Medium Magical Beast
Initiative: +3
Speed: 10 feet, fly 50 feet (perfect)
Armor Class: 14 (+3 Dexterity, +1 natural)
BAB/Grapple: +1/+1
Attack: Tail stab +1 melee (1d6, piercing, 20 x2)
Full Attack: Tail stab +1 melee (1d6, piercing, 20 x2) and bite -4 melee (1d6, bludgeoning, piercing, and slashing 20 x2) and 2 claws -4 melee (1d4, slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feetSpecial Attacks: Frightful Presence
Special Qualities: Darkvision 180 feet
Saves: Fortitude +4, Reflex +6, Will +0
Abilities: Str 10, Int 11, Wis 11, Dex 16, Con 13, Cha 10
Skills: Hide +8, Listen +5, Move Silently +8, Spot +5, Survival +3
Feats: Multiattack
Environment: Any land and underground
Organization: Swoop (2 - 12)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 3 - 6 Hit Dice (Large)
Combat
Night hunter packs swoop in to bite prey, slashing with their wing claws, and stabbing with their dexterous tails. They often stalk their prey, flying low and dodging behind hillocks, ridges, trees, or stalagmites, terrorizing their would-be victims with their screams as they approach.
Night Hunters as Familiars
Night hunters can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must be be within one alignment step of neutral evil, take the Improved Familiar feat, and be at least a 5th-level caster.
Home Three Worlds Monsters
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