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| Zerowolf2nd06-21-07, 02:53 PM | Obsidian Ravager Huge Outsider (Chaos, Evil, Extraplanar, Fire) Hit Dice: 16d8+96 (168 hp) Initiative: +3 Speed: 60 ft (12 squares), climb 30 ft Armor Class: 27 (-2 size, +3 Dex, +16 natural) touch 11, flat-footed 24 Base Attack/Grapple: +16/ +35 Attack: Claw +25 melee (1d10+11 plus 1d6 fire 18-20/x3) Full Attack: 2 claws +25 melee (1d10+11 plus 1d6 fire 18-20/x3), and bite +20 melee (2d6+5 plus 1d6 fire 18-20/x3) Space/Reach: 15 ft/ 10 ft Special Attack: Breathe weapon, Energy drain, Heat, Improved Grab, Rend 2d10+16, Roar Special Qualities: Augmented critical, Darkvision 60 ft, DR 10/ Adamantine and Magic, Low-light vision, Obsidian spines, Scent, SR 24 Saves: Fort +16, Ref +13, Will +14 Abilities: Str 33, Dex 16, Con 23, Int 16, Wis 19, Cha 11 Skills: Climb +31, Escape Artist +15, Hide +12*, Intimidate +14, Jump +25 Listen +19, Move Silently +23, Search +17, Sense Motive +18, Spot +21, Survival +18, Swim +31, Tumble +18 Feats: Combat reflexes, Dodge, Improved overrun, Mobility, Power attack, Spring attack, TrackB Environment: Elemental plane of Fire Organization: Solitary, or pair Challenge Rating: 12 Treasure: Standard Alignment: Always chaotic evil Advancement: 17-24 HD (Huge), 25-36 HD (Gargantuan) Level Adjustment: – “A large and terrifying beast stands before you, its body resembling that of some great cat, its skin dark and cracked with light seeping through, jagged patches of obsidian shards covering its body. Great heat comes off of its body in waves, its eyes appearing to be two pools of molten rock, its body lithe and feline. With a mighty roar it issues its challenge to you.” Obsidian ravagers are deadly predators native to the elemental plane of fire. Their they are considered prized hunting animals by Efreet and other outsiders native to that plane, if one can catch one and has the resources to train one. Sometimes specimens are brought to the material plane, though this is rare, mainly because of these ferocious creatures’ temperament and unnatural cunning which makes controlling them very difficult. Obsidian Ravagers subsist on the Life-force of immortal or mortal creatures, though they prefer immortal outsiders such as Efreeti, and when confronted with both mortal and immortal creatures will attack the immortal creature first. Obsidian Ravagers speak Ignuan, Infernal, and Common Combat Obsidian Ravagers are efficient hunters. Stalking prey for miles until a suitable ambush point is found. They will wait until their prey has entered the ambush point and then use their roar ability to pacify as many opponents as they can then use hit and run tactics (Using their spring attack feat) to confuse and divide their prey as much as possible. They are not afraid to get in the thick of it if need be, relying on their obsidian spines and natural breath weapon to scatter any of their foes and prevent them from gaining any tactical advantage. An obsidian hunters natural attacks are considered to be Adamantine, Chaotic, Evil, and magical for the purposed of overcoming damage reduction. Augmented Critical (Ex): The Obsidian Ravagers bite and claw attacks threaten a critical on a natural attack roll of 18-20, dealing triple damage on a successful critical hit. Breathe weapon (Su): 60-foot cone, once every 1d4 rounds, damage 6d10, Reflex DC 24 half. The save DC is Constitution-based. Energy Drain (Su): Creatures hit by an obsidian Ravagers bite attack gain one negative level. Fort DC 18 to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the obsidian hunter gains 5 temporary hit points. Heat (Ex): Merely touching or being touched by an obsidian hunter automatically deals 1d6 fire damage. Improved Grab (Ex): To use this ability, an obsidian ravager must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can bite and claw on its next turn. Obsidian spines (Ex): Any creature striking an obsidian hunter with a natural or non-reach weapon takes 2d6 points of piercing damage unless a successful Reflex save, DC 24, is made. Rend (Ex): If a obsidian hunter hits with both claw attacks, it latches onto the opponents body and tears flesh. This attack automatically deals and additional 2d10+16 points of damage Roar (Su): Once every 1d4 rounds obsidian hunters can release a devastating roar, affecting all creatures within a 300-foot spread of the hunter. All creatures within the affected area must on a DC 18 Will save or be panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. If a creature successfully saves they are immune to the same obsidian hunters roar for 24 hours. The save DC is Charisma-based |
| cog_n_taz06-22-07, 04:02 AM | Did a skim read. I love it, but there's two problems... 1: it's overly uber for CR 12, take the CR up. 2: its breath weapon (not breathe, fix that) deals 6d10 damage. I'm assuming it's fire, but...6d10 what? |