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<blockquote data-quote="The Vorpal Tribble" data-source="post: 2365511" data-attributes="member: 9755"><p><span style="color: #993300"><span style="font-family: 'Book Antiqua'"><span style="font-size: 15px"><strong>Leather Dread</strong></span></span></span></p><p></p><p>Large Construct</p><p>Hit Dice: 9d10+30 (75 hp)</p><p>Initiative: +2</p><p>Speed: 50 ft. (10 squares), climb 30 ft.</p><p>AC: 21 (+2 dex, +10 natural, -1 size), touch 11, flat-footed 19</p><p>BAB/Grapple: +6/+18</p><p>Space/Reach: 10 ft./10 ft.</p><p>Attack: Slam +13 melee (1d8+8)</p><p>Full attack: 2 slams +13 melee (1d8+8), bite +11 melee (1d4+8)</p><p>Special Attacks: Constrict, Crushing Fall, Improved Grab, Pounce, Release Spirits</p><p>Special Qualities: Construct Traits, Darkvision 60 ft., Fear No Heights, Immunity to Cold and Lightening, Resistance to bludgeoning 10, Scent</p><p>Saves: Fort +3, Ref +7, Will +4</p><p>Abilities: Str 27, Dex 15, Con -, Int 7, Wis 12, Cha 17</p><p>Skills: Climb +8, Escape Artist +5, Intimidate +6, Jump +15, Knowledge (nature) +1</p><p>Feats: Awesome Blow, Improved Bull Rush, Lightening Reflexes(B), Multiattack, Power Attack</p><p>Environment: Any forest</p><p>Organization: Solitary</p><p>CR: 8</p><p>Alignment: Usually neutral</p><p>Treasure: None</p><p>Advancement: --</p><p>Level Adjustment: --</p><p></p><p>A Leather Dread appears as huge, strapping humanoid covered from head to toe in dried skins of a weathered black and brown tone. The head is large and round with strips of skin dangling down thickly to its shoulders in an assimily of hair. Its face, though wide, appears somewhat skeletal, with a large toothy grin permanently set upon its eerie features, with vacuous holes in place of eyes. Each fist-sized tooth is blocky and made from cut and polished animal bones. </p><p>The entire being has a vaguely macabre aspect to it, along with wild, animalistic movements. </p><p></p><p>The secret of making leather dreads are mostly kept by such of those as evil shamans, medicine men, and druids of jungle peoples, whom incorporate feral nature spirits with the fiendish intelligence of a sentient. The result is a powerful, ruthless creature animated by dark magics whom are used for guarding and terrorizing. </p><p></p><p>Leather Dread's stand around ten feet in height and weigh about 600 lbs. They speak whatever main language their creator spoke, along with Fey, in an incredibly deep, booming voice.</p><p></p><p><strong>Combat:</strong></p><p>Leather Dreads normally walk amongst the branches of trees and drop down upon their foes, crushing them with their weight. Afterwards they charge at additional foes, pummeling them with its massive fists and ripping with their huge teeth. If the Leather Dread begins to lose the fight from being outnumbered it will release a spirit or three bound within itself to confuse and draw away other combatants. </p><p>If the leather dread is destroyed the spirits flee back to their ethereal realm. </p><p></p><p><strong>Constrict (Ex):</strong></p><p>A Leather Dread deals 2d8+8 points of damage with a successful grapple check. </p><p></p><p><strong>Crushing Fall (Ex):</strong></p><p>When falling upon a flat-footed foe a Leather Dread deals 3d6 damage plus 1d6 for each additional 10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage). If the victim makes a successful DC 20 listen check to hear the Leather Dread's incoming fall, he or she can try to step to the side to avoid the plummeting construct as if it were a touch attack. Whether heard or not the fall is treated as a pounce attack and upon landing the Leather Dread may make a full attack. </p><p></p><p><strong>Fear no Heights (Ex):</strong></p><p>A Leather Dread takes only non-lethal damage from falling, and if deliberately jumping down from a height instead takes no damage. </p><p></p><p><strong>Improved Grab (Ex):</strong></p><p>To use this ability a Leather Dread must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. </p><p></p><p><strong>Release Spirits (Ex):</strong></p><p>A Leather Dread can release up to three animal spirits (see page 156 of Frostburn) per day that was contained within itself. For every spirit released the Leather Dread loses 4 points of strength. </p><p>Every Leather Dread contains four spirits, but must keep at least one within itself to stay animate. Once reduced to 0 hp the crippled spirits flee back into the Leather Dread. The strength lost from these now maimed spirits does not return until the following day.</p><p>The base creature must have a CR of 2 or lower and depending on the region in which the Dread is constructed the spirits sealed within vary.</p><p>Most common spirits:</p><p>Jungle - Ape, Constrictor, Crocodile, Leopard, Moniter Lizard, or large Viper</p><p>Temporate or Cold Forest - Black Bear, Boar, Wolverine, Dire Badger, or Dire Weasel</p><p></p><p><strong>Pounce (Ex):</strong></p><p>If a Leather Dread charges, it can make a full attack. </p><p></p><p><strong>Skills:</strong></p><p>Leather Dreads have a +8 bonus on climb checks and can always choose to take 10 on climb checks even if rushed or threatened. Leather Dreads are also powerful leapers, and gain a +4 bonus to jump checks.</p></blockquote><p></p>
