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<blockquote data-quote="the Jester" data-source="post: 4602290" data-attributes="member: 1210"><p><strong>Merry Christmas!</strong></p><p></p><p><strong><span style="font-size: 15px">AAG</span></strong></p><p>Large Undead</p><p>Hit Dice: 12d12 (78 hp)</p><p>Initiative: +4</p><p>Speed: 40’, fly 90’ (average)</p><p>Armor Class: 27 (-1 size, +4 dex, +14 natural)</p><p>Base Attack/Grapple: +6/+15</p><p>Attack: Bite +10 melee (2d6+5)</p><p>Full Attack: Bite +10 melee (2d6+5), 2 claws +8 melee (1d8+2), 2 wings +8 melee (1d8+2)</p><p>Space/Reach: 5’/10’</p><p>Special Attacks: Energy drain, poison, fear, spawn</p><p>Special Qualities: SR24, undead, immunities, DR15/magic and good, sunlight vulnerability, turn resistance +4</p><p>Saves: Fort +4, Ref +8, Will +12</p><p>Abilities: Str20, Dex18, Con-, Int15, Wis18, Cha16</p><p>Skills: Hide +15, Intimidate +18, Listen +19, Move Silently +19, Search +17, Spot +19</p><p>Feats: Combat Reflexes, Dodge, Flyby Attack, Mobility, Multiattack</p><p>Environment: Any underground or any land at night</p><p>Organization: Solitary, pair, brood (3-5), pack (6-10) or swarm (11-20)</p><p>Challenge Rating: 13</p><p>Treasure: Double standard</p><p>Alignment: Always neutral evil</p><p>Advancement: 13-24 HD (large)</p><p>Level Adjustment: -</p><p></p><p>Horrible undead creatures, aags have long, snakelike necks topped by a grinning fanged skull with bone-white skin stretched taut across it. An aag’s body resembles the skeleton of a large human but has pale skin stretched all across it. Long claws are on both the hands and feet, and pale bat-like wings sprout from the monster’s back. </p><p></p><p><strong>Combat:</strong></p><p>Aags will feast gladly on any living thing. In combat the creature will generally seek to overcome any enemies with brute force, but if this seems unworkable the aag is certainly intelligent enough to switch tactics. Aags hate and fear clerics, especially those that worship sun gods, and will generally try to destroy them first.</p><p> </p><p><strong>Energy Drain (Su):</strong> Any creature struck by an aag’s claws suffers a negative level. The DC to remove the negative level is 19.</p><p> </p><p><strong>Poison (Ex):</strong> Bite; initial damage 1d6 temporary str, secondary damage 1d6 con; Fort DC16 negates.</p><p> </p><p><strong>Fear (Su):</strong> All creatures within 50’ that can see the aag must make a Will save (DC19) or be panicked for 3d6 rounds; those succeeding are unaffected and are immune to the effects of that aag’s fear ability for 24 hours.</p><p> </p><p><strong>Spawn (Su):</strong> Any creature that survives poison damage from an aag will become an aag at the first midnight after it dies unless the body is treated with a bless spell or a similar effect.</p><p> </p><p><strong>Immunities (Ex):</strong> An aag is immune to cold and acid.</p><p> </p><p><strong>Sunlight Vulnerability (Ex): </strong>An aag in direct sunlight suffers 1d8 hp of damage each round.</p></blockquote><p></p>
[QUOTE="the Jester, post: 4602290, member: 1210"] [b]Merry Christmas![/b] [B][SIZE="4"]AAG[/SIZE][/B] Large Undead Hit Dice: 12d12 (78 hp) Initiative: +4 Speed: 40’, fly 90’ (average) Armor Class: 27 (-1 size, +4 dex, +14 natural) Base Attack/Grapple: +6/+15 Attack: Bite +10 melee (2d6+5) Full Attack: Bite +10 melee (2d6+5), 2 claws +8 melee (1d8+2), 2 wings +8 melee (1d8+2) Space/Reach: 5’/10’ Special Attacks: Energy drain, poison, fear, spawn Special Qualities: SR24, undead, immunities, DR15/magic and good, sunlight vulnerability, turn resistance +4 Saves: Fort +4, Ref +8, Will +12 Abilities: Str20, Dex18, Con-, Int15, Wis18, Cha16 Skills: Hide +15, Intimidate +18, Listen +19, Move Silently +19, Search +17, Spot +19 Feats: Combat Reflexes, Dodge, Flyby Attack, Mobility, Multiattack Environment: Any underground or any land at night Organization: Solitary, pair, brood (3-5), pack (6-10) or swarm (11-20) Challenge Rating: 13 Treasure: Double standard Alignment: Always neutral evil Advancement: 13-24 HD (large) Level Adjustment: - Horrible undead creatures, aags have long, snakelike necks topped by a grinning fanged skull with bone-white skin stretched taut across it. An aag’s body resembles the skeleton of a large human but has pale skin stretched all across it. Long claws are on both the hands and feet, and pale bat-like wings sprout from the monster’s back. [B]Combat:[/B] Aags will feast gladly on any living thing. In combat the creature will generally seek to overcome any enemies with brute force, but if this seems unworkable the aag is certainly intelligent enough to switch tactics. Aags hate and fear clerics, especially those that worship sun gods, and will generally try to destroy them first. [B]Energy Drain (Su):[/B] Any creature struck by an aag’s claws suffers a negative level. The DC to remove the negative level is 19. [B]Poison (Ex):[/B] Bite; initial damage 1d6 temporary str, secondary damage 1d6 con; Fort DC16 negates. [B]Fear (Su):[/B] All creatures within 50’ that can see the aag must make a Will save (DC19) or be panicked for 3d6 rounds; those succeeding are unaffected and are immune to the effects of that aag’s fear ability for 24 hours. [B]Spawn (Su):[/B] Any creature that survives poison damage from an aag will become an aag at the first midnight after it dies unless the body is treated with a bless spell or a similar effect. [B]Immunities (Ex):[/B] An aag is immune to cold and acid. [B]Sunlight Vulnerability (Ex): [/B]An aag in direct sunlight suffers 1d8 hp of damage each round. [/QUOTE]
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