Huge Animal
Initiative: -1 (Dexterity)
Speed: 20 feet, fly 60 feet (good)
Armor Class: 13 (-1 Dexterity, -2 size, +6 natural); touch 7, flat-footed 13
BAB/Grapple: +9/+23
Attack: Bite +15 melee (2d8+6, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +15 melee (2d8+6, bludgeoning, piercing, and slashing, 20 x2) and 2 claws +12 melee (2d4+3, piercing and slashing, 20 x2)
Space/Reach: 10 feet by 20 feet/5 feetSpecial Attacks: -
Special Qualities: None
Saves: Fortitude +12, Reflex +7, Will +4
Abilities: Str 22, Int 2, Wis 10, Dex 8, Con 18, Cha 6
Skills: Listen +8, Spot +8
Feats: Endurance, Flyby Attack, Skill Augmentation (Listen and Spot), Multiattack, Weapon Focus (Bite)
Environment: Any land
Organization: Solitary or flock (2 - 7)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 13 - 15 HD (Huge)
Combat
To guide a trained bulgrif, its handler applies pressure to the sides, top, or underside of its head with a long stick looped around the wrist. The bulgrif moves following both the direction and force of the stick - pressing the top of the head orders it to descend, pressing hard orders it to dive, and so on). Under duress, they tend to value self-preservation over obedience. Whenever a bulgrif is reduced to less than half its hit points, it must make a DC 14 Will saving throw. If it fails, it immediately shis away from combat and flees until it is out of reach of whatever threatened it. In this case, its handler may attempt a DC 20 Ride check to reestablish control over the creature. Even if the bulgrif succeeds at the initial Will save, it must attempt another saving throw at the same DC every five rounds thereafter if it remains in combat.
Home Three Worlds Monsters
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