Monday, January 3, 2011

General Rules: Monsters - Pterodactylus

Pterodactylus (adapted from Dragon Magazine #318; originally Pteranodon)
Medium Animal

Hit Dice: 5d8+5 (27 hit points)
Initiative: +3
Speed: 10 feet, fly 90 feet (average)
Armor Class: 15 (+3 Dexterity, +2 natural); touch 13, flat-footed 12
BAB/Grapple: +3/+5
Attack: Bite +5 melee (1d6+3, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +5 melee (1d6+3, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Dive
Special Qualities: Low-light vision, scent
Saves: Fortitude +5, Reflex +7, Will +5
Abilities: Str 14, Int 2, Wis 18, Dex 17, Con 12, Cha 12
Skills: Spot +15
Feats: Flyby Attack, Skill Focus (Spot)
Environment: Warm mountains
Organization: Solitary, pair, or rookery (4 - 10)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 6 - 10 Hit Dice (Medium); 11 - 15 Hit Dice (Large)

The pterodactylus is a mountain-dwelling flying reptile, and so, like the dimetrodon, isn't a true dinosaur.

Pterodactylus' dwell in craggy mountainous areas, preferably those along coastlines so they can take advantage of the powerful updrafts to aid in flight. Their oddly-shaped heads help greatly in airborne maneuverability and allow them to perform amazing mid-aair turns with great grace.

A pterodactylus' body is only 6 feet long, but their wingspan is often more than 30 feet.

Combat
A pterodactylus soars high above the ground, watching below for likely sources of food it can dive down onto and attack. They prefer to maintain air-superiority in combat.

Dive (Ex): If a pterodactylus makes a charge attack and lowers its altitude by at least 30 feet as part of the charge, it gains a +4 bonus on its attack roll and deals 2d6+6 points of damage with its bite if it hits.

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