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Tindalorian (enhanced caterwaul)
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<blockquote data-quote="Devon" data-source="post: 1040231" data-attributes="member: 1446"><p>I've been on a caterwaul kick for awhile, and I made some modified examples of the species.</p><p></p><p>Heightened and Quickened are from the "Book of Templates," and Corrupted is from the "Book of Vile Darkness."</p><p></p><p>- Devon</p><p></p><p>Tindalorian</p><p>(Heightened Quickened Corrupted Caterwaul)</p><p>Medium-Size Aberration (Heightened, Quickened)</p><p>Hit Dice: 4d12+24 (50 hp)</p><p>Initiative: +10 (Dex)</p><p>Speed: 75 ft (on two legs) or 120 ft (on four legs), climb 30 ft</p><p>AC: 30 (+10 Dex, +10 natural); touch 20, flat-footed 20</p><p>BAB/Grapple: +4/+9</p><p>Standard Attack: Claw +14 melee</p><p>Full Attack: 2 claws +14 melee, bite +7 melee</p><p>Damage: Claw 1d6+5 plus 2 vile damage, bite 1d8+2 plus 2 vile damage</p><p>Face/Reach: 5 ft /5 ft</p><p>Special Attacks: Screech, disruptive attack, enhanced power, pounce, improved grab, rake</p><p>Special Qualities: Haste, evasion, damage resistance 5/+1, increased speed, fast healing 2, immunities, sonic resistance 10, darkvision 60 ft, low-light vision, scent</p><p>Saves: Fort +10, Ref +12, Will +2</p><p>Abilities: Str 20 (+5), Dex 30 (+10), Con 23 (+6), Int 9 (-1), Wis 12 (+1), Cha 6 (-2)</p><p>Skills: Balance +16, Climb +17, Hide +14*, Jump +12, Listen +8, Move Silently +17, Spot +8</p><p>Feats: Multiattack, Combat reflexes, Dodge, Mobility, Weapon finesse (claws)</p><p>Climate/Terrain: any land or underground</p><p>Organization: Solitary</p><p>Challenge Rating: 10</p><p>Treasure: No coins; double goods (gems only); no items</p><p>Alignment: Always chaotic evil</p><p>Advancement: 5-12 HD (Medium-size)</p><p></p><p>The tindalorian is a malevolent feline-like, bipedal creature. It has short mottled black and midnight blue fur, mismatched reddish eyes, and a long, crooked catlike tail. Its visage is particularly feral and twisted, with immense brows turning almost to points, and gnarled bone spurs under the skin of its elbows, back, and shoulders. Its teeth are snaggled and horrible, and its long claws are serrated. It seems to move in quick bursts.</p><p></p><p>COMBAT</p><p>The tindalorian begins combat by utilizing its screech attack. After that, it uses its claws and bite attacks each round. A tindalorian will fight to the death.</p><p></p><p>Screech (Su): 3/day, 60-foot spread, the tindalorian can emit a high-pitched screech that deals 1d8 points of damage to anyone hearing it. A successful Fortitude save (DC 22) negates the damage. Save based on Constitution.</p><p></p><p>Evasion (Ex): If exposed to any effect that normally allows a Reflex saving throw for half damage, the tindalorian takes no damage with a successful saving throw.</p><p></p><p>Haste (Ex): Once per day, the tindalorian can haste itself as the spell cast by a 4th-level sorceror.</p><p></p><p>Disruptive Attack (Su): The tindalorian deals additional vile damage (see BoVD, Chapter 2) when it touches uncorrupted, living, corporeal nonoutsiders. The amount of vile damage dealt is equal to half of the creature's Hit Dice.</p><p></p><p>Enhanced Power (Su): The save DCs of any and all of the tindalorian's special attacks increase by +4.</p><p></p><p>Pounce (Ex): If a tindalorian leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.</p><p></p><p>Improved Grab (Ex): To use this ability, the tindalorian must hit with its bite attack. If it gets a hold, it can rake with its claws.</p><p></p><p>Rake (Ex): A tindalorian that gets a hold can make two rake attacks (+14 melee) with its claws for 1d6+5 damage each.</p><p></p><p>Increased Speed (Ex): The tindalorian can increase its base rate of speed by dropping to all fours. It can maintain this increased speed for a number of rounds equal to its Constitution score (roughly 2 minutes). After that it must succeed at a Constitution check (DC 10) each round to maintain its pace. The DC increases by 1 for each check made. When the check fails, the tindalorian cannot use this ability for 10 rounds, and cannot move any faster than its base rate of speed (75 ft.).</p><p></p><p>It may run in either mode using the normal rules for running (see Run, page 127 in the Player’s Handbook).</p><p></p><p>Immunities: A tindalorian is immune to acid and poison.</p><p></p><p>Skills: The tindalorian receives a +4 racial bonus to Balance, Hide, Listen, Move Silently, and Spot checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.</p></blockquote><p></p>
