| Post/Author/DateTime | Post |
|---|---|
| cwslyclgh09-02-03, 03:38 AM | Mhor’Keth Large Magical Beast Hit Dice: 6d10+18 (51 hp) Initiative: +1 (Dex) Speed: 40ft. Armor Class: 15 (-1 size, +1 Dex, + 5 Natural) Touch 10 Flat-footed 14 Base Attack/Grapple: +6/+14 Attack: claw +9 melee (1d6+4) Full Attack: 2 claws + 9 melee (1d6+4) bite +4 melee (1d8+2) Space/Reach: 10ft./10ft. Special Attacks: Laugh, Pounce, Rend Special Qualities: Scent Saves: Fort +8, Ref +8, Will +2 Abilities: Str 19, Dex 13, Con 17, Int 4, Wis 10, Cha 12 Skills: Listen +5, Hide +1 Feats: Ability Focus (laugh), Lightning Reflexes, Power Attack Environment: temperate to warm hills and plains Organization: solitary, pair, or Pack (3-8) Challenge Rating: 5 Treasure: none Alignment: Usually Neutral Advancement: 7-12 HD (large), 13-18 HD (huge) Level Adjustment: -- The dreaded Mhor’Keth (sometimes known as the death Giggler) is a dangerous carnivore that hunts open hills and grasslands. The Mhor’Keth looks much like an ogre sized cross between a hyena and baboon in form, with a tawny hide and black irregular spots or stripes. Most consider Mhor’Keths little more then animals, although they do show the aptitude to use tools, such as pounding bones with stones to get at the marrow, and using digging sticks to getting into animal burrows. The Death Gigglers are thought to communicate with one another through the peculiar laughing sound that they make near-constantly; although a rare few also learn to speak giant or common. Combat Mhor’Keths live and hunt in loose packs, generally trying to get close to prey and then confuse it with their laugh to make it easier to take down. They prefer to prey on medium sized herd animals of various sorts (antelope, wild goats or sheep, etc.) but will attack anything that they perceive as edible if hungry enough. Although generally much feared by people who live near them, in truth Mhor’Keth’s rarely attack humanoids unless driven by great hunger or disease (Mhor’Keths are very susceptible to rabies). Laugh (Su): Mhor’Keths are constantly making a noise that sounds like a child’s laughing or giggling. While this can be somewhat unnerving under normal circumstances, it can be much more dangerous if the Mhor’Keth so chooses. As a standard action the Mhor’Keth can change the tempo of its laugh, causing all non-Mhor’keths with in 30 feet of it to make a will Save (DC 16) or be confused (as the per the confusion spell) for 1d4 rounds. This is a mind-affecting effect, and the DC is charisma based. Pounce (Ex): If a Mhor’Keth charges a foe it can make a full attack action. Rend (Ex): A Mhor’Keth that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+8 points of damage. |
| cwslyclgh09-03-03, 01:02 AM | No comments? No errors for that I missed to be pointed out? |
| Rothgar Skullsplitter09-03-03, 11:55 AM | Not bad CW, not bad at all. :) If I ever get a game going with the new rules, I'll definitely have to use this creature. |
| cwslyclgh09-03-03, 02:09 PM | thanks Rothy :) |
| Shifting Master09-03-03, 03:48 PM | Post a link on the entry thread. |
| cwslyclgh09-03-03, 03:53 PM | I already did |
| cwslyclgh09-03-03, 11:36 PM | found and fixed a typo :) |