Deathwing by
Venger
Large-size Magical Beast (Reptilian)
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Hit Dice: 4d10+4 (26 hp) |
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Initiative: +3 (+3 Dex) |
Speed: 10 ft.,fly 80 ft.,(average) |
AC: 15 (-1 size, +3 Dex, +3 natural) |
Attacks: 2 claw +7 melee, bite +2 melee |
Damage: Claw 1d6+4, bite 1d8+2 |
Face/Reach: 5 ft. by 5 ft./5 ft. |
Special Qualities: Evasion |
Saves: Fort +5, Ref +7, Will +1 |
Abilities: Str 18, Dex 17, Con 12, Int 9, Wis 10, Cha 6 |
Skills: Hide +4, Listen +6, Sense Motive +6, Spot +12 |
Feats: Alertness |
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Environment: Any plains,forest,hills,mountains |
Organization: Solitary, Pair, Patrol (4-6) |
Challenge Rating: 3 |
Treasure: None |
Alignment: Usually neutral evil |
Advancement: 5-8 HD (Medium-size); 9-12 HD (Large) |
Deathwings are intelligent, keen-eyed flying reptiles that often serve evil masters.
A typical deathwing stands about 10 feet tall, has a wingspan of up to 20 feet, and resembles a cross between a bat and a reptilian vulture. Deathwings will either hunt for food or scavenge from carrion depending on what is available.
Combat
Solitary deathwings are prone to attacking anything smaller than them, sometimes just for sport. They may band together to fight off larger, truly threatening foes, however. These evil creatures tend to fly straight at a target and then rake it with their sharp talons as they pass by.
Magical beasts have darkvision with a range of 60 feet and low-light vision.
Society
Darkwings often argue among their own kind, even when in the employ of an evil master. They are greedy and spiteful.
This creature has not yet been play tested.
This is not a kender type creature.
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