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<blockquote data-quote="the Jester" data-source="post: 2123779" data-attributes="member: 1210"><p>I was thinking that this would make a good mount for a bad guy.</p><p></p><p><strong>DISJOINER</strong></p><p>Advanced Disenchanter</p><p>Gargantuan Magical Beast</p><p>Hit Dice: 51d10+306</p><p>Initiative: +10</p><p>Speed: 30’</p><p>Armor Class: 32 (+20 natural, -4 size, +6 dex), touch 12, flat-footed 26</p><p>Base Attack/Grapple: +51/+84</p><p>Attack: Tail slam +54 melee (3d8+9) or tongue +55 melee </p><p>Full Attack: Tail slam +54 melee (3d8+9) and 2 hooves +49 melee (2d6+4); or tongue +55 melee </p><p>Space/Reach: 20’/15’ (20’ with tongue)</p><p>Special Attacks: Adhesive, constrict, disenchant, drain magic, improved grab</p><p>Special Qualities: Darkvision 60’, DR 10/magic, detect magic, low-light vision, SR 38</p><p>Saves: Fort +33, Ref +33, Will +25</p><p>Abilities: Str 29, Dex 23, Con 22, Int 5, Wis 22, Cha 10</p><p>Skills: Hide -1, Jump +13, Listen +28, Move Silently +11, Spot +28</p><p>Feats: Alertness, Diehard, Dodge, Endurance, Improved Disarm (B), Improved Initiative, Improved Natural Armor (x5), Improved Natural Attack (tail slam), Improved Sunder, Iron Will, Mobility, Power Attack, Run, Spring Attack, Weapon Focus (tongue)</p><p>Challenge Rating: 28</p><p>Treasure: None</p><p>Alignment: Neutral</p><p><em>This massive thing looks like a 30’ long blue camel with a long snout and a long curling tongue like an anteater's. Its skin looks tough and it moves with a fluid grace surprising in something so big.</em></p><p></p><p><strong>Combat</strong></p><p><strong> </strong></p><p><strong>Adhesive (Ex):</strong> A disjoiner’s tongue is coated with a sticky adhesive, giving it a +8 on grapple and disarm checks (factored into the grapple bonus above). </p><p> </p><p><strong>Constrict (Ex):</strong> If a disjoiner gets a hold on a creature with its tongue, it may constrict for 3d6+13 hp of damage with each successful grapple check.</p><p> </p><p><strong>Detect Magic (Su):</strong> A disjoiner is always aware of magical auras within 60’ and discerns the number, strength and location instantly. This ability is otherwise similar to the spell. </p><p> </p><p><strong>Disenchant (Su):</strong> Magic weapons that hit a disjoiner deal normal damage, but must then make a Fort save (DC 41) or be reduced in power. On a failed save the weapon permanently loses 1d4 randomly determined special abilities. If it has no more special abilities, these transfer to lost points of enhancement bonus on a 1 for 1 basis. </p><p> </p><p><strong>Drain Magic (Su):</strong> If a disjoiner hits an opponent with its tongue attack, it can choose to drain any magic items that the opponent might have. It affects magic items in the following order: shield, armor, helmet, item in hand, cloak, stowed or sheathed weapon, bracers, clothing, jewelry (including rings) and anything else. Every round it leaves its tongue attached, the disjoiner drains 1d4 special abilities of an item, or 1d4 points of bonus from it, or 2d4x10% of its full number of charges. For every special ability or point of enhancement bonus the disjoiner drains, it gains 10 temporary hit points. For every charge it drains it gains one temporary hit point.</p><p> </p><p>An opponent can attempt a str check (DC 46) to wrestle its item free of the disjoiner’s tongue, but this is virtually impossible due to the disjoiner’s incredible tenacity. A disjoiner can still attack with its hooves and tail while attached to an item.</p><p></p><p><strong>Improved Grab (Ex):</strong> If a disjoiner hits with its tongue attack, it may choose to initiate a grapple as a free action without provoking an attack of opportunity. It may choose to constrict if it gets a hold.</p></blockquote><p></p>
[QUOTE="the Jester, post: 2123779, member: 1210"] I was thinking that this would make a good mount for a bad guy. [b]DISJOINER[/b] Advanced Disenchanter Gargantuan Magical Beast Hit Dice: 51d10+306 Initiative: +10 Speed: 30’ Armor Class: 32 (+20 natural, -4 size, +6 dex), touch 12, flat-footed 26 Base Attack/Grapple: +51/+84 Attack: Tail slam +54 melee (3d8+9) or tongue +55 melee Full Attack: Tail slam +54 melee (3d8+9) and 2 hooves +49 melee (2d6+4); or tongue +55 melee Space/Reach: 20’/15’ (20’ with tongue) Special Attacks: Adhesive, constrict, disenchant, drain magic, improved grab Special Qualities: Darkvision 60’, DR 10/magic, detect magic, low-light vision, SR 38 Saves: Fort +33, Ref +33, Will +25 Abilities: Str 29, Dex 23, Con 22, Int 5, Wis 22, Cha 10 Skills: Hide -1, Jump +13, Listen +28, Move Silently +11, Spot +28 Feats: Alertness, Diehard, Dodge, Endurance, Improved Disarm (B), Improved Initiative, Improved Natural Armor (x5), Improved Natural Attack (tail slam), Improved Sunder, Iron Will, Mobility, Power Attack, Run, Spring Attack, Weapon Focus (tongue) Challenge Rating: 28 Treasure: None Alignment: Neutral [i]This massive thing looks like a 30’ long blue camel with a long snout and a long curling tongue like an anteater's. Its skin looks tough and it moves with a fluid grace surprising in something so big.[/i] [b]Combat Adhesive (Ex):[/b] A disjoiner’s tongue is coated with a sticky adhesive, giving it a +8 on grapple and disarm checks (factored into the grapple bonus above). [b]Constrict (Ex):[/b] If a disjoiner gets a hold on a creature with its tongue, it may constrict for 3d6+13 hp of damage with each successful grapple check. [b]Detect Magic (Su):[/b] A disjoiner is always aware of magical auras within 60’ and discerns the number, strength and location instantly. This ability is otherwise similar to the spell. [b]Disenchant (Su):[/b] Magic weapons that hit a disjoiner deal normal damage, but must then make a Fort save (DC 41) or be reduced in power. On a failed save the weapon permanently loses 1d4 randomly determined special abilities. If it has no more special abilities, these transfer to lost points of enhancement bonus on a 1 for 1 basis. [b]Drain Magic (Su):[/b] If a disjoiner hits an opponent with its tongue attack, it can choose to drain any magic items that the opponent might have. It affects magic items in the following order: shield, armor, helmet, item in hand, cloak, stowed or sheathed weapon, bracers, clothing, jewelry (including rings) and anything else. Every round it leaves its tongue attached, the disjoiner drains 1d4 special abilities of an item, or 1d4 points of bonus from it, or 2d4x10% of its full number of charges. For every special ability or point of enhancement bonus the disjoiner drains, it gains 10 temporary hit points. For every charge it drains it gains one temporary hit point. An opponent can attempt a str check (DC 46) to wrestle its item free of the disjoiner’s tongue, but this is virtually impossible due to the disjoiner’s incredible tenacity. A disjoiner can still attack with its hooves and tail while attached to an item. [b]Improved Grab (Ex):[/b] If a disjoiner hits with its tongue attack, it may choose to initiate a grapple as a free action without provoking an attack of opportunity. It may choose to constrict if it gets a hold. [/QUOTE]
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