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    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Dire Ophidian (dire animal)


    DIRE OPHIDIAN
    LARGE ANIMAL ([Dire])
    Hit Dice: 6d8+30 (57 hp)
    Initiative: +9
    Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
    Armor Class: 20 (+5 Dex, +6 natural, -1 size), touch 14, flat-footed 15
    Base Attack/Grapple: +4/+13
    Attack: Bite +8 melee (1d8+5 plus poison)
    Full Attack: Bite +8 melee (1d8+5 plus poison) and tail slap +3 melee (1d8+2)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Constrict 1d8+5 or 1d8+2, improved grab, poison
    Special Qualities: Low-light vision, rattle, scent
    Saves: Fort +10, Ref +10, Will +6
    Abilities: Str 20, Dex 20, Con 20, Int 2, Wis 12, Cha 2
    Skills: Balance +13, Climb +13, Hide +14, Intimidate +5*, Listen +14, Move Silently +14, Spot +14, Survival +10, Swim +13
    Feats: Ability Focus (poison), Improved Initiative, MultigrabSS, Natural InstinctsB
    Environment: Warm forests
    Organization: Solitary or nest (2-4)
    Challenge Rating: 6
    Treasure: None
    Alignment: Always neutral
    Advancement: 7-11 HD (Large), 12-24 HD (Huge)
    Level Adjustment: +0 (animal companion)
    SSSavage Species

    The serpent rears up as you approach, flaring its hood and coiling around its egg clutch. The creature hisses menacingly and rattles its tail - you know that if you take a single step closer it will spray its deadly venom.

    Dire ophidians combine the deadliest traits of constrictor snakes, cobras, and rattlesnakes.

    Combat
    Dire ophidians prefer to warn off approaching enemies with their rattles. They spit venom at any foe that come within range, and attempt to constrict any that dare move closer.

    Constrict (Ex)
    A dire ophidian deals double damage on a successful grapple check.

    Improved Grab (Ex)
    A dire ophidian that hits with a bite or tail slap attack may start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

    Poison (Ex)
    Injury or contact, Fortitude DC 20, initial and secondary damage 1d10 Con. The save DC is Constitution-based.

    Rattle (Ex)
    Once per round as a free action a dire ophidian may make an Intimidate check to demoralise all enemies within 30 feet.

    Spit Venom (Ex)
    A dire ophidian can spit its venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect.

    Additionally, any enemy hit by this attack must make a DC 18 Reflex save or be blinded by the venom for 1d4 rounds.

    Skills
    Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    *Simply by spreading its hood (a free action) a dire ophidian gains a +10 bonus on Intimidate checks to demoralise enemies in combat.

    New Feats
    Natural Instincts
    You possess base animal cunning and skill, which is more pronounced the more bestial you are.

    Prerequisites
    Must be selected at 1st level.

    Benefits
    Hide, Listen, Move Silently, Spot, and Survival are always treated as class skills for you.

    You gain bonus spell points each level equal to your Intelligence penalty (if any), with quadruple skill points at first level. These skill points may only be spent on your racial skills (if any) and Hide, Listen, Move Silently, Spot, and Survival.

    Special
    Creatures of the animal, fey, magical beast, ooze, plant, and vermin types receive Natural Instincts as a bonus feat at 1st level.

    Mindless creatures with this feat gain skill points as though they were not mindless, and as if they had an Intelligence modifier of -5.
    Last edited by rferries; 2020-05-16 at 09:28 AM.

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