Monday, January 3, 2011

General Rules: Monsters - Vrail

Vrail (adapted from the Creature Collection)
Tiny Animal

Hit Dice: 2d8 (9 hit points)
Initiative: +4
Speed: 10 feet, fly 60 feet (good)
Armor Class: 23 (+2 size, +1 Dodge, +4 Dexterity, +6 natural); touch 17, flat-footed 18
BAB/Grapple: +1/-11
Attack: Talons +7 melee (1d6-3, piercing and slashing, 20 x2)
Full Attack: Talons +7 melee (1d6-3, piercing and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Diving attack
Special Qualities: Low-light vision
Saves: Fortitude +3, Reflex +7, Will +0
Abilities: Str 4, Int 2, Wis 10, Dex 18, Con 10, Cha 10
Skills: Listen +3, Spot +12
Feats: Dodge, Flyby Attack, Weapon Finesse
Environment: Any mountains
Organization: Flock (5 - 8) or bloodletting (21 - 32)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 1 - 4 Hit Dice (Tiny)

Vrail are communal raptors, and a serious threat in many alpine wilderness areas. Vrail make their rookeries in high, rocky cliff faces, which are typically quite inaccessible.

Combat
Vrail hunt in groups. When a vrail flock attacks, they attack as a group and then circle to survey the results. Vrail typically do not attack groups of more than three individuals, but circle, waiting for one target to stray too far from the group.

Diving Attack (Ex): When making a charge attack while flying, a vrail's talons inflict an extra 1d6 points of damage.

Vrail as Familiars
Vrail can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with vrail familiars gain a +2 bonus to Fortitude saving throws.

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