Dirge by Zach
Large Magical Beast
Hit Dice: 13d10+65 (136 hp)
Initiative: +3 (+3 Dex)
Speed: 55 ft./fly 65(average)/swim 15/climb 30
AC: 22 (-1 size, +3 Dex, +10 natural)
Attacks: 2 claw +19 melee, bite +14 melee, tail +14 melee
Damage: Claw 2d6+7, bite 2d8+3, tail 1d10+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Constrict, improved grab, Rend
Special Qualities: Damage reduction, fast healing, scent
Saves: Fort +13, Ref +11, Will +5
Abilities: Str 25, Dex 16, Con 20, Int 8, Wis 13, Cha 6
Skills: Hide +10, Listen +10, Move Silently +9, Spot +10
Feats: Alertness,Dodge,Flyby Attack

Environment: Any land
Organization: Solitary, Bunch (2-5), or Pack (5-20)
Challenge Rating: 9
Treasure: None
Alignment: Usually chaotic neutral
Advancement: 14-26 HD (Large); 27-39 HD (Huge)


Imagine a werewolf with bat wings. That's what it looks like. And it's bite is worse than it's bark.

These creatures stand 7 feet tall on their hind legs. With their wolf like visage, they can appear to be werewolves when you can't see them well. However, when they come at you, their bat-like wings become obvious, and the silver weapons you invested in are useless. Although they are usually found in the forests, these beasts are able to survive in almost any climate. They eat meat, although what kind doesn't usually matter. Dirges are travel in nomadic families, and when you find one, others usually aren't far behind. Loners and packs are usually hunting, and whatever the kill they take back to the family.

Combat
Dirges use their speed and strength to plow oppenents into the ground. In most settings, they'll try and fly in from above and immediately go into melee.

When a spell-caster becomes obvious(fireball, lightning), they switch tactics, trying to constrict them with their tails while fighting others off at the same time. While constricted, anyone caught by the tail is considered grappled for all intents and purposes. Constricting does 2d10+3 damage each round.

When both claws hit, it can rend for another 2d8+7.

Magical beasts have darkvision with a range of 60 feet and low-light vision.

They can track with scent.

Damage reduction 5/+2.

Fast healing 5/round.

Society
They behave in the nomadic patterns seen in normal animal carnivors. However, posses a higher intelligence, and can reason enough to know they can take most animals, and that when humanoids are too powerful, to fight defensively and try to get away.

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

 



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