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Monster Ideas Thread
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<blockquote data-quote="G'baal" data-source="post: 438182" data-attributes="member: 7753"><p><strong>Aukiln</strong> - The three-eyed dog fiends of numer.</p><p></p><p><strong>Aukiln</strong> (Numer'ri)</p><p></p><p>Medium sized Outsider (Chaotic, Evil)</p><p>Hit dice: 4d8+20 (42 hp)</p><p>Initiative: +6 (+2 Dex, +4 Improved intiative)</p><p>Speed: 60ft.</p><p>AC: +16 (+2 Dex, +4 Natural)</p><p>Attacks: Bite +8 melee</p><p>Damage: Bite 1d6+4</p><p>Face/Reach: 5ft. by 5ft./5ft.</p><p>Special attacks: Trip, Bay, Frightening presence</p><p>Special Qualities: Scent, Numer'ri Qualities</p><p>Saves: Fort +9, Ref +6, Will +6</p><p>Abilities: Str 18, Dex 14, Con 20, Int 6, Wis 14, Cha 11</p><p>Skills: +8 Listen, +8 Spot*, +8 Wilderness lore*</p><p>Feats: Dodge, Improved initiative</p><p></p><p>Climate/terrain: Any land or underground</p><p>Organization: Solitary, pair; or pack (5-12)</p><p>Challenge rating: 6</p><p>Treasure: None</p><p>Alignment: Usually Chaotic Evil</p><p>Advancement: 5-6 HD (Medium size), 7-12 HD (Large), 13-20 HD (Huge)</p><p></p><p>The Aukiln are dog-like fiends that run amok throughout the open areas of numer. The Aukiln look like skinny dogs with sharp bony horn like protrusions coming from there backs and head. Most noticeable of all about the Aukiln is the three red eyes that dominate their heads. They often live in packs being run by the biggest and strongest Aukiln of the pack. They run about the open spaces preying on anything they see move, thus keeping the open spaces in numer quite unpopulated. There have also been some Aukiln that have been trained as mounts and guards by the other various denizens of numer.</p><p></p><p></p><p><strong>COMBAT</strong> </p><p></p><p>The Aukiln are great in combat situations, often employing pack tactics to take down larger creatures. The Aukiln often use circling techniques and using their knowledge of the terrain to their advantage. In all out combat, they rely on there sharp teeth and strength, attempting to rip their opponents to shreds. This is all enhanced by the unnatural abilties that the Aukiln have about creating fear in others.</p><p></p><p>Trip(Ex): An Aulin that hits with its bite attack may trip its opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attept fails, the opponent cannot react to trip the Aukiln.</p><p></p><p>Bay(Su): When an Aukiln howls all creatures except for evil outsiders must make a will save of 12 or become panicked for 2d4 rounds.This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to that same Aukilns bay for one day.</p><p></p><p>Frightening Presence(Ex): When an Aukiln is within 30ft. of a creature and snarls, barks, growls, or attempts any quick movements the opponent must make a will save of 12 or become frightened for 1d4 rounds.</p><p></p><p>Numer'ri Qualities(Ex): The Aukiln are immune to poison, disease, and fire. They are also have cold, electricity, and acid resistance 20. They cannot telepathically communicate as other Numer'ri do.</p><p></p><p>Skills: Aukiln recieve a +4 racial bonus to spot checks due to the fact that they have three eyes. They also recieve a +4 bonus to Wilderness lore while tracking by scent.</p></blockquote><p></p>
[QUOTE="G'baal, post: 438182, member: 7753"] [B]Aukiln[/B] - The three-eyed dog fiends of numer. [B]Aukiln[/B] (Numer'ri) Medium sized Outsider (Chaotic, Evil) Hit dice: 4d8+20 (42 hp) Initiative: +6 (+2 Dex, +4 Improved intiative) Speed: 60ft. AC: +16 (+2 Dex, +4 Natural) Attacks: Bite +8 melee Damage: Bite 1d6+4 Face/Reach: 5ft. by 5ft./5ft. Special attacks: Trip, Bay, Frightening presence Special Qualities: Scent, Numer'ri Qualities Saves: Fort +9, Ref +6, Will +6 Abilities: Str 18, Dex 14, Con 20, Int 6, Wis 14, Cha 11 Skills: +8 Listen, +8 Spot*, +8 Wilderness lore* Feats: Dodge, Improved initiative Climate/terrain: Any land or underground Organization: Solitary, pair; or pack (5-12) Challenge rating: 6 Treasure: None Alignment: Usually Chaotic Evil Advancement: 5-6 HD (Medium size), 7-12 HD (Large), 13-20 HD (Huge) The Aukiln are dog-like fiends that run amok throughout the open areas of numer. The Aukiln look like skinny dogs with sharp bony horn like protrusions coming from there backs and head. Most noticeable of all about the Aukiln is the three red eyes that dominate their heads. They often live in packs being run by the biggest and strongest Aukiln of the pack. They run about the open spaces preying on anything they see move, thus keeping the open spaces in numer quite unpopulated. There have also been some Aukiln that have been trained as mounts and guards by the other various denizens of numer. [B]COMBAT[/B] The Aukiln are great in combat situations, often employing pack tactics to take down larger creatures. The Aukiln often use circling techniques and using their knowledge of the terrain to their advantage. In all out combat, they rely on there sharp teeth and strength, attempting to rip their opponents to shreds. This is all enhanced by the unnatural abilties that the Aukiln have about creating fear in others. Trip(Ex): An Aulin that hits with its bite attack may trip its opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attept fails, the opponent cannot react to trip the Aukiln. Bay(Su): When an Aukiln howls all creatures except for evil outsiders must make a will save of 12 or become panicked for 2d4 rounds.This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to that same Aukilns bay for one day. Frightening Presence(Ex): When an Aukiln is within 30ft. of a creature and snarls, barks, growls, or attempts any quick movements the opponent must make a will save of 12 or become frightened for 1d4 rounds. Numer'ri Qualities(Ex): The Aukiln are immune to poison, disease, and fire. They are also have cold, electricity, and acid resistance 20. They cannot telepathically communicate as other Numer'ri do. Skills: Aukiln recieve a +4 racial bonus to spot checks due to the fact that they have three eyes. They also recieve a +4 bonus to Wilderness lore while tracking by scent. [/QUOTE]
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