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PathfinderSociety / SummonMonsterIV
Summon Monster IV
Valmiiksi statitettu augment summonilla.
Fiendish Dire Wolf
(Tripper, DR)
Size/Type: Large Magical Beast Hit Dice: 6d8+30 (57 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +4/+17 Attack: Bite +13 melee (1d8+13 plus Trip at +13) Space/Reach: 10 ft./5 ft. Special Attacks: Trip +13, Smite Good (+6 damage vs good) Special Qualities: Darkvision 60 ft., Scent, Low-light vision, DR 5/magic, Resist cold 5 and fire 5, SR 11 Saves: Fort +10, Ref +7, Will +6 Abilities: Str 29, Dex 15, Con 21, Int 3, Wis 12, Cha 10 Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2* Feats: Alertness, Run, Track(B), Weapon Focus (bite) Alignment: Always Lawful Evil Languages: Infernal
Trip (Ex)
A dire wolf that hits with a bite attack can attempt to trip its opponent (+13 check modifier) 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 dire wolf.
A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.
Fiendish Giant Wasp
(aerial)
Size/Type: Large Magical Beast Hit Dice: 5d8+20 (42 hp) Initiative: +1 Speed: 20 ft. (4 squares), Fly 60 (12 squares) Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 Base Attack/Grapple: +3/+13 Attack: Sting +8 melee (1d3+9 plus poison) Space/Reach: 10 ft./5 ft. Special Attacks: Poison (Fort DC 16, 1d6 Dex / 1d6 Dex), Smite Good (+5 damage vs good) Special Qualities: Darkvision 60 ft., Vermin Traits, resist fire 5 and cold 5, DR 5/magic, SR 10 Saves: Fort +8, Ref +2, Will +2 Abilities: Str 22, Dex 12, Con 118, Int 3, Wis 13, Cha 11 Skills: Spot +9, Survival +1* Feats: - Alignment: Always Lawful Evil Languages: Infernal
Poison (Ex)
Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.
Giant wasps have a +8 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.
Fiendish Giant Praying Mantis
(Fa la la la laa la lal lal laa)
Size/Type: Large Magical Beast Hit Dice: 4d8+16 (34 hp) Initiative: -1 Speed: 20 ft. (4 squares), fly 40 (8 squares, poor) Armor Class: 14 (-1 size, -1 Dex, +6 natural), touch 8, flat-footed 14 Base Attack/Grapple: +3/+13 Attack: Claws +8 melee (1d8+7) Full Attack: Claws +8 melee (1d8+7) and bite +3 melee (1d6+3)
Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, Smite Good (+4 damage vs good) Special Qualities: Darkvision 60 ft., Vermin traits, DR 5/magic, Resist cold 5 and fire 5, SR 9 Saves: Fort +8, Ref +0, Will +3 Abilities: Str 23, Dex 8, Con 19, Int 3, Wis 14, Cha 11 Skills: Hide -1*, Spot +6 Feats: - Alignment: Always Neutral Evil Languages: Infernal or Abyssal
Improved Grab (Ex)
To use this ability, a giant praying mantis must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack (at its full +6 attack bonus).
A giant praying mantis has a +4 racial bonus on Hide and Spot checks. *Because of its camouflage, the Hide bonus increases to +12 when a mantis is surrounded by foliage.
Editointi kesken tästä etiäpäin.
Fiendish Shark, Large
(aerial)
Size/Type: Large Magical Beast Hit Dice: 5d8+20 (42 hp) Initiative: +1 Speed: 20 ft. (4 squares), Fly 60 (12 squares) Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 Base Attack/Grapple: +3/+13 Attack: Sting +8 melee (1d3+9 plus poison) Space/Reach: 10 ft./5 ft. Special Attacks: Poison (Fort DC 16, 1d6 Dex / 1d6 Dex) Special Qualities: Darkvision 60 ft., Vermin Traits, resist fire 5 and cold 5, DR 5/magic, SR 10 Saves: Fort +8, Ref +2, Will +2 Abilities: Str 22, Dex 12, Con 118, Int 3, Wis 13, Cha 11 Skills: Spot +9, Survival +1* Feats: - Alignment: Always Lawful Evil Languages: Infernal
Poison (Ex)
Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.
Giant wasps have a +8 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.
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