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<blockquote data-quote="Rappy" data-source="post: 5104667" data-attributes="member: 58456"><p><span style="font-size: 12px"><strong>Kinori War Lizard</strong></span></p><p><strong>CR:</strong> 6</p><p><strong>Large Magical Beast</strong></p><p><strong>Hit Die:</strong> 10d10+60</p><p><strong>Hit Points:</strong> 115</p><p><strong>Massive Damage Threshold:</strong> 22</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 30 ft.</p><p><strong>Defense:</strong> 15, touch 9, flat-footed 15 (-1 size, +6 natural)</p><p><strong>Base Attack Bonus:</strong> +10</p><p><strong>Grapple:</strong> +21</p><p><strong>Attack:</strong> +16 melee (2d6+7 plus poison, bite)</p><p><strong>Full attack:</strong> +16 melee (2d6+7 plus poison, bite) and +14 melee (1d8+3, 2 claws)</p><p><strong>Fighting Space:</strong> 10 ft. by 10 ft.</p><p><strong>Reach:</strong> 5 ft.</p><p><strong>Special Qualities:</strong> Low-light vision, poison (DC 21), pack loyalty, poison spray, scent, sprint, stench</p><p><strong>Allegiances:</strong> None</p><p><strong>Saves:</strong> Fort +13, Ref +9, Will +4</p><p><strong>Action Points:</strong> 0</p><p><strong>Reputation:</strong> +0</p><p><strong>Abilities:</strong> Str 24, Dex 10, Con 22, Int 2, Wis 12, Cha 2</p><p><strong>Skills:</strong> Climb +9, Hide +7 (+11 in overgrown or forested areas), Listen +4, Move Silently +6, Spot +4.</p><p><strong>Feats:</strong> Lightning Reflexes, Multiattack, Power Attack, Stealthy.</p><p><strong>Advancement:</strong> 11-12 (Large); 13-24 (Huge); 25-30 (Gargantuan)</p><p><strong>Possessions:</strong> None</p><p></p><p>The giant predator <em>Megalania prisca</em>, sometimes referred to as the "Outback dragon" (as a reference to the Komodo dragon they so closely resemble), is a relict from the Pleistocene that survived to the modern day through a combination of sheer tenacity and nurturing by the reptilian Kinori. Some of these giant reptiles have been modified into living weapons by Kinori genetic manipulation, becoming the Kinori war lizards. Typical war lizards resemble a 14-foot monitor lizard decorated in heavy, grayish-brown plate-like scales, with deep black eyes often described as being cold and lifeless. Truly lucky specimens can grow to an imposing 20 feet or more; these huge reptiles are the undisputed lords of their realm, and actively feed of bunyips, kangaroos, livestock, and even humans. </p><p></p><p>Some of the war lizards domesticated by the Kinori show signs of genetic tampering; in game terms, this is reflected by 1d4 mutations selected from the following (for more on mutations, see chapter 12 of <em>d20 Future</em>):</p><ul> <li data-xf-list-type="ul">Acidic Saliva</li> <li data-xf-list-type="ul">Adrenaline Jolt</li> <li data-xf-list-type="ul">Great Horns</li> <li data-xf-list-type="ul">Smokescreen</li> <li data-xf-list-type="ul">Wall Crawler</li> <li data-xf-list-type="ul">Prehensile Tail</li> <li data-xf-list-type="ul">Skeletal Reinforcement</li> </ul><p></p><p><strong><u>Species Traits</u></strong></p><p><strong>Pack Loyalty (Ex):</strong> While normally violent, unpredictable creatures, Kinori war lizards are relatively docile around their reptilian masters. A war lizard will not willingly attack a Kinori, and suffer a -4 penalty to Will saves against affects produced by Kinori (including spells cast by the Blackscale Kinori).</p><p></p><p><strong>Poison (Ex):</strong> Bite - Fortitude negates; save DC 10 + 1/2 the Kinori war lizard's Hit Dice + its Constitution modifier; primary 1d8 Dex/secondary 1d8 Dex.</p><p></p><p><strong>Poison Spray (Ex):</strong> Once every 1d4 rounds, the Kinori war lizard can expel its virulent poison in a 20-foot cone. See above for the effects of the poison.</p><p></p><p><strong>Sprint (Ex):</strong> Once per hour, a Kinori war lizard can let out a burst of activity, moving double its normal speed (60 ft.) during a charge. This ability can only be used during daylight hours.</p><p></p><p><strong>Stench (Ex):</strong> When angered of threatened, a Kinori war lizard releases a pungent musk that few creatures can tolerate. All living creatures (except Kinori war lizards and Kinori) within 30 feet of a war lizard must make a Fortitude save (DC 21) or be sickened for 12 rounds. The save DC is Constitution-based. A successful application of the Treat Injury skill (DC 21), an antitoxin or a similar effect can cure a sickened creature, removing the stench's penalties. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.</p><p></p><p><strong><u>Kinori War Lizards In Dungeons and Dragons</u></strong></p><p><strong>Environment:</strong> Warm plains</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always Neutral</p><p></p><p>Kinori war lizards can easily be implemented in a fantasy campaign, with the Kinori being ported over or replaced with their close "cousins", the lizardfolk. They need little to no changes beyond this; as an added note, Kinori war lizards could be augmented even farther with the half-dragon template as a replacement for genetic engineering.</p><p></p><p><em>Kinori War Lizard is © 2000 Wizards of the Coast, Inc.</em></p><p><em>Originally found in Dark*Matter: Xenoforms as "Outback Dragon"</em></p></blockquote><p></p>
