BOZ
Creature Cataloguer
cool. how is it now?
Small Magical Beast
Hit Dice: 3d10 (16 hp)
Initiative: +3
Speed: 5 ft. (1 square), fly 30 ft. (poor) (6 squares)
Armor Class: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
Base Attack/Grapple: +3/-2
Attack: Tail slap +3 melee (1d4-1)
Full Attack: Tail slap +3 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Scream
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 8, Dex 17, Con 10, Int 5, Wis 10, Cha 8
Skills: Hide +7, Listen +5, Move Silently +3, Spot +5
Feat: Alertness, Flyby Attack
Environment: Any cold and temperate land, and underground
Organization: Solitary or pack (2-5)
Challenge Rating: 2
Treasure: Standard
Alignment: Always lawful evil
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: —
Shrill wails echoing through the night signal the arrival of a SCREAMER. SCREAMERs are smallish beasts, humanoid in appearance but with frail and spindly arms and legs. These weak limbs are nearly useless for combat and locomotion, but the SCREAMER makes up for this disability with its bat-like wings. Although SCREAMERs are fast fliers, they are not par¬ticularly agile on the wing. SCREAMERs also have a long, muscular, barbed tail that is their primary means of physical attack. It should be noted that despite its appear¬ance and name, the SCREAMER has no connection with outsiders of any type.
COMBAT
A SCREAMER is a tireless combatant, refusing to back down regardless of how the combat is progressing; it always attacks on sight. It attacks in melee with its barbed tail and screams continuously until it or its oppo¬nent is dead.
Scream (Su): A SCREAMER can issue a painful howling scream as a free action. Living creatures within 60 feet must succeed on a DC 11 Fortitude save each round or be stunned for a full round. The save DC is Constitution-based. Stopping one's ears ahead of time allows opponents to avoid having to make saving throws. Spellcasters within range that succeed on their save must also succeed on a Concentra¬tion check to cast a spell. Conversation, even shouting, is impossible within range of a SCREAMER's scream.
Small Magical Beast
Hit Dice: 3d10 (16 hp)
Initiative: +3
Speed: 5 ft. (1 square), fly 30 ft. (poor) (6 squares)
Armor Class: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
Base Attack/Grapple: +3/-2
Attack: Tail slap +3 melee (1d4-1)
Full Attack: Tail slap +3 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Scream
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 8, Dex 17, Con 10, Int 5, Wis 10, Cha 8
Skills: Hide +7, Listen +5, Move Silently +3, Spot +5
Feat: Alertness, Flyby Attack
Environment: Any cold and temperate land, and underground
Organization: Solitary or pack (2-5)
Challenge Rating: 2
Treasure: Standard
Alignment: Always lawful evil
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: —
Shrill wails echoing through the night signal the arrival of a SCREAMER. SCREAMERs are smallish beasts, humanoid in appearance but with frail and spindly arms and legs. These weak limbs are nearly useless for combat and locomotion, but the SCREAMER makes up for this disability with its bat-like wings. Although SCREAMERs are fast fliers, they are not par¬ticularly agile on the wing. SCREAMERs also have a long, muscular, barbed tail that is their primary means of physical attack. It should be noted that despite its appear¬ance and name, the SCREAMER has no connection with outsiders of any type.
COMBAT
A SCREAMER is a tireless combatant, refusing to back down regardless of how the combat is progressing; it always attacks on sight. It attacks in melee with its barbed tail and screams continuously until it or its oppo¬nent is dead.
Scream (Su): A SCREAMER can issue a painful howling scream as a free action. Living creatures within 60 feet must succeed on a DC 11 Fortitude save each round or be stunned for a full round. The save DC is Constitution-based. Stopping one's ears ahead of time allows opponents to avoid having to make saving throws. Spellcasters within range that succeed on their save must also succeed on a Concentra¬tion check to cast a spell. Conversation, even shouting, is impossible within range of a SCREAMER's scream.