Monday, January 3, 2011

General Rules: Monsters - Flying Abominations, Medium

Flying Abominations, Medium (from Spells & Spellcraft)
Medium Undead

Hit Dice: 3d12 (20 hit points)
Initiative: +0
Speed: Fly 30 feet (good)
Armor Class: 12 (+2 natural)
BAB/Grapple: +1/+1
Attack: Slam +3 melee (1d6 + 3, bludgeoning, 20 x2)
Full Attack: Slam +3 melee (1d6 + 3, bludgeoning, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: See text of the spell flying abominations
Special Qualities: Darkvision 60 feet, undead
Saves: Fortitude +1, Reflex +1, Will +3
Abilities: Str 14, Int -, Wis 10, Dex 10, Con -, Cha 10
Skills: -
Feats: -
Environment: Any
Organization: Pack (3 - 12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: -
Level Adjustment: -

Parts from a Huge or larger creature can be used in the spell flying abominations to make Medium abominations.

Undead: Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), immune to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, fatigue, or exhaustion effects. Cannot heal damage on its own. Immune to any effect that requires a Fortitude save unless it also works on objects or is harmless. Not a risk of death due to massive damage. Does not eat, breathe, or sleep.

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