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Terrifying new monster! DUCKNOID!
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<blockquote data-quote="Jason_krueger" data-source="post: 476871" data-attributes="member: 3728"><p>Ducknoid</p><p>Small Magical Beast</p><p>Hit Dice: 28d10+168 (336 hp)</p><p>Initiative: +9 </p><p>Speed: 70 ft</p><p>AC: 35 (+1 size, +9 dex, +15 natural)</p><p>Attacks: Bite +36</p><p>Damage: bite 4d6+23</p><p>Face/Reach: 5ft by 5ft/5ft</p><p>Special Attacks: insanitizing bite</p><p>Special Qualities: SR 35, damage reduction 30/+5, regeneration 5</p><p>Saves: not sure</p><p>Abilties: Str 41, dex 28, con 23, int 18, wis 20, cha 30</p><p>Skills: not sure</p><p>Feats: iron will, Dodge, Cleave, Great Cleave, Power Attack, Lightinign Reflexes</p><p>Climate/Terrain: anywhere</p><p>Organization: solitary or Duck Squad (2-10)</p><p>Challenge Rating: 23</p><p>Treasure: standard</p><p>Alignment: Always Neutral Evil</p><p>Advancement: 28-40 hd small, 40-60 hd medium size</p><p></p><p>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.</p><p></p><p>Combat: A ducknoid tries to use its spell like abilites to capture an enemy so it can torture it instead of killing it.</p><p></p><p>Spell like abilities: at will hold person, hold monster, suggestion, telepathy, predestignation, greater dispelling, wall of force. Caster lvl 20th (dc 14+ spell level)</p><p></p><p>maddening bite(ex): anyone bit by a ducknoid must make a will save (DC 29) or go perminatly insane as per the spell</p><p></p><p>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.</p><p></p><p>Regeneration: Ducknoids take normal damage from Sonic and Cold!!!!!!</p></blockquote><p></p>
[QUOTE="Jason_krueger, post: 476871, member: 3728"] 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!!!!!! [/QUOTE]
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