Dis'alure by Rebecca Camire
Medium-size Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft.,fly 60 ft.,(good)
AC: 19 (+4 Dex, +5 natural)
Attacks: 2 claw +7 melee, bite +3 melee
Damage: Claw 2d4+3, bite 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Ability score loss, frightful presence, improved grab, tongues
Special Qualities: Plane shift, regeneration, scent
Saves: Fort +7, Ref +8, Will +4
Abilities: Str 16, Dex 18, Con 16, Int 19, Wis 17, Cha 15
Skills: Climb +9, Listen +13, Move Silently +14, Spot +13, Wilderness Lore +8
Feats: Blind Fighting,Improved Initiative,Multiattack,Skill Focus,Track

Environment: Any,Temperate land,plains,forest,mountains,underground
Organization: Solitary, Pair, Gang (2-5), or Gang (5-20)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: 5-8 HD (Medium-size); 9-12 HD (Large)


This creature is one you don't want to mess with, unless it is alone! This creature is a plane shifting relative of the Displacer Beast, and just as harmful.

You will be lucky if you only run into one of them, cause if you don't you'd better run. The Dis'alure will eat anything it can catch! It main diet consists of larger creatures, or anything that they can catch. This creature has midnight blue blue fur covering it from head to toe, with a distinct White Gem in the center of their forehead. This creature is very long and slender with massive sized paws and Red spines going down its back. They are never nice; even to one another. You will never find them, cause they will find you first!

Combat
The Dis'alure never hunts alone unless there is no other choice. They are very crafty and cunning creatures, that are know across many lands for their tricks. Their favorite way to fight is to play dirty by ganging up on one opponent and then slowing killing the rest.

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

They can take 1d4+2 temporary strength from you if they grab a hold of you for more than two rounds. When get near one of them (60ft) you must make a will save (DC15) for each one within this range. When one of them is destroyed the others can regenerate him in 2d4 days. Unless all are destroyed! They can plane shift between the material and the shadow plane.

Society

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

 



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