Erethizon
CR 6
Large Magical Beast
Languages: --
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6d10+30 (63 HP)
AC 16 (10 -1size, -1 Dex, +8
natural), touch 8, flat-footed 16
Fort +10, Ref +4,
Will +6
Initiative: -1; Speed:
20ft. (4 squares)
Space/Reach: 10 ft/5 ft
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Base Attack/Grapple: +6/+12
Attack: Tail Slap +8 melee (2d4+4
plus Impale)
Full Attack: Tail Slap +8 melee
(2d4+4 plus Impale) or 2 Slams +2 melee (2d6+2
plus Quills)
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Abilities Str 14, Dex 8, Con
20, Int 3, Wis 14, Cha 8
Special Qualities: Resist Cold
5; darkvision 60ft, low-light vision
Special Attacks: Impale, Launch
Quills, Quills
Feats Alertness, Iron Will, Weapon
focus (slam),
Skills Hide +8, Listen +4, Spot
+4
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Treasure: None
Environment: temperate or cold
forests
Organization: solitary, pair
or family (2 adults and 1-3 pups)
Advancement: 7-10 (Large) 11-14
(Huge)
Level Adjustment: --
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COMBAT
A startled erethizon lashes out with its tail
before, impaling its foe before attempting to
flee. If pressed it launches quills and slams
until it sees another opportunity to flee.
Impale
(Ex): While it appears sleek, the erethizon’s
tail contains boney spines that pop out when they
lash out with it. A creature hit by an erethizon’s
tail slap must make a fortitude save with a DC
equal to the damage dealt plus 10 or be impaled.
A
creature impaled on an erethizon’s tail
cannot move more than ten feet from the erethizon.
The erethizon, or the impaled creature can remove
the bard as a standard action, dealing additional
tail slap damage.
A
heal check (DC 15) can be made to remove the barb
with no additional damage.
Launch
Quills (Ex): As a full round action,
an erethizon can launch up to two quills at its
foes a ranged attack at its highest attack bonus.
A successful hit deals 1d4 and lodges a quill
in the target (see below).
Quills
(Ex): An erethizon’s slam attack
deals piercing damage plus has a chance to lodge
a quill in the target’s body. Those hit
by an erethizon’s slam attack must succeed
on a Reflex save (DC 18) to avoid having the quill
lodged in them. A lodged quill deals 1 Dexterity
damage as long as it remains in the target’s
body. Removing a quill requires a DC 15 heal check
and deals 1d4 damage to the target. The save DC
is Constitution-based.
Creatures
hitting an erethizon with natural weapons or unarmed
attacks, or are hit by the erethizon’s launch
quills special attack also risk having a quill
lodged in their body unless they succeed on a
Reflex save.
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