Horned Drake: Difference between revisions
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=== SPECIAL ABILITIES === | === SPECIAL ABILITIES === | ||
; Intimidating Presence (Su, [[ | ; Intimidating Presence (Su, [[Universal Monster Rules#Aura|Aura]]) | ||
The first time any horned drake ends its move adjacent to an enemy, that enemy must make a Will save, DC 16 or become [[Nervous]]. Creatures which fail this save may make a new save at the end of each of their turns to end it, at the same DC. Once a creature succeeds on this save, they may not be affected by this, or any other horned drake's Intimidating Presence ability for 24 hours. | The first time any horned drake ends its move adjacent to an enemy, that enemy must make a Will save, DC 16 or become [[Nervous]]. Creatures which fail this save may make a new save at the end of each of their turns to end it, at the same DC. Once a creature succeeds on this save, they may not be affected by this, or any other horned drake's Intimidating Presence ability for 24 hours. | ||
Revision as of 02:31, 29 January 2016
Horned Drake (CR 6)
Drakes are reptilian beasts that compete in the wild against wolves, bears, and other modest predators. They are omnivores when required (although they prefer meat) and their slow, efficient metabolisms mean an amazing number of them can live in a given area.
Horned Drakes are large, substantial creatures, handsome and dangerous, who can become frighteningly abundant quickly. Horned drakes travel in packs, and hunt using simple but efficient pack tactics.
GENERAL
CR 6 Hit Dice 9
XP 2,400
N Large Magical Beast
Init +3; Senses Low-Light vision 120 ft., Perception +9
DEFENSE
AC 24, touch 15, flat-footed 20 (+4 armor, +4 dex, +5 natural, +1 deflection)
hp 82
Fort +9, Ref +9, Will +5
Aura: Intimidating Presence, 5 ft.
SR: -
Special Defenses: ER 15/sonic
Immunities: -
Weaknesses: -
OFFENSE
Speed 40 ft, Swim 30 ft.
Space / Reach: 10 ft. / 5 ft.
Single Melee Bite +11 (1d8+7/x2)
Full Melee Bite +11 (1d8+7/x2), 2x Claws +11 (1d6+2/x2)
Ranged Terrible Roar +11 (1d8+7) plus deafness, range touch within 100 feet, spell-like ability (provokes)
Special Attacks Intimidating Presence, Pack Ferocity, Terrible Roar, Reaping Leap
Action Points 0
STATISTICS
Str 18, Dex 17, Con 17, Int 5, Wis 14, Cha 14
Base Atk +6; CMB +10; CMD 20
Feats -
Skills Stealth +9, Bluff +9
Languages -
SPECIAL ABILITIES
- Intimidating Presence (Su, Aura)
The first time any horned drake ends its move adjacent to an enemy, that enemy must make a Will save, DC 16 or become Nervous. Creatures which fail this save may make a new save at the end of each of their turns to end it, at the same DC. Once a creature succeeds on this save, they may not be affected by this, or any other horned drake's Intimidating Presence ability for 24 hours.
- Reaping Leap (Su)
Once per encounter as a full attack action, a Horned Drake may roll a Bluff Check as a feint action against any foe within 40 feet. If the Drake beats the victim's Sense Motive roll, they move adjacent to the victim's space without provoking attacks of opportunity from any creature and make two Claw attacks. If they fail the Bluff check, they make a Charge attack instead, provoking attacks as normal, and make only a single Bite attack. Note that if they are forced to make a charge attack, they must obey all the normal rules for a charge. If they are unable to perform a legal charge, their attack is lost.
- Terrible Roar (Sp)
- concentration check: d20+8 vs. DC 21
As a standard action, the drake can make a roar attack, dealing 1d8+7 sonic damage to a single target within 100 feet as a ranged touch attack. Any creature damaged by this roar must also make a Fortitude save, DC 16, or be Deafened for 1d6 hours. Note that once deafened, victims are immune to any further status effects inflicted by any Terrible Roar attacks. Because this is a spell-like ability, the drake must make a concentration check in order to cast it while in melee. Because this check is so hard, the drake will avoid using this ability while in melee if at all possible.
- Pack Ferocity (Ex)
If a Horned Drake hits with a bite attack or Reaping Leap while it is within 2 squares of any other creature it considers an ally, its innate ferocity grants it +5 points of precision damage on all attacks. Pack Ferocity does not stack with itself, regardless of how many allies are within range, nor is it multiplied on a crit.
TREASURE
sell value of approximately 1,875 gp
COMBAT TACTICS
Horned Drakes are incredibly ferocious ambush predators. It is literally 'scream and leap' for these bloodthirsty things. Horned Drakes are not as clever as their smaller cousins, but with their natural abilities, they hardly need to be. They generally hide using their quite good Stealth skill within 40 feet of a well-traveled corridor or trail, or they will hide next to water holes, doorways, salt licks, and the like.
When time comes to attack, they will reveal themselves with a volley of terrible roars, and only after the foes are 'softened up' and reeling from deafness will they surge to the attack with Reaping Leap.
Horned Drakes know all about Pack Ferocity and will exploit it at every opportunity. They will also use flanks whenever they have a chance, especially if they have a Reaping Leap saved up. Oddly, horned drakes are unaware of their Intimidating Presence and will rarely maneuver to maximize it.