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The Dolgrave
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<blockquote data-quote="demiurge1138" data-source="post: 1808074" data-attributes="member: 7451"><p>OK, this one's a bit Eberron specific. For those of you who don't own the book, the daelkyr are creatures from the Far Realm analouge, Xoriat, that make monsters just because (and to explain the existence of aberrations). The Eberron book covers creatures made from goblins and hobgoblins, so I figured, why not bugbears?</p><p></p><p><strong>Dolgrave</strong></p><p><strong>Large Aberration</strong></p><p><strong>Hit Dice: </strong> 10d8+50 (95 hp)</p><p><strong>Initiative:</strong> +2</p><p><strong>Speed:</strong> 20ft (4 squares)</p><p><strong>Armor Class:</strong> 22 (-1 size, -2 Dex, +15 natural), touch 7, flat-footed 22</p><p><strong>Base Attack/Grapple:</strong> +7/+18</p><p><strong>Attack:</strong> Claw +13 melee (2d6+7)</p><p><strong>Full Attack:</strong> 2 claws +13 melee (2d6+7) and 5 bites +11 melee (1d6+3)</p><p><strong>Space/Reach:</strong> 10ft/10ft</p><p><strong>Special Attacks:</strong> Clamorous keening, rend</p><p><strong>Special Qualities:</strong> Darkvision 60ft, DR 10/ slashing and byshek, plant traits, resistance to cold 10 and electricity 10, scent, vulnerability to fire</p><p><strong>Saves:</strong> Fort +10, Ref +1, Will +10</p><p><strong>Abilities:</strong> Str 25, Dex 7, Con 20, Int 11, Wis 17, Cha 14</p><p><strong>Skills:</strong> Bluff +9, Diplomacy +4, Listen +17, Spot +18, Survival +10</p><p><strong>Feats:</strong> Ability Focus (clamorous keening), Great Fortitude, Improved Initiative, Track (B)</p><p><strong>Environment: </strong> Underground</p><p><strong>Organization: </strong> Solitary, pair, entourage (1 plus 2-8 dolgrims and 1-4 dolgaunts) or hive (3-30)</p><p><strong>Challenge Rating:</strong> 9</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually neutral evil</p><p><strong>Advancement:</strong> 11-20 HD (Large), 21-30 HD (Huge)</p><p><strong>Level Adjustment:</strong> +6</p><p></p><p><em>This bizarre creature resembles a gnarled, ancient tree, with two great arms tipped in long, curved claws. At its crown, instead of normal branches, are five tentacle-like necks, each ending in the fanged head of a goblinoid creature.</em></p><p></p><p>The dolgraves are horrible monsters created by the daelkyr from bugbear stock. They are far less common than either dolgrims or dolgaunts, being used primarily for the sort of overt combat that the daelkyr have avoided for so many centuries. They are sometimes used as bodyguards or commanders of dolgrims, but are more often allowed to roam free and cause terror.</p><p></p><p>Despite their gruesome appearance, dolgraves are relatively intelligent, and live communal lives in vast underground caverns. They feed on meat, but seem able to subsist on no more than air and water. They treasure Khyber crystals as sacred and vast amounts of them are to be found in dolgrave hives.</p><p></p><p>A dolgrave stands about 12 feet in height and can weigh up to 1000 pounds. They speak Common and Undercommon. </p><p></p><p><strong>Combat</strong></p><p>Dolgraves enjoy combat, and are ruthless in it, shredding foes with their claws and fangs. If overwhelmed by foes, they use their clamorous keening to distract and disrupt their enemies. A dolgrave will only retreat if seriously injured.</p><p></p><p><strong>Clamorous Keening (Su):</strong> Once per day as a standard action, a dolgrave may chant horribly with all of its heads, causing all creatures within 30ft to make a Will save (DC 19) or be confused, as per the spell, for 2d4 rounds. This is a mind-influencing effect, and the save DC is Charisma-based.</p><p></p><p><strong>Rend (Ex):</strong> If a dolgrave hits an opponent with both claw attacks, it pulls the flesh, dealing an additional 4d6+10 points of damage.</p><p></p><p><strong>Plant Traits (Ex):</strong> A dolgrave has immunity to poison, magical sleep effects, paralysis, polymorphing, stunning and mind-influencing effects. It is not subject to critical hits and sneak attacks. However, dolgraves count as plants for the purpose of spells, such as control plants and blight.