Monday, January 3, 2011

General Rules: Monsters - Deathcoils

Deathcoils (from Serpent Kingdoms)
Huge Magical Beast

Hit Dice: 11d10+22 (82 hit points)
Initiative: +3
Speed: 20 feet, climb 20 feet, swim 20 feet
Armor Class: 15 (-2 size, +3 Dexterity, +4 natural); touch 11, flat-footed 12
BAB/Grapple: +11/+26
Attack: Bite +16 melee (1d8+10, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +16 melee (1d8+10, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 15 feet by 15 feet/10 feet
Special Attacks: Constrict 1d8+10, improved grab, poison breath
Special Qualities: Darkvision, 60 feet, low-light vision, scent
Saves: Fortitude +8, Reflex +10, Will +4
Abilities: Str 25, Int 10, Wis 12, Dex 17, Con 13, Cha 2
Skills: Balance +17, Climb +17, Hide +10, Listen +12, Spot +12, Swim +17
Feats: Endurance, Skill Augmentation (Listen and Spot), Skill Focus (Hide), Toughness
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 7
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: 12 - 22 Hit Dice (Huge); 23 - 33 Hit Dice (Gargantuan)

Horrific tales tell of deathcoils devouring an entire party of adventurers one by one. The mighty constrictor snake likes to lurk on forest fringes, where wild herd animals stray from the plains to dine on tree foliage. The creature's ability to hibernate for months at a time enables it to survive even the coldest winters.

A dethcoils eats carrion, all other snakes, and fresh prey of all kinds. It even attacks its own kind on sight unless the opponent is clearly larger. The smaller deathcoils usually flees from such a confrontation, and the aggressor rarely pursues for long.

A deathcoils is a dark green snakelike creature with round black and brown markings that help it hide in forest settings. It can grow up to 80 feet long.

Combat
Deathcoils are aggressive, relentless hunters. Those that live near water often drag their prey underwater to drown it. They usually save their breath weapon for defense against numerous foes, or to slay formidable opponents.

Deathcoils have the intelligence to plan ambushes, and they often collect treasure from victims and scatter it near a cave or a good ambush area to lure prey off a trail. They have also been known to drive animals into ravines and over precipices, then leave their broken bodies for later feasting while they hunt other creatures.

Constrict (Ex): On a successful grapple check, a deathcoils deals 1d8+10 points of bludgeoning damage.

Improved Grab (Ex): To use this ability, a deathcoils must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes hold and can constrict. A deathcoils often drags grabbed prey underwater to drown.

Poison Breath (Ex): Twice per day, a deathcoils can breathe a 60-foot cone of poisonous gas (inhaled, Fortitude save DC 16, initial damage sleep for 2d4 hours or until damage is taken, secondary damage 1d6 Constitution).

Skills: A deathcoils has a +4 racial bonus on Hide, Listen, and Spot checks, and a +8 racial bonus on Balance and Climb checks.

A deathcoils can always choose to take 10 on a Climb check, even if rushed or threatened.

A deathcoils uses either its Strength modifier or its Dexterity modifier for Climb checks, whichever is higher.

A deathcoils 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.

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