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The Lockjaw
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<blockquote data-quote="Chunklets" data-source="post: 1638326" data-attributes="member: 20069"><p><span style="font-size: 15px">Lockjaw</span></p><p><strong>Medium Animal </strong> </p><p><strong>Hit Dice: </strong> 9d8+9 (50 hp)</p><p><strong>Initiative:</strong> +3 (+3 Dex)</p><p><strong>Speed: </strong> 30 ft. (6 squares), Climb 15'</p><p><strong>Armour Class:</strong> 20 (+3 Dex, +7 Natural), touch 13, flat-footed 17</p><p><strong>Base Attack/Grapple:</strong> +6/+12</p><p><strong>Attack:</strong> +7 (1d6 plus poison)</p><p><strong>Full Attack:</strong> Bite +10 (1d8+1 plus poison) and 2 claws +5 (1d4)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Poison, improved grab</p><p><strong>Special Qualities:</strong> Darkvision 60', scent</p><p><strong>Saves:</strong> Fort +7, Ref +9, Will +2</p><p><strong>Abilities:</strong> Str 12, Dex 16, Con 12, Int 2, Wis 8, Cha 9</p><p><strong>Skills:</strong> Balance +11, Climb +11, Hide +7, Jump +5, Listen +6, Move Silently +3</p><p><strong>Feats:</strong> Improved Grapple, Improved Natural Attack (bite), Run, Weapon Finesse</p><p><strong>Environment: </strong> Underground</p><p><strong>Organization:</strong> Pack (11-22)</p><p><strong>Challenge Rating:</strong> 5</p><p><strong>Treasure: </strong> None</p><p><strong>Alignment:</strong> Always Neutral</p><p><strong>Advancement:</strong> 10-12 HD (medium)</p><p><strong>Level Adjustment:</strong> --</p><p></p><p><em>A 4' tall mottled gray lizard, standing on its hind legs with a long slender tail stuck out behind it, utters a hiss through an abnormally large mouth filled with sharp teeth. </em> </p><p></p><p>Lockjaws are pack-hunting lizards native to the upper underdark. They hunt by attaching their strong jaws to their prey (hence the name) and injecting poison until the victim is paralyzed. A lockjaw stands about 4 feet tall and weighs about 90 lbs.</p><p></p><p><strong><span style="font-size: 12px">Combat</span></strong></p><p>A lockjaw pack attacks by swarming around its victims, using their powerful jaws to cling on and then injecting venom. Lockjaws will stop to feed on a felled opponent (automatic hit with the bite, but no poison, and not a coup de grace), even ignoring combat going on around them. A lockjaw pack reduced to fewer than half its original number will flee, wait until their opponents have left the area, and then return to feed on their fallen companions.</p><p><strong>Improved Grab (Ex): </strong> To use this ability, a lockjaw must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. A lockjaw automatically does bit damage (including poison) on a successful grapple check.</p><p><strong>Poison (Ex): </strong> Injury, Fortitude DC 17, initial damage paralysis (1d6 hours), no secondary damage. The save DC is Constitution-based.</p><p><strong>Skills:</strong> Lockjaws have a +8 racial bonus on balance and climb checks. They also have a +4 racial bonus on jump and hide checks.</p></blockquote><p></p>
[QUOTE="Chunklets, post: 1638326, member: 20069"] [SIZE=4]Lockjaw[/SIZE] [B]Medium Animal [/B] [B]Hit Dice: [/B] 9d8+9 (50 hp) [B]Initiative:[/B] +3 (+3 Dex) [B]Speed: [/B] 30 ft. (6 squares), Climb 15' [B]Armour Class:[/B] 20 (+3 Dex, +7 Natural), touch 13, flat-footed 17 [B]Base Attack/Grapple:[/B] +6/+12 [B]Attack:[/B] +7 (1d6 plus poison) [B]Full Attack:[/B] Bite +10 (1d8+1 plus poison) and 2 claws +5 (1d4) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Poison, improved grab [B]Special Qualities:[/B] Darkvision 60', scent [B]Saves:[/B] Fort +7, Ref +9, Will +2 [B]Abilities:[/B] Str 12, Dex 16, Con 12, Int 2, Wis 8, Cha 9 [B]Skills:[/B] Balance +11, Climb +11, Hide +7, Jump +5, Listen +6, Move Silently +3 [B]Feats:[/B] Improved Grapple, Improved Natural Attack (bite), Run, Weapon Finesse [B]Environment: [/B] Underground [B]Organization:[/B] Pack (11-22) [B]Challenge Rating:[/B] 5 [B]Treasure: [/B] None [B]Alignment:[/B] Always Neutral [B]Advancement:[/B] 10-12 HD (medium) [B]Level Adjustment:[/B] -- [I]A 4' tall mottled gray lizard, standing on its hind legs with a long slender tail stuck out behind it, utters a hiss through an abnormally large mouth filled with sharp teeth. [/I] Lockjaws are pack-hunting lizards native to the upper underdark. They hunt by attaching their strong jaws to their prey (hence the name) and injecting poison until the victim is paralyzed. A lockjaw stands about 4 feet tall and weighs about 90 lbs. [B][SIZE=3]Combat[/SIZE][/B] A lockjaw pack attacks by swarming around its victims, using their powerful jaws to cling on and then injecting venom. Lockjaws will stop to feed on a felled opponent (automatic hit with the bite, but no poison, and not a coup de grace), even ignoring combat going on around them. A lockjaw pack reduced to fewer than half its original number will flee, wait until their opponents have left the area, and then return to feed on their fallen companions. [B]Improved Grab (Ex): [/B] To use this ability, a lockjaw must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. A lockjaw automatically does bit damage (including poison) on a successful grapple check. [B]Poison (Ex): [/B] Injury, Fortitude DC 17, initial damage paralysis (1d6 hours), no secondary damage. The save DC is Constitution-based. [B]Skills:[/B] Lockjaws have a +8 racial bonus on balance and climb checks. They also have a +4 racial bonus on jump and hide checks. [/QUOTE]
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