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The Kerberoi
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<blockquote data-quote="Andrew D. Gable" data-source="post: 893868" data-attributes="member: 4144"><p>Kerberoi </p><p>Large Magical Beast </p><p></p><p>Hit Dice: 9d10+36 (86 hp) </p><p>Initiative: +6 </p><p>Speed: 50 ft. </p><p>AC: 15 (-1 size, +2 Dex, +4 natural) </p><p>Base Attack/Grapple: +9/+9 </p><p>Attacks: Bite +9 melee</p><p>Full Attack: 3 bites +9 melee </p><p>Damage: Bite 1d6+1 </p><p>Face/Reach: 10 ft./5 ft. </p><p>Special Attacks: Trip </p><p>Special Qualities: Scent, darkvision 90 ft., lernaean </p><p>Saves: Fort +10, Ref +8, Will +6 </p><p>Abilities: Str 13, Dex 15, Con 19, Int 2, Wis 12, Cha 6</p><p>Skills: Hide +5, Listen +6, Move Silently +10, Spot +7, Survival +6 (+11) </p><p>Feats: Combat Reflexes (B), Improved Initiative (B), Iron Will, Mobility, Weapon Finesse (bite) (B) </p><p>Climate/Terrain: Any </p><p>Organization: Solitary </p><p>Challenge Rating: 7 </p><p>Treasure: None </p><p>Alignment: Always neutral </p><p>Advancement: 9-18 HD (Large); 19-27 HD (Huge)</p><p></p><p>The kerberoi is a three-headed canine used as a guardian by certain magi and other noblemen. The tricephalic beast is covered in a gray, black or brown pelt. Kerberoi make excellent guardians, as they are exceptionally loyal beasts.</p><p></p><p>The creator of the kerberoi was the mage Phyneleus, who lived in southern Korthet over 2000 years ago. It's believed that Phyneleus modelled his creations on the guardian of the underworld, the hound Cerberus.</p><p></p><p>Lernaean (Ex): The kerberoi's body is immune to all damage. The only way to slay the guardian is to sever all its heads (a head is severed by hitting its neck with a slashing weapon and inflicting damage equal to the kerberoi's starting hit point total divided by three). However, when a head is severed, it grows back in 1d4 rounds. To prevent a severed head from regenerating, at least 5 points of fire or acid damge must be done to the stump. Spells such as disintegrate, finger of death, and slay living kill a kerberoi outright. If the save is successful, the damage is done to one of the heads.</p><p></p><p>Trip (Ex): A kerberoi that hits with one of its bite attacks can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the kerberoi.</p><p></p><p>Skills: Kerberoi receive a +4 racial bonus to Survival checks when tracking by scent.</p><p></p><p>---------------------</p><p></p><p>Inspiration for this guy goes in equal parts to Cerberus, of course, and the dog in the first Harry Potter, lol.</p></blockquote><p></p>
[QUOTE="Andrew D. Gable, post: 893868, member: 4144"] Kerberoi Large Magical Beast Hit Dice: 9d10+36 (86 hp) Initiative: +6 Speed: 50 ft. AC: 15 (-1 size, +2 Dex, +4 natural) Base Attack/Grapple: +9/+9 Attacks: Bite +9 melee Full Attack: 3 bites +9 melee Damage: Bite 1d6+1 Face/Reach: 10 ft./5 ft. Special Attacks: Trip Special Qualities: Scent, darkvision 90 ft., lernaean Saves: Fort +10, Ref +8, Will +6 Abilities: Str 13, Dex 15, Con 19, Int 2, Wis 12, Cha 6 Skills: Hide +5, Listen +6, Move Silently +10, Spot +7, Survival +6 (+11) Feats: Combat Reflexes (B), Improved Initiative (B), Iron Will, Mobility, Weapon Finesse (bite) (B) Climate/Terrain: Any Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: 9-18 HD (Large); 19-27 HD (Huge) The kerberoi is a three-headed canine used as a guardian by certain magi and other noblemen. The tricephalic beast is covered in a gray, black or brown pelt. Kerberoi make excellent guardians, as they are exceptionally loyal beasts. The creator of the kerberoi was the mage Phyneleus, who lived in southern Korthet over 2000 years ago. It's believed that Phyneleus modelled his creations on the guardian of the underworld, the hound Cerberus. Lernaean (Ex): The kerberoi's body is immune to all damage. The only way to slay the guardian is to sever all its heads (a head is severed by hitting its neck with a slashing weapon and inflicting damage equal to the kerberoi's starting hit point total divided by three). However, when a head is severed, it grows back in 1d4 rounds. To prevent a severed head from regenerating, at least 5 points of fire or acid damge must be done to the stump. Spells such as disintegrate, finger of death, and slay living kill a kerberoi outright. If the save is successful, the damage is done to one of the heads. Trip (Ex): A kerberoi that hits with one of its bite attacks can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the kerberoi. Skills: Kerberoi receive a +4 racial bonus to Survival checks when tracking by scent. --------------------- Inspiration for this guy goes in equal parts to Cerberus, of course, and the dog in the first Harry Potter, lol. [/QUOTE]
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