Medium Humanoid (Aquatic, Reptilian)
Initiative: +5
Speed: 30 feet, swim 40 feet
Armor Class: 22 (+1 Dex, +8 natural, +1 dodge, +2 armor), touch AC 12, flat-footed AC 20
BAB/Grapple: +3/+5
Attack: Greatsword +5 melee (2d6+3, slashing, 19-20 x2) or claw +5 melee (1d4+2, piercing and slashing, 20 x2) or longbow +4 ranged (1d8, piercing, 20 x3, 100 feet x10)
Full Attack: Greatsword +5 melee (2d6+3, slashing, 19-20 x2) and bite +3 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2) or 2 claws +5 melee (1d4+2, piercing and slashing, 20 x2) and bite +3 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2) or longbow +4 ranged (1d8, piercing, 20 x3, 100 feet x10)
Space/Reach: 5 feet by 5 feet/5 feetSpecial Attacks: Stench
Special Qualities: Darkvision 60 feet, hold breath
Saves: Fortitude +6, Reflex +2, Will +1
Abilities: Str 15, Int 7, Wis 10, Dex 13, Con 14, Cha 10
Skills: Hide +3 (+7 in rocky or subterranean environments), Move Silently +4, Spot +2, Swim +10
Feats: Dodge, Improved Initiative, MultiattackEnvironment: Temperate aquatic and marshes
Organization: Solitary, pair, gang (3 - 5), band (6 - 10 plus 50% noncombatants and 1 leader of 3rd - 6th level), or tribe (30 - 60 plus 50% noncombatants plus 2 lieutenants of 3rd - 6th level and 1 leader of 4th - 10th level)
Challenge Rating: 3Treasure: 50% coins; standard goods, 50% items
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3
Combat
Trens prefer to wear light armor and use steel weapons. Their melee weapon of choice is the greatsword, though most also carry longbows for striking from a distance. Though they prefer melee combat to ranged, they typically attack in organized formations, adjusting their tactics to their environment. Because they almost never possess magic, one or two archers normally stay behind the fighters to distract spellcasters.
Home Three Worlds Monsters
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