilities</strong> Improved Evasion (see below)</p><p><strong>Immune</strong> poison</p><p>----------------------------------------------------------</p><p><strong>OFFENSE</strong></p><p>----------------------------------------------------------</p><p><strong>Spd</strong> 80 ft. (16 squares), Brachiation 80 ft. (16 squares), Run 400 ft. (2,000 squares)</p><p><strong>Melee</strong> Bite +23 melee (2d6+11), Tail +22 (1d8+11)</p><p><strong>Space</strong> 10 ft. (2x2 squares);<strong> Reach</strong> 5 ft.</p><p><strong>Special Attacks</strong> Unarmed Attack melee +24/+24/+24/+19 (3d8+11)</p><p>----------------------------------------------------------</p><p><strong>TACTICS</strong></p><p>----------------------------------------------------------</p><p><strong>During Combat</strong> Halcanthus swings down from the treetops trying to pin the most powerful opponent. If he is successful, his massive back paws keep his foe pinned while he pummels them using his flurry of blows.</p><p>----------------------------------------------------------</p><p><strong>STATISTICS</strong></p><p>----------------------------------------------------------</p><p><strong>Str</strong> 32, <strong>Dex</strong> 14,<strong> Con</strong> 18, <strong>Int </strong>20, <strong>Wis</strong> 16, <strong>Cha</strong> 7 </p><p><strong>Base Atk</strong> +11/+6; <strong>Grp</strong> +26</p><p><strong>Feats</strong> Deflect ArrowsB, Improved Natural Armor, Improved Natural Attack (Bite), Improved TripB, Improved Initiative, Improved Unarmed StrikeB, Lightning Initiative, Run, Stunning FistB, Weapon Focus (Unarmed)</p><p><strong>Skills</strong> Climb +30, Hide +10, Jump +16, Knowledge (geography) +10, Knowledge (nature) +10, Listen +23, Spot +23, Survival +13, Swim +16.</p><ul> <li data-xf-list-type="ul">Baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. +4 bonus on Jump checks for any jumps made after a running start. +2 bonus on Survival check to avoid getting lost or to avoid natural hazards. +2 bonus on Survival checks made in aboveground natural environments.</li> </ul><p><strong>Languages</strong> Common, Auran, Aquan, Ignan, Sylvan, Terran</p><p>----------------------------------------------------------</p><p><strong>SPECIAL ABILITIES</strong></p><p>----------------------------------------------------------</p><ul> <li data-xf-list-type="ul"><strong>Abundant Step (Su):</strong> Halcanthus can slip magically between spaces, as if using the spell dimension door, once per day. His caster level for this effect is one-half his monk level (6th).</li> <li data-xf-list-type="ul"><strong>Diamond Body (Su):</strong> Halcanthus us immune to poisons of all kinds.<br /> <strong>Improved Evasion (Ex):</strong> When Halcanthus makes a successful reflex save he takes no damage from the attack. If he fails his save, he only takes half the amount of damage. If Halcanthus is rendered helpless, he does not gain the benefit of this ability.</li> <li data-xf-list-type="ul"><strong><em>Ki</em> Strike (Su):</strong> Halcanthus’ unarmed attacks are empowered with <em>ki</em>. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Halcanthus’ unarmed attacks are treated as lawful and adamantine weapons for the purpose of dealing damage to creatures with damage reduction. </li> <li data-xf-list-type="ul"><strong>Purity of Body (Ex):</strong> Halcanthus is immune to all diseases except for supernatural and magical diseases.</li> <li data-xf-list-type="ul"><strong>Scent (Ex):</strong> Can detect approaching enemies, sniff out hidden foes, and track by sense of smell.</li> <li data-xf-list-type="ul"><strong>Slow Fall (Ex):</strong> When Halcanthus is within arm’s reach of a wall, he can use it to slow his descent. When using this ability, Halcanthus takes damage as if the fall were 60 feet shorter than it actually is.</li> <li data-xf-list-type="ul"><strong>Still Mind (Ex):</strong> Halcanthus gains a +2 bonus on saving throws against spells and effects from the school of enchantment.</li> <li data-xf-list-type="ul"><strong>Wholeness of Body (Su):</strong> Halcanthus can heal his own wounds. He can heal 24 hit points of damage each day, and he can spread this healing out among several uses.</li> </ul><p>----------------------------------------------------------</p><p><strong>ECOLOGY</strong></p><p>----------------------------------------------------------</p><p><strong>Environment</strong> Warm Plains </p><p><strong>Treasure</strong> Amulet of Natural Armor +5, Monk’s Belt</p><p><strong>Advancement</strong> by class; Monk</p></blockquote><p></p>
