Medium Monstrous Humanoid (Slytheen)
Initiative: +3
Speed: 30 feet, climb 15 feet
Armor Class: 16 (+3 Dexterity, +1 natural, +2 leather armor); touch AC 13, flat-footed AC 13
BAB/Grapple: +2/+2
Attack: Bite +2 melee (1d3, bludgeoning, piercing, and slashing, 20 x2) or scimitar +2 melee (1d6, slashing, 18-20 x2) or hand crossbow +5 ranged (1d4, piercing, 19-20 x2, 30 feet x10)
Full Attack: Bite +2 melee (1d3, bludgeoning, piercing, and slashing, 20 x2) and 2 claws -3 melee (1d4, slashing, 20 x2) or scimitar +2 melee (1d6, slashing, 18-20 x2) or hand crossbow +5 ranged (1d4, piercing, 19-20 x2, 30 feet x10)
Space/Reach: 5 feet by 5 feet/5 feetSpecial Attacks: Poison
Special Qualities: Darkvision 60 feet, speak with rats, wild empathy +8
Saves: Fortitude +3, Reflex +6, Will +3
Abilities: Str 10, Int 12, Wis 10, Dex 16, Con 16, Cha 12
Skills: Bluff +3, Climb +5, Handle Animal +8, Hide +4, Jump +2, Search +4, Spot +3, Survival +4
Feats: Track and either Exotic Weapon Proficiency or Two-Weapon FightingEnvironment: Any except land
Organization: Solitary (plus 1 - 6 animals or dire animals)
Challenge Rating: 1Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Combat
In combat, stalkers are much like other slytheen, preferring to strike from ambush. When possible, they prepare a series of traps and drive their prey into them, letting devices and snared to the fighting for them. Stalkers also use their animal packs to harass and drive prey into traps. they always carry some sort of missile or throwing weapon, almost certainly coating the projectiles with poison. In melee, they use any kind of weapon that is available, but prefer wielding weapons in both hands such as two daggers or use exotic weapons such as a net or whip.
Home Three Worlds Monsters
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