[QUOTE="The Vorpal Tribble, post: 2365511, member: 9755"] [color=#993300][FONT=Book Antiqua][SIZE=4][b]Leather Dread[/b][/SIZE][/FONT][/color] Large Construct Hit Dice: 9d10+30 (75 hp) Initiative: +2 Speed: 50 ft. (10 squares), climb 30 ft. AC: 21 (+2 dex, +10 natural, -1 size), touch 11, flat-footed 19 BAB/Grapple: +6/+18 Space/Reach: 10 ft./10 ft. Attack: Slam +13 melee (1d8+8) Full attack: 2 slams +13 melee (1d8+8), bite +11 melee (1d4+8) Special Attacks: Constrict, Crushing Fall, Improved Grab, Pounce, Release Spirits Special Qualities: Construct Traits, Darkvision 60 ft., Fear No Heights, Immunity to Cold and Lightening, Resistance to bludgeoning 10, Scent Saves: Fort +3, Ref +7, Will +4 Abilities: Str 27, Dex 15, Con -, Int 7, Wis 12, Cha 17 Skills: Climb +8, Escape Artist +5, Intimidate +6, Jump +15, Knowledge (nature) +1 Feats: Awesome Blow, Improved Bull Rush, Lightening Reflexes(B), Multiattack, Power Attack Environment: Any forest Organization: Solitary CR: 8 Alignment: Usually neutral Treasure: None Advancement: -- Level Adjustment: -- A Leather Dread appears as huge, strapping humanoid covered from head to toe in dried skins of a weathered black and brown tone. The head is large and round with strips of skin dangling down thickly to its shoulders in an assimily of hair. Its face, though wide, appears somewhat skeletal, with a large toothy grin permanently set upon its eerie features, with vacuous holes in place of eyes. Each fist-sized tooth is blocky and made from cut and polished animal bones. The entire being has a vaguely macabre aspect to it, along with wild, animalistic movements. The secret of making leather dreads are mostly kept by such of those as evil shamans, medicine men, and druids of jungle peoples, whom incorporate feral nature spirits with the fiendish intelligence of a sentient. The result is a powerful, ruthless creature animated by dark magics whom are used for guarding and terrorizing. Leather Dread's stand around ten feet in height and weigh about 600 lbs. They speak whatever main language their creator spoke, along with Fey, in an incredibly deep, booming voice. [b]Combat:[/b] Leather Dreads normally walk amongst the branches of trees and drop down upon their foes, crushing them with their weight. Afterwards they charge at additional foes, pummeling them with its massive fists and ripping with their huge teeth. If the Leather Dread begins to lose the fight from being outnumbered it will release a spirit or three bound within itself to confuse and draw away other combatants. If the leather dread is destroyed the spirits flee back to their ethereal realm. [b]Constrict (Ex):[/b] A Leather Dread deals 2d8+8 points of damage with a successful grapple check. [b]Crushing Fall (Ex):[/b] When falling upon a flat-footed foe a Leather Dread deals 3d6 damage plus 1d6 for each additional 10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage). If the victim makes a successful DC 20 listen check to hear the Leather Dread's incoming fall, he or she can try to step to the side to avoid the plummeting construct as if it were a touch attack. Whether heard or not the fall is treated as a pounce attack and upon landing the Leather Dread may make a full attack. [b]Fear no Heights (Ex):[/b] A Leather Dread takes only non-lethal damage from falling, and if deliberately jumping down from a height instead takes no damage. [b]Improved Grab (Ex):[/b] To use this ability a Leather Dread must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. [b]Release Spirits (Ex):[/b] A Leather Dread can release up to three animal spirits (see page 156 of Frostburn) per day that was contained within itself. For every spirit released the Leather Dread loses 4 points of strength. Every Leather Dread contains four spirits, but must keep at least one within itself to stay animate. Once reduced to 0 hp the crippled spirits flee back into the Leather Dread. The strength lost from these now maimed spirits does not return until the following day. The base creature must have a CR of 2 or lower and depending on the region in which the Dread is constructed the spirits sealed within vary. Most common spirits: Jungle - Ape, Constrictor, Crocodile, Leopard, Moniter Lizard, or large Viper Temporate or Cold Forest - Black Bear, Boar, Wolverine, Dire Badger, or Dire Weasel [b]Pounce (Ex):[/b] If a Leather Dread charges, it can make a full attack. [b]Skills:[/b] Leather Dreads have a +8 bonus on climb checks and can always choose to take 10 on climb checks even if rushed or threatened. Leather Dreads are also powerful leapers, and gain a +4 bonus to jump checks. [/QUOTE]
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