Medium Monstrous Humanoid (Slytheen)
Initiative: +2
Speed: 30 feet, climb 15 feet, swim 40 feet
Armor Class: 15 (+2 Dexterity, +1 natural, +2 leather armor); touch AC 12, flat-footed AC 13
BAB/Grapple: +2/+4
Attack: Bite +4 melee (1d3+2, bludgeoning, piercing, and slashing, 20 x2) or greataxe +4 melee (1d12+3, slashing, 20 x3) or throwing spear +4 ranged (1d8+2, piercing, 20 x3, 30 feet x5)
Full Attack: Bite +2 melee (1d3, bludgeoning, piercing, and slashing, 20 x2) and 2 claws -1 melee (1d4+1, slashing, 20 x2) or greataxe +4 melee (1d12+3, slashing, 20 x3) or throwing spear +4 ranged (1d8+2, piercing, 20 x3, 30 feet x5)
Space/Reach: 5 feet by 5 feet/5 feetSpecial Attacks: None
Special Qualities: Darkvision 60 feet, speak with rats
Saves: Fortitude +6, Reflex +5, Will -1
Abilities: Str 14, Int 9, Wis 8, Dex 15, Con 16, Cha 8
Skills: Escape Artist +3, Jump +3, Swim +5
Feats: Power AttackEnvironment: Any except arctic
Organization: Warband (15 - 120 ratmen, plus one leader of 4th - 7th level per 30 warriors), nest (120 - 1,200 ratmen with leaders as above, plus one 8th - 10th level cleric per 100 warriors and 10-24 dire rats)
Challenge Rating: 1Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Combat
Foamers revel in combat, disdaining the use of shields and blunt weapons, preferring the freedom of light armor and the satisfaction of hacking ans slashing weapons. If missiles are used, they favor throwing spears, although siege weaponry is popular for the mayhem it causes. In many cases, a foamer will carry a tail knife, tail axe, or rarely, a tail mace or other smell weapon on its tail to serve as a deadly distraction for its foes.
Home Three Worlds Monsters
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