[QUOTE="Studio69, post: 4476001, member: 72650"] [B]Halcanthus CR 20[/B] Lawful Evil Large Magical Beast [B]Init [/B]+10; [B]Senses[/B] Low-Light Vision, Scent; Listen +23, Spot +23 ---------------------------------------------------------- [B]DEFENSE[/B] ---------------------------------------------------------- [B]AC[/B] 27, touch 17, flat-footed 25 (-1 size, +20 natural [+5 from Amulet], +2 Dex, +6 Monk [+1 from Belt]) [B]HP[/B] 164 (12D8+48, 5D8+12) [B]Fort [/B]+16, [B]Ref[/B] +14, [B]Will[/B] +11 (+13 v. Enchantment effects) [B]Defensive Abilities[/B] Improved Evasion (see below) [B]Immune[/B] poison ---------------------------------------------------------- [B]OFFENSE[/B] ---------------------------------------------------------- [B]Spd[/B] 80 ft. (16 squares), Brachiation 80 ft. (16 squares), Run 400 ft. (2,000 squares) [B]Melee[/B] Bite +23 melee (2d6+11), Tail +22 (1d8+11) [B]Space[/B] 10 ft. (2x2 squares);[B] Reach[/B] 5 ft. [B]Special Attacks[/B] Unarmed Attack melee +24/+24/+24/+19 (3d8+11) ---------------------------------------------------------- [B]TACTICS[/B] ---------------------------------------------------------- [B]During Combat[/B] Halcanthus swings down from the treetops trying to pin the most powerful opponent. If he is successful, his massive back paws keep his foe pinned while he pummels them using his flurry of blows. ---------------------------------------------------------- [B]STATISTICS[/B] ---------------------------------------------------------- [B]Str[/B] 32, [B]Dex[/B] 14,[B] Con[/B] 18, [B]Int [/B]20, [B]Wis[/B] 16, [B]Cha[/B] 7 [B]Base Atk[/B] +11/+6; [B]Grp[/B] +26 [B]Feats[/B] Deflect ArrowsB, Improved Natural Armor, Improved Natural Attack (Bite), Improved TripB, Improved Initiative, Improved Unarmed StrikeB, Lightning Initiative, Run, Stunning FistB, Weapon Focus (Unarmed) [B]Skills[/B] Climb +30, Hide +10, Jump +16, Knowledge (geography) +10, Knowledge (nature) +10, Listen +23, Spot +23, Survival +13, Swim +16. [list][*]Baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. +4 bonus on Jump checks for any jumps made after a running start. +2 bonus on Survival check to avoid getting lost or to avoid natural hazards. +2 bonus on Survival checks made in aboveground natural environments.[/list] [B]Languages[/B] Common, Auran, Aquan, Ignan, Sylvan, Terran ---------------------------------------------------------- [B]SPECIAL ABILITIES[/B] ---------------------------------------------------------- [LIST][*][B]Abundant Step (Su):[/B] Halcanthus can slip magically between spaces, as if using the spell dimension door, once per day. His caster level for this effect is one-half his monk level (6th). [*][B]Diamond Body (Su):[/B] Halcanthus us immune to poisons of all kinds. [B]Improved Evasion (Ex):[/B] When Halcanthus makes a successful reflex save he takes no damage from the attack. If he fails his save, he only takes half the amount of damage. If Halcanthus is rendered helpless, he does not gain the benefit of this ability. [*][B][I]Ki[/I] Strike (Su):[/B] Halcanthus’ unarmed attacks are empowered with [I]ki[/I]. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Halcanthus’ unarmed attacks are treated as lawful and adamantine weapons for the purpose of dealing damage to creatures with damage reduction. [*][B]Purity of Body (Ex):[/B] Halcanthus is immune to all diseases except for supernatural and magical diseases. [*][B]Scent (Ex):[/B] Can detect approaching enemies, sniff out hidden foes, and track by sense of smell. [*][B]Slow Fall (Ex):[/B] When Halcanthus is within arm’s reach of a wall, he can use it to slow his descent. When using this ability, Halcanthus takes damage as if the fall were 60 feet shorter than it actually is. [*][B]Still Mind (Ex):[/B] Halcanthus gains a +2 bonus on saving throws against spells and effects from the school of enchantment. [*][B]Wholeness of Body (Su):[/B] Halcanthus can heal his own wounds. He can heal 24 hit points of damage each day, and he can spread this healing out among several uses.[/LIST] ---------------------------------------------------------- [B]ECOLOGY[/B] ---------------------------------------------------------- [B]Environment[/B] Warm Plains [B]Treasure[/B] Amulet of Natural Armor +5, Monk’s Belt [B]Advancement[/B] by class; Monk [/QUOTE]
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