Monday, January 3, 2011

General Rules: Monsters - Sohr

Sohr (from the Book of Eldritch Might III)
Gargantuan Magical Beast

Hit Dice: 16d10+96 (184 hit points)
Initiative: +1
Speed: Fly 40 feet (average)
Armor Class: 16 (-4 size, +1 Dexterity, +9 natural); touch 7, flat-footed 15
BAB/Grapple: +16/+40
Attack: Tail slap +26 melee (1d8+18, bludgeoning, 20 x2)
Full Attack: Tail slap +26 melee (1d8+18, bludgeoning, 20 x2)
Space/Reach: 20 feet by 40 feet/10 feet
Special Attacks: -
Special Qualities: Blindsight 120 feet, control weather, flight
Saves: Fortitude +16, Reflex +11, Will +6
Abilities: Str 35, Int 3, Wis 12, Dex 13, Con 22, Cha 6
Skills: Listen +9, Spot +8
Feats: Flyby Attack
Environment: Any land
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 17 - 18 Hit Dixw (Gargantuan); 19 - 36 Hit Dice (Colossal)

Nearly extinct, sohr are an ancient magical creation attributed to the Tauta' that display the markings of both druidic and arcane magic. They grow to between 40 and 60 feet long and look like humpback whales with broad, flat, wing-like fins. despite their appearance, they do not swim in the sea but instead fly through the air. Their ability to float and propel themselves through the air is inherent within them and natural, but each one also possesses the supernatural ability to control storms in a limited area.

These massive creatures are surprisingly gentle. If harassed or provoked, they are as likely to flee as they are to retaliate.

Domesticated sohr often support gondola-like undercarriages or even large fortified howdahs on their backs to carry passengers. These wooden structures carry up to 10 Medium occupants and have 250 hit points of their own. Characters riding within them gain half cover. A knowledgeable driver in the structure can guide the sohr with ease.

Combat
Sohr usually attempt to flee combat, using a mighty slap of their tail to defend themselves.

Blindsight (Ex): Sohr can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this ability and forces a sohr to rely on its vision, which is approximately as good as a human's.

Control Weather (Su): Sohr can control weather to a limited degree, causing storms to part just enough to allow them to pass unaffected by the harsh winds, lightning, or other dangers.

Flight (Ex): A sohr's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 40 feet. This buoyancy also grants it a permanent feather fall effect with personal range.

Skills: Sohr gain a +4 racial bonus to Spot and Listen checks. These bonuses go away if blindsight is negated.

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