Jason_krueger
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Ducknoid
Small Magical Beast
Hit Dice: 28d10+168 (336 hp)
Initiative: +9
Speed: 70 ft
AC: 35 (+1 size, +9 dex, +15 natural)
Attacks: Bite +36
Damage: bite 4d6+23
Face/Reach: 5ft by 5ft/5ft
Special Attacks: insanitizing bite
Special Qualities: SR 35, damage reduction 30/+5, regeneration 5
Saves: not sure
Abilties: Str 41, dex 28, con 23, int 18, wis 20, cha 30
Skills: not sure
Feats: iron will, Dodge, Cleave, Great Cleave, Power Attack, Lightinign Reflexes
Climate/Terrain: anywhere
Organization: solitary or Duck Squad (2-10)
Challenge Rating: 23
Treasure: standard
Alignment: Always Neutral Evil
Advancement: 28-40 hd small, 40-60 hd medium size
Ducknoids are among the most feared and wicked creatures in existance. Even the mightiest heros approch them with caution. Ducknoids are thoroughly evil and wicked. They care only about their own pleasure and have no regard for others. They like to capture "lesser creatures" (read: everyone else) and vivisect them with red hot scalpels for fun. A ducknoid looks like a normal duck except it is larger and is dark red colored in the case of males, or dark green in the case of females. Ducknoids speak infernal and abyssal.
Combat: A ducknoid tries to use its spell like abilites to capture an enemy so it can torture it instead of killing it.
Spell like abilities: at will hold person, hold monster, suggestion, telepathy, predestignation, greater dispelling, wall of force. Caster lvl 20th (dc 14+ spell level)
maddening bite(ex): anyone bit by a ducknoid must make a will save (DC 29) or go perminatly insane as per the spell
Quack of Terror(ex): anyone within 100ft of a ducknoid that hears its foul quack must make a will save (DC 29) or be panicked for 1d4 rounds. The ducknoid can quack 1 time per round.
Regeneration: Ducknoids take normal damage from Sonic and Cold!!!!!!
Small Magical Beast
Hit Dice: 28d10+168 (336 hp)
Initiative: +9
Speed: 70 ft
AC: 35 (+1 size, +9 dex, +15 natural)
Attacks: Bite +36
Damage: bite 4d6+23
Face/Reach: 5ft by 5ft/5ft
Special Attacks: insanitizing bite
Special Qualities: SR 35, damage reduction 30/+5, regeneration 5
Saves: not sure
Abilties: Str 41, dex 28, con 23, int 18, wis 20, cha 30
Skills: not sure
Feats: iron will, Dodge, Cleave, Great Cleave, Power Attack, Lightinign Reflexes
Climate/Terrain: anywhere
Organization: solitary or Duck Squad (2-10)
Challenge Rating: 23
Treasure: standard
Alignment: Always Neutral Evil
Advancement: 28-40 hd small, 40-60 hd medium size
Ducknoids are among the most feared and wicked creatures in existance. Even the mightiest heros approch them with caution. Ducknoids are thoroughly evil and wicked. They care only about their own pleasure and have no regard for others. They like to capture "lesser creatures" (read: everyone else) and vivisect them with red hot scalpels for fun. A ducknoid looks like a normal duck except it is larger and is dark red colored in the case of males, or dark green in the case of females. Ducknoids speak infernal and abyssal.
Combat: A ducknoid tries to use its spell like abilites to capture an enemy so it can torture it instead of killing it.
Spell like abilities: at will hold person, hold monster, suggestion, telepathy, predestignation, greater dispelling, wall of force. Caster lvl 20th (dc 14+ spell level)
maddening bite(ex): anyone bit by a ducknoid must make a will save (DC 29) or go perminatly insane as per the spell
Quack of Terror(ex): anyone within 100ft of a ducknoid that hears its foul quack must make a will save (DC 29) or be panicked for 1d4 rounds. The ducknoid can quack 1 time per round.
Regeneration: Ducknoids take normal damage from Sonic and Cold!!!!!!
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