[QUOTE="Rappy, post: 5104667, member: 58456"] [SIZE="3"][B]Kinori War Lizard[/B][/SIZE] [B]CR:[/B] 6 [B]Large Magical Beast[/B] [B]Hit Die:[/B] 10d10+60 [B]Hit Points:[/B] 115 [B]Massive Damage Threshold:[/B] 22 [B]Initiative:[/B] +0 [B]Speed:[/B] 30 ft. [B]Defense:[/B] 15, touch 9, flat-footed 15 (-1 size, +6 natural) [B]Base Attack Bonus:[/B] +10 [B]Grapple:[/B] +21 [B]Attack:[/B] +16 melee (2d6+7 plus poison, bite) [B]Full attack:[/B] +16 melee (2d6+7 plus poison, bite) and +14 melee (1d8+3, 2 claws) [B]Fighting Space:[/B] 10 ft. by 10 ft. [B]Reach:[/B] 5 ft. [B]Special Qualities:[/B] Low-light vision, poison (DC 21), pack loyalty, poison spray, scent, sprint, stench [B]Allegiances:[/B] None [B]Saves:[/B] Fort +13, Ref +9, Will +4 [B]Action Points:[/B] 0 [B]Reputation:[/B] +0 [B]Abilities:[/B] Str 24, Dex 10, Con 22, Int 2, Wis 12, Cha 2 [B]Skills:[/B] Climb +9, Hide +7 (+11 in overgrown or forested areas), Listen +4, Move Silently +6, Spot +4. [B]Feats:[/B] Lightning Reflexes, Multiattack, Power Attack, Stealthy. [B]Advancement:[/B] 11-12 (Large); 13-24 (Huge); 25-30 (Gargantuan) [B]Possessions:[/B] None The giant predator [I]Megalania prisca[/I], sometimes referred to as the "Outback dragon" (as a reference to the Komodo dragon they so closely resemble), is a relict from the Pleistocene that survived to the modern day through a combination of sheer tenacity and nurturing by the reptilian Kinori. Some of these giant reptiles have been modified into living weapons by Kinori genetic manipulation, becoming the Kinori war lizards. Typical war lizards resemble a 14-foot monitor lizard decorated in heavy, grayish-brown plate-like scales, with deep black eyes often described as being cold and lifeless. Truly lucky specimens can grow to an imposing 20 feet or more; these huge reptiles are the undisputed lords of their realm, and actively feed of bunyips, kangaroos, livestock, and even humans. Some of the war lizards domesticated by the Kinori show signs of genetic tampering; in game terms, this is reflected by 1d4 mutations selected from the following (for more on mutations, see chapter 12 of [I]d20 Future[/I]): [LIST][*]Acidic Saliva [*]Adrenaline Jolt [*]Great Horns [*]Smokescreen [*]Wall Crawler [*]Prehensile Tail [*]Skeletal Reinforcement[/LIST] [B][U]Species Traits[/U][/B] [B]Pack Loyalty (Ex):[/B] While normally violent, unpredictable creatures, Kinori war lizards are relatively docile around their reptilian masters. A war lizard will not willingly attack a Kinori, and suffer a -4 penalty to Will saves against affects produced by Kinori (including spells cast by the Blackscale Kinori). [B]Poison (Ex):[/B] Bite - Fortitude negates; save DC 10 + 1/2 the Kinori war lizard's Hit Dice + its Constitution modifier; primary 1d8 Dex/secondary 1d8 Dex. [B]Poison Spray (Ex):[/B] Once every 1d4 rounds, the Kinori war lizard can expel its virulent poison in a 20-foot cone. See above for the effects of the poison. [B]Sprint (Ex):[/B] Once per hour, a Kinori war lizard can let out a burst of activity, moving double its normal speed (60 ft.) during a charge. This ability can only be used during daylight hours. [B]Stench (Ex):[/B] When angered of threatened, a Kinori war lizard releases a pungent musk that few creatures can tolerate. All living creatures (except Kinori war lizards and Kinori) within 30 feet of a war lizard must make a Fortitude save (DC 21) or be sickened for 12 rounds. The save DC is Constitution-based. A successful application of the Treat Injury skill (DC 21), an antitoxin or a similar effect can cure a sickened creature, removing the stench's penalties. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. [B][U]Kinori War Lizards In Dungeons and Dragons[/U][/B] [B]Environment:[/B] Warm plains [B]Treasure:[/B] None [B]Alignment:[/B] Always Neutral Kinori war lizards can easily be implemented in a fantasy campaign, with the Kinori being ported over or replaced with their close "cousins", the lizardfolk. They need little to no changes beyond this; as an added note, Kinori war lizards could be augmented even farther with the half-dragon template as a replacement for genetic engineering. [I]Kinori War Lizard is © 2000 Wizards of the Coast, Inc. Originally found in Dark*Matter: Xenoforms as "Outback Dragon"[/I] [/QUOTE]
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