Scavenger Spawn by Ogre_Bane
Medium-size Undead
Hit Dice: 4d12 (26 hp)
Initiative: +3 (+3 Dex)
Speed: 15 ft., fly 50 ft., (good)
AC: 19 (+3 Dex, +6 natural)
Attacks: 2 claw +3 melee, bite +1 melee
Damage: Claw 1d6+1, bite 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Paralyze, slow
Special Qualities: Creature of chaos, immunities, DR 10/bludgeoning
Saves: Fort +1, Ref +4, Will +1
Abilities: Str 13, Dex 16, Con 0, Int 4, Wis 5, Cha 9
Skills: Listen +3, Search +3, Spot +3

Environment: Any land, desert
Organization: Solitary, Pair, Brood (2-5), Nest (5-20), Flight (20-40), or Flock (40-60)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 5-8 HD (Medium-size); 9-12 HD (Large)


An undead flying scavenger that harasses desert travelers. An adapted monster from the 2nd edition module, Chaos Spawn.

3.5 ready!

This "bird" appears to be a large size vulture. However, it lacks any flesh and is instead composed of skeletal remains. The remains aren't all from an avian, and much of the bones look to be humanoid. The worst feature is the monster's head, which is a humanoid skull on top of an avian skeleton.

Scavenger spawn are evil, disgusting, bony beasts made with the left over skeletal remains of creatures dead in the desert. They resemble a cross between a corpse of a vulture and a human skeleton. They are created by the Daemon lord to serve as scouts and air protection. With their 8 foot wingspan and black feathers, they are easily mistaken for vultures from a distance. However, upon closer examination, they are seen for what they truly are.

Scavenger spawn cannot speak, but they understand Abyssal.

Combat
When airborne, their preferred attacking position, the scavenger spawn can attack with its two sharp claws and a snap from its beak. They often enjoy slowing and paralyzing their victims until they can finish them off very slowly. Scavenger spawn fight until dead.

Undead are immune to mind influencing effects and to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. They are ignore mind influencing effects. They are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. They are immune to anything that requires a Fortitude save (unless it also works on objects). Undead Spellcasters use their Charisma for Concentration checks. They are not at risk from death from massive damage, but when they are reduced to 0 hit points they are destroyed. Most undead have darkvision with a range of 60 feet. Undead cannot be raised.

Paralyze (Ex): A creature hit by either its claw or bite attack must make a Fortitude save (DC 15) or become paralyzed from its icy attack. The paralyzation lasts for 2d6 rounds. This save is Dexterity based.

Slow (Sp): The scavenger spawn can cast the spell slow as if it were a 5th level sorcerer. The saving throw is a DC 15 and it can use this ability 3 times per day. This save is Dexterity based.

Creature of Chaos (Ex): The scavenger spawn is completely made from the very substance of Chaos. Only magical attacks, magical weapons with a +1 or greater enchantment or holy weapons will harm them. A person using a holy enchanted weapon automatically deals double damage to the scavenger spawn.

Immunities (Ex): Being made of only scraps of flesh and bone, the scavenger spawn is completely immune to cold attacks.

Society
Being undead, the scavenger spawn do not serve any purpose to society.

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

 



Wander Home