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The Bestiary of Ashtakala
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<blockquote data-quote="Solarious" data-source="post: 3444748" data-attributes="member: 27346"><p>The fabled city of Asktakala. Situated in the midst of the Demon Wastes, precious few ever see it's glassstorm-enshrounded form and live, let alone the hapless souls who go <em>inside</em>. The rulers of this damned domain are hideous in their power, and individually can topple armies if they chose to do so: yet they have their own plans and amusements that reach far beyond petty slaughter and mayhem.</p><p></p><p>But sometimes they do feel the urge to extinguish a few mortal souls, and when they do, they use deadly and twisted beasts to aid them in their sport, just as nobles use hawks and hounds to aid them in their hunts. We are all but flickering sparks of life, compared to these ancient terrors, and are fit to do naught but to run and hide.</p><p></p><p>And run and hide we do.</p><p></p><p><strong>The Hunting Bats of Ashtakala</strong></p><p></p><p>Large Outsider (native) [Augmented Elemental (Fire); Augmented Animal]</p><p>HP: 12d8+72 (144 hp)</p><p>Initiative: +12</p><p>Speed: 20 ft. (4 squares), fly 40 ft. (good) </p><p>Armor Class: 28 (-1 size, +8 Dex, +11 natural), touch 18, flat-footed 20</p><p>Base Attack/Grapple: +9/+18</p><p>Attack: Bite +16 melee (2d6+9 plus 3d6 acid, plus 2d6 fire)</p><p>Full Attack: Bite +16 melee (2d6+6 plus 3d6 acid, plus 2d6 fire), and 2 Claws +14 (1d8+3 plus 2d6 fire)</p><p>Space/Reach: 10 ft./5 ft. </p><p>Special Attacks: Acidic Bite, Flaming Body, Smite Good +12 1/day, Spell-like Abilities</p><p>Special Qualities: Blindsense 40 ft., Darkvision 60', DR 10/magic, Immunity to (Acid, Fire, Poison, Sleep, Paralysis, Stunning, and Critical Hits), SR 24, Vulnerability to COld, Cold & Electricity Resistance 10</p><p>Saves: Fort +14, Ref +16, Will +10</p><p>Abilities: Str 21, Dex 26, Con 23, Int 6, Wis 14, Cha 10</p><p>Skills: Hide +18, Listen +21*, Move Silently +22, Spot +21* </p><p>Feats: Blind-Fight, Flyby Attack, Hover, Improved Natural Attack (Bite, Claw), Impoved Initiative, Multiattack</p><p>Environment: Demon Wastes, Ruined City of Ashtakala</p><p>Organization: Solitary or pack (5-8) </p><p>Challenge Rating: 10</p><p>Alignment: Always Neutral Evil </p><p></p><p>Combat</p><p>These degenerate mockeries of true bats come from the very dephs of Khyber, and are heavily twisted by it's taint. Selected and handpicked by rakshasha handlers for their singular foul temperments, their mutations are then further amplified and refined through black sciences until the desired result is achieved. Intelligent enough to use rudimentary tactics, they shroud themselves in Darkness (relying on Blindsight and Blind Fight for the edge), and then bombard their prey with Unholy Blights before invoking Poison and diving down for flyby attacks. If they meet heavy resistance or encounter more prey than expected, they unleash their Blasphemies and converge on a single target until it is brought down, and fly off to their masters with the body. The Hunting Bats of Ashtakala's natural weapons count as magic for overcoming another creature's DR. Hunting Bats of Ashtakala speak Ignan, but rarely chose to speak.</p><p></p><p>Acidic Attack (Ex)</p><p>A Hunting Hawk of Ashtakala deals an extra 3d6 points of acid damage with a successful bite attack</p><p></p><p>Blindsense (Ex)</p><p>A Hunting Bat of Ashtakala uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them. </p><p></p><p>Flaming Body (Ex)</p><p>A Hunting Bat of Ashtakala deals 2d6 fire damage when it hits with natural weapons, and the target must make a DC 19 Reflex save to avoid catching fire. This also applies when attacked with another creature's natural weapons.</p><p></p><p>Ill-Temepered (Ex)</p><p>All Handle Animal checks with a Hunting Bat of Ashtakala have a +4 DC</p><p></p><p>Improved Natural Healing (Ex)</p><p>A Hunting Bat of Ashtakala heals naturally at three times the normal rate, healing 36 hit points with a full night's rest</p><p></p><p>Spell-Like Abilities [CL 12; DC = Spell Level]</p><p>Desecrate, Unholy Blight [DC 14], Contaigon [DC 14], Blasphemy [DC 17] (1/day)</p><p>Darkness, Poison[DC 14] (3/day)</p><p></p><p>Skills</p><p>Hunting Bats of Asktakala have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.</p></blockquote><p></p>
