Skeenok by Al K.
Medium Aberration (Air)
Hit Dice: 4d8+12 (30 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 20 (+5 Dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (3d6 +3)
Full Attack: Bite +6 melee (3d6 +3) and 2 claw +1 melee (2d6 +1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft., low-light vision, scent
Saves: Fort +4, Ref +8, Will +2
Abilities: Str 16, Dex 20, Con 16, Int 6, Wis 6, Cha 6
Skills: Listen -2, Move Silently +7, Spot +3
Feats: Improved Initiative,Lightning Reflexes

Environment: Any forests,hills,marshes
Organization: Solitary, Cluster (2-5), or Swarm (5-20)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: -


Skeenoks appear to be black-furred, winged, ape-like creatures, with eyes that flash an eerie greenish colorin the dark. Their wings are batlike and membranous, and their hindfeet sport wicked claws.

Meenoks are vicious creatures who patrol rural skies at night for easy prey. They never stray too far from their forest or swamp lairs, hoping to find solitary livestock or even weak humans. They have a keen sense of smell, and smell fresh blood up to 15 miles distant. For this reason, they often show up a few minutes after a fight to see if there is any fresh carrion or wounded prey to carry off. Their maws are filthy, and their saliva acts as a terrible poison on all who are bitten.,Meenoks are vicious creatures who patrol rural skies at night for easy prey. They never stray too far from their forest or swamp lairs, hoping to find solitary livestock or even weak humans. They have a keen sense of smell, and smell fresh blood up to 15 miles distant. For this reason, they often show up a few minutes after a fight to see if there is any fresh carrion or wounded prey to carry off. Their maws are filthy, and their saliva acts as a terrible poison on all who are bitten.

Combat


Poison (Ex): Poison attacks deal initial damage, such as ability damage (see page 305) or some other effect, to the opponent on a failed Fortitude save. Unless otherwise noted, another saving throw is required 1 minute later (regardless of the first save’s result) to avoid secondary damage. A creature’s descriptive text provides the details.A creature with a poison attack is immune to its own poison and the poison of others of its kind.The Fortitude save DC against a poison attack is equal to 10 + 1/2 poisoning creature’s racial HD + poisoning creature’s Con modifier (the exact DC is given in the creature’s descriptive text).A successful save avoids (negates) the damage.
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

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

     



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