Beholder Bob
First Post
First off, the creature!
I've got the name tentatively as "Shingleback Stalker"
This large magical beast is reptilian, with 2 cyclopian serpent heads at the end of long sinuous necks. It's body is tiger-like in proportion and shape, but covered in stripes of dark and light green scales, with a spattering of dull yellow. The tail is long and supple, reminiscent of a constrictors body in its musculature and thickness, which sways with pent up energy.
Type: Magical Beast, Large
HD: 6d10+18 (51)
Initiative: +7
Speed: 40'
AC: 16 (+4 natural, +3 dexterity, -1 size)
Base Attack/Grapple: +6/+12
Attack: +8 Bite d4+2 & Poison
Full Attack: 2 bites +8 (1d4+2 and poison) and +6 Tail slap (1d6+1)
Space/Reach:Reach: 10'/5' (10' with bite attacks)
Special Attacks: Improved Grab, Poison, Constrict d4+3, Toxic
Special Qualities: Darkvision 60', Low-light vision, Scent, Scent of Poison
Saves: Fort +8, Reflex +8, Will +3
Abilities: Str 15 Dex 16 Con 16 Int 2 Wis 12 Cha 9
Skills: Survival +4 (see Scent of Poison), Spot +6, Listen +6, Hide +5,
Move Silent +5
Feats: Improved Initiative, Weapon Finesse, Multi-Attack & (Bonus) Combat Reflexes
Environment: Marsh & Forest
Organization: Solitary or Pack (3-6)
CR: 5
Advancement: 7-11 HD Large, 12-17 HD Huge
Level Adjustment: --
Treasure: None
Alignment: Always Neutral
Improved Grab: When the creature successfully hits a creature Large size or smaller with it's Tail Slap, it attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. If the creature establishes a hold, it may immediately Constrict an opponent.
Constrict (ex): On a successful Grapple check, the creature deals 1d4+3 damage
Poison Bite (ex): The first bite attack poison requires a DC 16 Fortitude save 1d6 Dex/1d6 Dex
Poison Bite (ex): The second bite attack poison requires a DC 16 Fortitude save 1d6 Str/1d6 Str
Toxic (ex): Creatures bitten by both heads in the same round suffer addtional effects as the toxins interact, required a DC 16 Fortitude save 1d6 Con/1d6 Con
Scent of Poison (ex): The creature gains a +8 circumstance bonus to Survival skill checks to track a creature that it has poisoned (by any source) in the last 24 hours.
Racial Skill Adjustments: +4 to Hide, Listen, & Spot.
Well, any feedback, suggestions, names...?
I've got the name tentatively as "Shingleback Stalker"
This large magical beast is reptilian, with 2 cyclopian serpent heads at the end of long sinuous necks. It's body is tiger-like in proportion and shape, but covered in stripes of dark and light green scales, with a spattering of dull yellow. The tail is long and supple, reminiscent of a constrictors body in its musculature and thickness, which sways with pent up energy.
Type: Magical Beast, Large
HD: 6d10+18 (51)
Initiative: +7
Speed: 40'
AC: 16 (+4 natural, +3 dexterity, -1 size)
Base Attack/Grapple: +6/+12
Attack: +8 Bite d4+2 & Poison
Full Attack: 2 bites +8 (1d4+2 and poison) and +6 Tail slap (1d6+1)
Space/Reach:Reach: 10'/5' (10' with bite attacks)
Special Attacks: Improved Grab, Poison, Constrict d4+3, Toxic
Special Qualities: Darkvision 60', Low-light vision, Scent, Scent of Poison
Saves: Fort +8, Reflex +8, Will +3
Abilities: Str 15 Dex 16 Con 16 Int 2 Wis 12 Cha 9
Skills: Survival +4 (see Scent of Poison), Spot +6, Listen +6, Hide +5,
Move Silent +5
Feats: Improved Initiative, Weapon Finesse, Multi-Attack & (Bonus) Combat Reflexes
Environment: Marsh & Forest
Organization: Solitary or Pack (3-6)
CR: 5
Advancement: 7-11 HD Large, 12-17 HD Huge
Level Adjustment: --
Treasure: None
Alignment: Always Neutral
Improved Grab: When the creature successfully hits a creature Large size or smaller with it's Tail Slap, it attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. If the creature establishes a hold, it may immediately Constrict an opponent.
Constrict (ex): On a successful Grapple check, the creature deals 1d4+3 damage
Poison Bite (ex): The first bite attack poison requires a DC 16 Fortitude save 1d6 Dex/1d6 Dex
Poison Bite (ex): The second bite attack poison requires a DC 16 Fortitude save 1d6 Str/1d6 Str
Toxic (ex): Creatures bitten by both heads in the same round suffer addtional effects as the toxins interact, required a DC 16 Fortitude save 1d6 Con/1d6 Con
Scent of Poison (ex): The creature gains a +8 circumstance bonus to Survival skill checks to track a creature that it has poisoned (by any source) in the last 24 hours.
Racial Skill Adjustments: +4 to Hide, Listen, & Spot.
Well, any feedback, suggestions, names...?

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