[QUOTE="Solarious, post: 3444748, member: 27346"] The fabled city of Asktakala. Situated in the midst of the Demon Wastes, precious few ever see it's glassstorm-enshrounded form and live, let alone the hapless souls who go [i]inside[/i]. The rulers of this damned domain are hideous in their power, and individually can topple armies if they chose to do so: yet they have their own plans and amusements that reach far beyond petty slaughter and mayhem. But sometimes they do feel the urge to extinguish a few mortal souls, and when they do, they use deadly and twisted beasts to aid them in their sport, just as nobles use hawks and hounds to aid them in their hunts. We are all but flickering sparks of life, compared to these ancient terrors, and are fit to do naught but to run and hide. And run and hide we do. [b]The Hunting Bats of Ashtakala[/b] Large Outsider (native) [Augmented Elemental (Fire); Augmented Animal] HP: 12d8+72 (144 hp) Initiative: +12 Speed: 20 ft. (4 squares), fly 40 ft. (good) Armor Class: 28 (-1 size, +8 Dex, +11 natural), touch 18, flat-footed 20 Base Attack/Grapple: +9/+18 Attack: Bite +16 melee (2d6+9 plus 3d6 acid, plus 2d6 fire) Full Attack: Bite +16 melee (2d6+6 plus 3d6 acid, plus 2d6 fire), and 2 Claws +14 (1d8+3 plus 2d6 fire) Space/Reach: 10 ft./5 ft. Special Attacks: Acidic Bite, Flaming Body, Smite Good +12 1/day, Spell-like Abilities Special Qualities: Blindsense 40 ft., Darkvision 60', DR 10/magic, Immunity to (Acid, Fire, Poison, Sleep, Paralysis, Stunning, and Critical Hits), SR 24, Vulnerability to COld, Cold & Electricity Resistance 10 Saves: Fort +14, Ref +16, Will +10 Abilities: Str 21, Dex 26, Con 23, Int 6, Wis 14, Cha 10 Skills: Hide +18, Listen +21*, Move Silently +22, Spot +21* Feats: Blind-Fight, Flyby Attack, Hover, Improved Natural Attack (Bite, Claw), Impoved Initiative, Multiattack Environment: Demon Wastes, Ruined City of Ashtakala Organization: Solitary or pack (5-8) Challenge Rating: 10 Alignment: Always Neutral Evil Combat These degenerate mockeries of true bats come from the very dephs of Khyber, and are heavily twisted by it's taint. Selected and handpicked by rakshasha handlers for their singular foul temperments, their mutations are then further amplified and refined through black sciences until the desired result is achieved. Intelligent enough to use rudimentary tactics, they shroud themselves in Darkness (relying on Blindsight and Blind Fight for the edge), and then bombard their prey with Unholy Blights before invoking Poison and diving down for flyby attacks. If they meet heavy resistance or encounter more prey than expected, they unleash their Blasphemies and converge on a single target until it is brought down, and fly off to their masters with the body. The Hunting Bats of Ashtakala's natural weapons count as magic for overcoming another creature's DR. Hunting Bats of Ashtakala speak Ignan, but rarely chose to speak. Acidic Attack (Ex) A Hunting Hawk of Ashtakala deals an extra 3d6 points of acid damage with a successful bite attack Blindsense (Ex) A Hunting Bat of Ashtakala uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them. Flaming Body (Ex) A Hunting Bat of Ashtakala deals 2d6 fire damage when it hits with natural weapons, and the target must make a DC 19 Reflex save to avoid catching fire. This also applies when attacked with another creature's natural weapons. Ill-Temepered (Ex) All Handle Animal checks with a Hunting Bat of Ashtakala have a +4 DC Improved Natural Healing (Ex) A Hunting Bat of Ashtakala heals naturally at three times the normal rate, healing 36 hit points with a full night's rest Spell-Like Abilities [CL 12; DC = Spell Level] Desecrate, Unholy Blight [DC 14], Contaigon [DC 14], Blasphemy [DC 17] (1/day) Darkness, Poison[DC 14] (3/day) Skills Hunting Bats of Asktakala have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated. [/QUOTE]
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