</p><p></p><p><strong>Skills:</strong> Due to its extra heads, a dolgrave gains a +8 racial bonus to all Listen and Spot checks.</p><p></p><p>So, how's it look? Is the CR correct?</p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 1808074, member: 7451"] OK, this one's a bit Eberron specific. For those of you who don't own the book, the daelkyr are creatures from the Far Realm analouge, Xoriat, that make monsters just because (and to explain the existence of aberrations). The Eberron book covers creatures made from goblins and hobgoblins, so I figured, why not bugbears? [B]Dolgrave Large Aberration Hit Dice: [/B] 10d8+50 (95 hp) [B]Initiative:[/B] +2 [B]Speed:[/B] 20ft (4 squares) [B]Armor Class:[/B] 22 (-1 size, -2 Dex, +15 natural), touch 7, flat-footed 22 [B]Base Attack/Grapple:[/B] +7/+18 [B]Attack:[/B] Claw +13 melee (2d6+7) [B]Full Attack:[/B] 2 claws +13 melee (2d6+7) and 5 bites +11 melee (1d6+3) [B]Space/Reach:[/B] 10ft/10ft [B]Special Attacks:[/B] Clamorous keening, rend [B]Special Qualities:[/B] Darkvision 60ft, DR 10/ slashing and byshek, plant traits, resistance to cold 10 and electricity 10, scent, vulnerability to fire [B]Saves:[/B] Fort +10, Ref +1, Will +10 [B]Abilities:[/B] Str 25, Dex 7, Con 20, Int 11, Wis 17, Cha 14 [B]Skills:[/B] Bluff +9, Diplomacy +4, Listen +17, Spot +18, Survival +10 [B]Feats:[/B] Ability Focus (clamorous keening), Great Fortitude, Improved Initiative, Track (B) [B]Environment: [/B] Underground [B]Organization: [/B] Solitary, pair, entourage (1 plus 2-8 dolgrims and 1-4 dolgaunts) or hive (3-30) [B]Challenge Rating:[/B] 9 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually neutral evil [B]Advancement:[/B] 11-20 HD (Large), 21-30 HD (Huge) [B]Level Adjustment:[/B] +6 [I]This bizarre creature resembles a gnarled, ancient tree, with two great arms tipped in long, curved claws. At its crown, instead of normal branches, are five tentacle-like necks, each ending in the fanged head of a goblinoid creature.[/I] The dolgraves are horrible monsters created by the daelkyr from bugbear stock. They are far less common than either dolgrims or dolgaunts, being used primarily for the sort of overt combat that the daelkyr have avoided for so many centuries. They are sometimes used as bodyguards or commanders of dolgrims, but are more often allowed to roam free and cause terror. Despite their gruesome appearance, dolgraves are relatively intelligent, and live communal lives in vast underground caverns. They feed on meat, but seem able to subsist on no more than air and water. They treasure Khyber crystals as sacred and vast amounts of them are to be found in dolgrave hives. A dolgrave stands about 12 feet in height and can weigh up to 1000 pounds. They speak Common and Undercommon. [B]Combat[/B] Dolgraves enjoy combat, and are ruthless in it, shredding foes with their claws and fangs. If overwhelmed by foes, they use their clamorous keening to distract and disrupt their enemies. A dolgrave will only retreat if seriously injured. [B]Clamorous Keening (Su):[/B] Once per day as a standard action, a dolgrave may chant horribly with all of its heads, causing all creatures within 30ft to make a Will save (DC 19) or be confused, as per the spell, for 2d4 rounds. This is a mind-influencing effect, and the save DC is Charisma-based. [B]Rend (Ex):[/B] If a dolgrave hits an opponent with both claw attacks, it pulls the flesh, dealing an additional 4d6+10 points of damage. [B]Plant Traits (Ex):[/B] A dolgrave has immunity to poison, magical sleep effects, paralysis, polymorphing, stunning and mind-influencing effects. It is not subject to critical hits and sneak attacks. However, dolgraves count as plants for the purpose of spells, such as control plants and blight. [B]Skills:[/B] Due to its extra heads, a dolgrave gains a +8 racial bonus to all Listen and Spot checks. So, how's it look? Is the CR correct? Demiurge out. [/QUOTE]
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