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Q'nidar
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<blockquote data-quote="dhaga" data-source="post: 1693332" data-attributes="member: 22199"><p>Converted from 2e Spelljammer compendium:</p><p></p><p>Q’nidar</p><p>Type: Large Magical Beast (Fire)</p><p>Hit Dice: 6d10 + 18 (51 hp)</p><p>Initiative: +5 (+1 Dex, +4 Improved Initiative)</p><p>Speed: Fly 40 ft. (Average)</p><p>AC: 18 (-1 Size, +1 Dex, +8 Natural)</p><p>Attacks: Bite +10 melee</p><p>Damage: Bite 1d8+4</p><p>Face/Reach: 5 ft. by 10 ft. / 5 ft.</p><p>Special Attacks: Extinguish Fire, Breath Weapon, Scream</p><p>Special Qualities: Fire Subtype</p><p>Saves: Fort +8, Ref +6, Will +1</p><p>Abilities: Str 18, Dex 13, Con 16, Int 5, Wis 8, Cha 8</p><p>Skills: Spot +7, Listen +6</p><p>Feats: Dodge, Improved Initiative</p><p>-----------------------------------------------------------------------------------</p><p>Climate/Terrain: Warm land</p><p>Organization: Solitary or Pack (1-6)</p><p>Challenge Rating: 5</p><p>Treasure: None</p><p>Alignment: Neutral</p><p>Advancement: 9-11 HD (Large), 12-15 HD (Huge)</p><p></p><p>Q’nidar are batlike creatures that frequent warm areas. They look like large bats with semi-crystalline hides. They feed on the heat and light given off by fire. As they fly about, they give off sparks of light, which leave glowing patterns in the air around them.</p><p>Q’nidar speak their own language, using their thermal breath, which is easily interpreted by others of their kind, but is difficult for others unless they have the ability to see thermal patterns.</p><p></p><p>Q’nidar are extremely curious, especially about things that give off light (which could mean food for them). They are not purposefully destructive, but their curiosity has caused more than a few fires in the past. When they get excited, they sometimes breathe their cone of fire, much to the dismay of those nearby.</p><p></p><p>Breath Weapon (Su): A q’nidar can use its breath weapon once every 2 rounds: Cone of Fire, 30 ft. long, 5d6 damage. Reflex save DC 16 for half damage.</p><p></p><p>Extinguish Flame (Ex): When a q’nidar feeds on the heat and light from a fire, that fire will diminish in size until it is extinguished. Small sized and smaller fires are extinguished in 1 round. For larger fires, it requires 1 extra round per size category of the fire to extinguish it (ex: a large bonfire would last for 3 rounds before it became extinguished, while a medium-sized fire would only last for 2 rounds).</p><p></p><p>Scream (Su): If disturbed while feeding, a q’nidar will scream at the disturbing party.</p><p>This is a sonic attack. All those within 30 ft. (except other q’nidar) who fail a Fort save (DC 16) take 3d6 points of sonic damage and are deafened for 1d6 minutes. Those who succeed at the Fort save take half damage and are not deafened, but they are not immune to the scream, and must save again if another scream is used. Those deafened by the scream are effectively immune until the deafness wears off or is cured. The q’nidar will continue to scream at the disturbances until they move away, also using its breath weapon if necessary.</p><p></p><p>Fire Subtype: Q’nidar are immune to fire, but are vulnerable to cold. If a save is allowed for a cold-based attack, q’nidar suffer half damage on a successful save and double damage on a failed save.</p></blockquote><p></p>
[QUOTE="dhaga, post: 1693332, member: 22199"] Converted from 2e Spelljammer compendium: Q’nidar Type: Large Magical Beast (Fire) Hit Dice: 6d10 + 18 (51 hp) Initiative: +5 (+1 Dex, +4 Improved Initiative) Speed: Fly 40 ft. (Average) AC: 18 (-1 Size, +1 Dex, +8 Natural) Attacks: Bite +10 melee Damage: Bite 1d8+4 Face/Reach: 5 ft. by 10 ft. / 5 ft. Special Attacks: Extinguish Fire, Breath Weapon, Scream Special Qualities: Fire Subtype Saves: Fort +8, Ref +6, Will +1 Abilities: Str 18, Dex 13, Con 16, Int 5, Wis 8, Cha 8 Skills: Spot +7, Listen +6 Feats: Dodge, Improved Initiative ----------------------------------------------------------------------------------- Climate/Terrain: Warm land Organization: Solitary or Pack (1-6) Challenge Rating: 5 Treasure: None Alignment: Neutral Advancement: 9-11 HD (Large), 12-15 HD (Huge) Q’nidar are batlike creatures that frequent warm areas. They look like large bats with semi-crystalline hides. They feed on the heat and light given off by fire. As they fly about, they give off sparks of light, which leave glowing patterns in the air around them. Q’nidar speak their own language, using their thermal breath, which is easily interpreted by others of their kind, but is difficult for others unless they have the ability to see thermal patterns. Q’nidar are extremely curious, especially about things that give off light (which could mean food for them). They are not purposefully destructive, but their curiosity has caused more than a few fires in the past. When they get excited, they sometimes breathe their cone of fire, much to the dismay of those nearby. Breath Weapon (Su): A q’nidar can use its breath weapon once every 2 rounds: Cone of Fire, 30 ft. long, 5d6 damage. Reflex save DC 16 for half damage. Extinguish Flame (Ex): When a q’nidar feeds on the heat and light from a fire, that fire will diminish in size until it is extinguished. Small sized and smaller fires are extinguished in 1 round. For larger fires, it requires 1 extra round per size category of the fire to extinguish it (ex: a large bonfire would last for 3 rounds before it became extinguished, while a medium-sized fire would only last for 2 rounds). Scream (Su): If disturbed while feeding, a q’nidar will scream at the disturbing party. This is a sonic attack. All those within 30 ft. (except other q’nidar) who fail a Fort save (DC 16) take 3d6 points of sonic damage and are deafened for 1d6 minutes. Those who succeed at the Fort save take half damage and are not deafened, but they are not immune to the scream, and must save again if another scream is used. Those deafened by the scream are effectively immune until the deafness wears off or is cured. The q’nidar will continue to scream at the disturbances until they move away, also using its breath weapon if necessary. Fire Subtype: Q’nidar are immune to fire, but are vulnerable to cold. If a save is allowed for a cold-based attack, q’nidar suffer half damage on a successful save and double damage on a failed save. [/QUOTE]
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