[QUOTE="Devon, post: 1040231, member: 1446"] I've been on a caterwaul kick for awhile, and I made some modified examples of the species. Heightened and Quickened are from the "Book of Templates," and Corrupted is from the "Book of Vile Darkness." - Devon Tindalorian (Heightened Quickened Corrupted Caterwaul) Medium-Size Aberration (Heightened, Quickened) Hit Dice: 4d12+24 (50 hp) Initiative: +10 (Dex) Speed: 75 ft (on two legs) or 120 ft (on four legs), climb 30 ft AC: 30 (+10 Dex, +10 natural); touch 20, flat-footed 20 BAB/Grapple: +4/+9 Standard Attack: Claw +14 melee Full Attack: 2 claws +14 melee, bite +7 melee Damage: Claw 1d6+5 plus 2 vile damage, bite 1d8+2 plus 2 vile damage Face/Reach: 5 ft /5 ft Special Attacks: Screech, disruptive attack, enhanced power, pounce, improved grab, rake Special Qualities: Haste, evasion, damage resistance 5/+1, increased speed, fast healing 2, immunities, sonic resistance 10, darkvision 60 ft, low-light vision, scent Saves: Fort +10, Ref +12, Will +2 Abilities: Str 20 (+5), Dex 30 (+10), Con 23 (+6), Int 9 (-1), Wis 12 (+1), Cha 6 (-2) Skills: Balance +16, Climb +17, Hide +14*, Jump +12, Listen +8, Move Silently +17, Spot +8 Feats: Multiattack, Combat reflexes, Dodge, Mobility, Weapon finesse (claws) Climate/Terrain: any land or underground Organization: Solitary Challenge Rating: 10 Treasure: No coins; double goods (gems only); no items Alignment: Always chaotic evil Advancement: 5-12 HD (Medium-size) The tindalorian is a malevolent feline-like, bipedal creature. It has short mottled black and midnight blue fur, mismatched reddish eyes, and a long, crooked catlike tail. Its visage is particularly feral and twisted, with immense brows turning almost to points, and gnarled bone spurs under the skin of its elbows, back, and shoulders. Its teeth are snaggled and horrible, and its long claws are serrated. It seems to move in quick bursts. COMBAT The tindalorian begins combat by utilizing its screech attack. After that, it uses its claws and bite attacks each round. A tindalorian will fight to the death. Screech (Su): 3/day, 60-foot spread, the tindalorian can emit a high-pitched screech that deals 1d8 points of damage to anyone hearing it. A successful Fortitude save (DC 22) negates the damage. Save based on Constitution. Evasion (Ex): If exposed to any effect that normally allows a Reflex saving throw for half damage, the tindalorian takes no damage with a successful saving throw. Haste (Ex): Once per day, the tindalorian can haste itself as the spell cast by a 4th-level sorceror. Disruptive Attack (Su): The tindalorian deals additional vile damage (see BoVD, Chapter 2) when it touches uncorrupted, living, corporeal nonoutsiders. The amount of vile damage dealt is equal to half of the creature's Hit Dice. Enhanced Power (Su): The save DCs of any and all of the tindalorian's special attacks increase by +4. Pounce (Ex): If a tindalorian leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. Improved Grab (Ex): To use this ability, the tindalorian must hit with its bite attack. If it gets a hold, it can rake with its claws. Rake (Ex): A tindalorian that gets a hold can make two rake attacks (+14 melee) with its claws for 1d6+5 damage each. Increased Speed (Ex): The tindalorian can increase its base rate of speed by dropping to all fours. It can maintain this increased speed for a number of rounds equal to its Constitution score (roughly 2 minutes). After that it must succeed at a Constitution check (DC 10) each round to maintain its pace. The DC increases by 1 for each check made. When the check fails, the tindalorian cannot use this ability for 10 rounds, and cannot move any faster than its base rate of speed (75 ft.). It may run in either mode using the normal rules for running (see Run, page 127 in the Player’s Handbook). Immunities: A tindalorian is immune to acid and poison. Skills: The tindalorian receives a +4 racial bonus to Balance, Hide, Listen, Move Silently, and Spot checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. [/QUOTE]
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