Scarcaun by Vanaavarian Stargazer
Medium Elemental (Earth, Fire, Water)
Hit Dice: 8d8+64 (100 hp)
Initiative: +9 (+9 Dex)
Speed: 85 ft. (17 squares), fly 120 ft. (good), climb 30 ft. (6 squares)
Armor Class: 30 (+9 Dex, +10 natural, +1 light wooden shield), touch 19, flat-footed 21
Base Attack/Grapple: +6/+13
Attack: Bite +13 melee (1d6 +7)
Full Attack: Bite +13 melee (1d6 +7) and claw +8 melee (1d4 +3) and hooves +8 melee (1d4 +3) and horns +8 melee (1d7 +3) and slam +8 melee (1d4 +3) and sting +10 ranged (1d5 +3) and wings +8 melee (1d1 +3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura, frightful presence, poison, summon
Special Qualities: Darkvision 60ft., detect evil, elemental traits, flight, flight, scent
Saves: Fort +10, Ref +15, Will +7
Abilities: Str 25, Dex 28, Con 27, Int 24, Wis 21, Cha 23
Skills: Balance +17, Climb +6, Concentration +16, Decipher Script +3, Disguise +12, Escape Artist +17, Gather Information +12, Heal +8, Hide +19, Intimidate +12, Jump +6, Knowledge (engineering) +9, Knowledge (nature) +14, Listen +5, Move Silently +19, Open Lock +17, Ride +18, Sleight of Hand +17, Spot +5, Survival +10, Swim +15, Tumble +8
Feats: Natural Spell,Stealthy,Track

Environment: Earth
Organization: Scarcaun, Scarcaun, Scarcaun (2-5), Scarcaui (5-20), Scarcaui (20-40), Scarcaui (40-60), or Scarcaui (60+)
Challenge Rating: 24
Treasure: Standard
Alignment: Always neutral evil
Advancement: 9-16 HD (Medium); 17-24 HD (Large)
Level Adjustment: 4


Hound-like, Great Dane size, comes in silver, black, harlequin, brown, blood red, grey and black, any combination. Hooved, always black wings.

Hound-like, Great Dane size, comes in silver, black, harlequin, brown, blood red, grey and black, any combination. Hooved, always black wings. Eats small mammals or fish, doesn't eat anything that talks to it (with the exception of Lady Crysania.), calm but territorial, can protect its home. Will eat plants if it needs to. Litters: 3-5 pups, no wings yet, usually born black. Found in the mountains and lives in caves, burrows dug under trees or bushes, or as far away from humans as possible. ,Hound-like, Great Dane size, comes in silver, black, harlequin, brown, blood red, grey and black, any combination. Hooved, always black wings. Eats small mammals or fish, doesn't eat anything that talks to it (with the exception of Lady Crysania.), calm but territorial, can protect its home. Will eat plants if it needs to. Litters: 3-5 pups, no wings yet, usually born black. Found in the mountains and lives in caves, burrows dug under trees or bushes, or as far away from humans as possible.

Combat
Fights using teeth and claws, sometimes flying. Usually on the ground. Uses the natural enviroment against its enemy.


Fear Aura (Su): The use of this ability is a free action. The aura can freeze an opponent (such as a mummy’s despair) or function like the fear spell. Other effects are possible. A fear aura is an area effect. The descriptive text gives the size and kind of area.
Frightful Presence (Ex): This special quality makes a creature’s very presence unsettling to foes. It takes effect automatically when the creature performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened or shaken. Actions required to trigger the ability are given in the creature’s descriptive text. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 frightful creature’s racial HD + frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
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.
Summon (Sp): A creature with the summon ability can summon specific other creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature’s entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature that has just been summoned cannot use its own summon ability for 1 hour. Most creatures with the ability to summon do not use it lightly, since it leaves them beholden to the summoned creature. In general, they use it only when necessary to save their own lives. An appropriate spell level is given for each summoning ability for purposes of Concentration checks and attempts to dispel the summoned creature. No experience points are awarded for summoned monsters.
Detect Evil (Sp): This special ability duplicates the effects of a detect good spell. It can usually be cast at will.
Flight (Ex): A creature with this ability can cease or resume flight as a free action.
Flight (Su): A creature with this ability can cease or resume flight as a free action. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to fly for as long as the antimagic effect persists.
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.

    An elemental possesses the following traits (unless otherwise noted in a creature's entry).

  • Immunity to poison, sleep effects, paralysis, and stunning.
  • Not subject to critical hits or flanking.
  • Unlike most other living creatures, an elemental does not have a dual nature-its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
  • Elementals do not eat, sleep, or breathe.

    Earth Subtype: This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.

    Fire Subtype: A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

    Water Subtype: This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.

    Society
    Usually lives solo, but can live in packs of up to 8. Gentle with pups, fierce with rivals, not fond of humans, ogres, trolls, or any of the type.

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

     



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