Plasma Dog by Bobby
Small Animal
Hit Dice: 4d8+19 (37 hp)
Initiative: +4 (+4 Dex)
Speed: 45 ft. (9 squares), swim 35 ft. (7 squares)in hide armor; base speed 50 ft. swim 40 ft.
Armor Class: 24 (+1 size, +4 Dex, +6 natural, +3 hide armor), touch 15, flat-footed 20
Base Attack/Grapple: +3/+1
Attack: Plasma spit +8 ranged (1d3 +2)
Full Attack: 2 Plasma spit +8 ranged (1d3 +2) and bite +1 melee (1d4 +1) and claw +1 melee (1d3 +1) and headbutt +1 melee (1d5 +1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, plasma spit, pounce, powerful charge
Special Qualities: Blindsense, detect good, low-light vision, low-light vision, scent
Saves: Fort +8, Ref +8, Will +5
Abilities: Str 14, Dex 21, Con 19, Int 2, Wis 19, Cha 18
Skills: Balance +1, Climb -1, Escape Artist +1, Hide +5, Jump -1, Listen +4, Move Silently +1, Sleight of Hand +1, Spot +4, Swim -1, Tumble +1
Feats: Run,Toughness

Environment: Any,Cold,Temperate,Warm land,aquatic,deserts,plains,forests,hills,mountains,marshes,underground
Organization: Single, Pair, Pack (2-5), Group (5-20), Bunch (20-40), Uber-pack (40-60), or Army (60+)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Small); 9-12 HD (Medium)
Level Adjustment: -


A black dog who roams the world and can be trained to be a gaurd or mount

It's a medium sized black dog who roams the world of Mullinta. It can eat anything it catches and it can be trained very easily as a gaurd or mount.,It's a medium sized black dog who roams the world of Mullinta. It can eat anything it catches and it can be trained very easily as a gaurd or mount.

Combat
The plasma dog's best tactic is to use his Plasma spit from afar to stun his enemy, and then leaping in and biting and clawing the enemy to death. He also likes to hide in the water or bushes and leap out, using his headbutt.


Breath Weapon (Su): A breath weapon attack usually deals damage and is often based on some type of energy.Such breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing creature’s racial HD + breathing creature’s Con modifier; the exact DC is given in the creature’s descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save.
Plasma Spit (Su):
Pounce (Ex): When a creature with this special attack makes a charge, it can follow with a full attack

  • including rake attacks if the creature also has the rake ability.
    Powerful Charge (Ex): When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The amount of damage from the attack is given in the creature’s description.
    Blindsense (Ex): Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Spot or Listen checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
    Detect Good (Sp): This special ability duplicates the effects of a detect good spell. It can usually be cast at will.
    Low-Light Vision (Ex): A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.
    Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.When a creature detects a scent, the exact location of the source is not revealed
  • only its presence somewhere within range. The creature can take a move action to note the direction of the scent.Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

    Society
    These animals are very social and love to be with it's own kind.

    This creature has not yet been play tested.
    This is not a kender type creature.

     



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