Monday, January 3, 2011

General Rules: Monsters - Huitzil

Huitzil (from Dragon Magic)
Tiny Animal (Drakken)

Hit Dice: 1d8 (4 hit points)
Initiative: +2
Speed: 10 feet, fly 60 feet (average)
Armor Class: 17 (+2 size, +2 Dexterity, +3 natural); touch 14, flat-footed 15
BAB/Grapple: +0/-11
Attack: Bite +4 melee (1d3-3, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +4 melee (1d3-3, bludgeoning, piercing, and slashing, 20 x2) and talons -1 melee (1d2-3, slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Distract
Special Qualities: Low-light vision
Saves: Fortitude +2, Reflex +4, Will +0
Abilities: Str 5, Int 2, Wis 11, Dex 15, Con 10, Cha 8
Skills: Hide +10, Listen +0, Sleight of Hand +6, Search +0, Spot +2
Feats: Hover, Weapon Finesse
Environment: Temperate forests
Organization: Solitary, pair, or flock (8 - 16)
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny)

Huitzils are small, mischievous drakken descended from the ancient coupling of dragons and birds. Possessing the curiosity and love for treasure found in both dragons and crows, they frequently cause minor trouble for travelers in their domains and are considered little more than an annoyance by those they bother.

Huitzils are normally about 2 feet long from horned shout to tail, with a wingspan of roughly 4 feet. They have short, stubby hind legs and underdeveloped forelimbs, causing them to waddle along the ground awkwardly. In flight, a huitzil can hover in place indefinitely by flapping its leathery wings, though most seem to fly in lazy circles if required to stay in one place.

Huitzils are curious animals that prefer observation to combat. Easily distracted and insatiably nosy, huitzils often wander into civilized areas to investigate and lay claim to any small object left unattended. Like other birds, huitzils flee from humans or other larger animals, but most return to their exploration once they believe it is safe so do so.

Distract (Ex): Huitzil's are adept at making lots of noise and getting in the way; when their nests are threatened they often fly at a predator's head in an attempt to distract it. As a standard action, a huitzil can make a melee touch attack with a +4 attack bonus against a creature whose space it shares. if successful, that target takes a -2 penalty to attack rolls for 1 round.

Dragonblooded: A huitzil is treated as the dragon types for all spells, powers effects, abilities, or items that affect, target, or can be used by dragons.

Skills: Huitzils gain a +4 racial bonus to Search and Sleight of Hand checks.

Huitzils as Familiars
Huitzils can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with huitzil familiars gain a +3 bonus to Sleight of Hand checks.

Home     Three Worlds     Monsters

No comments:

Post a Comment