Chunter by Cameron Hunter
Large Monstrous Humanoid (Reptillian)
Hit Dice: 6d8+36 (63 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft. (6 squares), swim 20 ft. (4 squares)
Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +6/+18
Attack: Claw +13 melee (2d6 +8)
Full Attack: 2 Claw +13 melee (2d6 +8) and gore +8 melee (1d8 +4) and tail +8 melee (1d10 +4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Powerful charge +3d6
Special Qualities: Damage reduction 15/-, darkvision 60ft., scent, spell resistance 16
Saves: Fort +8, Ref +8, Will +4
Abilities: Str 27, Dex 17, Con 23, Int 2, Wis 8, Cha 7
Skills: Hide -1, Intimidate 0, Listen +3, Spot +2
Feats: Combat Reflexes,Improved Bull Rush,Power Attack

Environment: Any land,forests,marshes
Organization: 1 chunter with 4 kobolds (2-5)
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral evil
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -


A scaley blue looking minataur with a tail and sharp claws. It has open nose holes to smell from, and stands tall at 8 feet.

It is 8-9 1/2 feet tall, often accompanied by Kobolds who spawned it. It mostly eats plants, small rodents and fish that the kobolds get for it. They moniter what it eats, so that way, it doesnt get a liking for kobolds. Found in marshes, and never left alone if can be helped. It spends most of it's time eating the food provided by kobolds.,It is 8-9 1/2 feet tall, often accompanied by Kobolds who spawned it. It mostly eats plants, small rodents and fish that the kobolds get for it. They moniter what it eats, so that way, it doesnt get a liking for kobolds. Found in marshes, and never left alone if can be helped. It spends most of it's time eating the food provided by kobolds.

Combat
It opens combat with a charge into the midst of the enemy. After that, it attacks with claws, and tail when flanked. The Kobolds attack with ranged weapons and sometimes move in with spears when it gets partially surrounded.


Powerful Charge (Ex): When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The amount of damage from the attack is given in the creature’s description.
Damage Reduction (Su): A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as noted below.The entry indicates the amount of damage ignored (usually 5 to 15 points) and the type of weapon that negates the ability. Some monsters are vulnerable to piercing, bludgeoning, or slashing damage. Some monsters are vulnerable to certain materials, such as alchemical silver, adamantine, or cold-forged iron. Attacks from weapons that are not made of the correct material have their damage reduced, even if the weapon has an enhancement bonus.Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction. A few very powerful monsters are vulnerable only to epic weapons; that is, magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.Some monsters are vulnerable to chaotic-, evil-, good-, or lawful-aligned weapons. When a cleric casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that match the subtype(s) of the creature. When a damage reduction entry has a dash (–) after the slash, no weapon negates the damage reduction.A few creatures are harmed by more than one kind of weapon. A weapon of either type overcomes this damage reduction.A few other creatures require combinations of different types of attacks to overcome their damage reduction. A weapon must be both types to overcome this damage reduction. A weapon that is only one type is still subject to damage reduction.
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.
    Spell Resistance (Ex): A creature with spell resistance can avoid the effects of spells and spell-like abilities that directly affect it.To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw.

    Darkvision out to 60 feet

    Society

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

     



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