Tiny Animal
Initiative: +2
Speed: 20 feet, burrow 10 feet
Armor Class: 16 (+2 size, +2 Dexterity, +2 natural); touch 14, flat-footed 14
BAB/Grapple: +0/-11
Attack: Claws +4 melee (1d2-3 plus poison, slashing, 20 x2)
Full Attack: Claws +4 melee (1d2-3 plus poison, slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feetSpecial Attacks: Poison
Special Qualities: Low-light vision, scent
Saves: Fortitude +2, Reflex +4, Will +1
Abilities: Str 5, Int 2, Wis 14, Dex 15, Con 10, Cha 5
Skills: Hide +6, Listen +4, Move Silently +6, Spot +6
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Warm desertOrganization: Solitary, pack (2 - 9), or warren (10 - 100)
Challenge Rating: ⅓
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -
Combat
When defending their burrows, jankxes are fierce combatants. If attacked, a jankx's first instinct is to alert the rest of the burrow. The sight of dozens of jankxes pouring out of holes in the ground is often the last thing an unlucky jankx trapper sees.
Jankxes as Familiars
Jankxes can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with jankx familiars gain a +3 bonus to Listen checks.
Home Three Worlds Monsters
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