Thursday, December 6, 2018

Creature: Deadnight

Deadnight


Size/Type: Large Animal
Hit Dice: 7d8+21 (52 hp)
Initiative: +5
Speed: 20 ft., climb 20 ft. , swim 20 ft.
AC: +18 (-1 Size, +5 Dex, +4 Natural), touch 14, flatfooted 13
Attacks: Bite +10 Melee
Damage: Bite 1d6+9
Face/Reach: 10ft. by 10ft. / 10ft.
Special Attacks: Constrict (Ex), Improved Grab (Ex), Poison (Ex)
Special Qualities: Darkvision 60 ft (Ex), Scent (Ex)
Saves: Fort +5, Ref +10, Will +2
Abilities: Str 22, Dex 20, Con 16, Int 3, Wis 10, Cha 10
Skills: Balance +13, Climb +8, Hide +10, Listen +6, Spot +3
Climate/Terrain: Warm Land, Temperate Land, Temperate Aquatic, Warm Aquatic, Temperate Underground, Warm Underground
Challenge Rating: 4
Treasure: Coins: None, Goods: None, Items: None
Alignment: Always Neutral
Advancement: 8-12 HD (Large); 13-16 HD (Huge)
These slithering nightmares are a horrible joining of venomous and constrictor snakes. Where they come from no one knows or cares. Their poison is strong enough to kill a healthy human male, and if that doesn’t work they will crush them in their powerful coils.
Referred to as deadnights, these creatures are entirely nocturnal and seem to prefer to hunt sleeping or incapacitated prey. Their relatively dull purplish black scales reflect very little light, so the last thing most victims see are their mottled yellow and green eyes. Their venom has a yellowish tint to it and smells of citrus, as does the snake itself.
COMBAT
Poison (Ex): Bite, Fort save (DC 16), initial and secondary damage 1d6 temporary Con.
Improved Grab {Ex): To use this ability, the deadnight must hit with its bite attack. If it gets a hold, it can constrict.
Constrict (Ex): A deadnight deals 1d6+9 points of damage witha successful grapple check against a Lard or smaller creature.

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