D20r:Cerberus

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<big><u>'''Cerberus'''</u></big> '''(CR 10)'''<br>
<big><u>'''Cerberus'''</u></big> '''(CR 10)'''<br>
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Usually Chaotic Evil Large Magical Beast<br>
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Usually CE Large Magical Beast<br>
'''Class''' None<br>
'''Class''' None<br>
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<big>'''Pre-combat'''</big><br>
<big>'''Pre-combat'''</big><br>
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'''Init''' +20; '''Senses''' Darkvision 120 ft., low-light vision, all-round vision, scent<br>
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'''Init''' +20; '''Senses''' Darkvision 120 ft., low-light vision, all-around vision, scent<br>
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'''Languages''' None
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'''Languages''' Abyssal (understands only)<br>
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'''Aura'''
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'''Aura''' None
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<big>'''Defense'''</big><br>
<big>'''Defense'''</big><br>
'''AC''' 23; touch 11; flat-footed 21<br>
'''AC''' 23; touch 11; flat-footed 21<br>
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:((+6 Hero, +6 natural, +2 Dex, -1 size))<br>
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:(+6 Hero, +6 natural, +2 Dex, -1 size)<br>
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'''HP''' 105 (10d10+50 HD); '''DR''' 10/magic<br>
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'''HP''' 105 (10d10+50 HD); '''DR''' 10/music<br>
'''GD''' 21<br>
'''GD''' 21<br>
'''Immune''' Entropy, Fire, Fear; '''Resist''' Acid 1; '''Weak''' None<br>
'''Immune''' Entropy, Fire, Fear; '''Resist''' Acid 1; '''Weak''' None<br>
'''Fort''' +12 '''Ref''' +9 '''Will''' +4<br>
'''Fort''' +12 '''Ref''' +9 '''Will''' +4<br>
'''SR''' 20; '''HV''' 6<br>
'''SR''' 20; '''HV''' 6<br>
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'''SQ''' Legendary, three heads, vigilance
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'''SQ''' Legendary, Three Heads, Vigilance
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<big>'''Offense'''</big><br>
<big>'''Offense'''</big><br>
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'''Speed''' 40 ft. (8 squares); <br>
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'''Speed''' 40 ft. (8 squares)<br>
'''Melee''' 2 claws +16 (1d8+7) and 3 bites +14 (2d6+3 and 1d6 fire, 18-20/x2)<br>
'''Melee''' 2 claws +16 (1d8+7) and 3 bites +14 (2d6+3 and 1d6 fire, 18-20/x2)<br>
'''Ranged''' none<br>
'''Ranged''' none<br>
'''Space''' 10 ft.; '''Reach''' 5 ft.<br>
'''Space''' 10 ft.; '''Reach''' 5 ft.<br>
'''BAB''' +10; '''Grp''' +23<br>
'''BAB''' +10; '''Grp''' +23<br>
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'''Attack Options''' Pounce, maul, rend 2d8+10<br>
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'''Attack Options''' Pounce, Maul, Rend 2d8+10<br>
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'''Special Actions''' Howl of Terror<br>
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'''Special Actions''' Howl of Terror, Improved Grab, Trip<br>
'''Combat Gear''' None
'''Combat Gear''' None
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'''Abilities''' Str 24 Dex 15 Con 21 Int 6 Wis 13 Cha 8<br>
'''Abilities''' Str 24 Dex 15 Con 21 Int 6 Wis 13 Cha 8<br>
'''Composite''' 12<br>
'''Composite''' 12<br>
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'''Apprentice Skills''' (d20+?+Mod): I hate skills; you do it.<br>
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'''Apprentice Skills''' Athletics (+14), Awareness (+13), Grapple (+23), Intimidate (+11), Ride (+19), Search (+13), Sense Motive (+13), Use Device (+11)<br>
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'''Journeyman Skills''' (d20+?+Mod+Mod): See above.<br>
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'''Journeyman Skills''' Survival (+16)<br>
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'''Mastered Skills''' (d20+?+Mod+Mod): Noooothing's changed.
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'''Mastered Skills''' None
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<big>'''Feats'''</big><br>
<big>'''Feats'''</big><br>
''Ability Focus (Howl of Terror):'' A cerberus adds +3 to the saving throw DC of its howl of terror. (6 pts)<br>
''Ability Focus (Howl of Terror):'' A cerberus adds +3 to the saving throw DC of its howl of terror. (6 pts)<br>
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''Combat Reflexes:'' A cerberus may make a number of additional attacks of opportunity equal to its Dexterity bonus (2). With this feat, it may also make attacks of opportunity while flat-footed.
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''Combat Reflexes:'' A cerberus may make a number of additional attacks of opportunity equal to its Dexterity bonus (2). With this feat, it may also make attacks of opportunity while flat-footed.<br>
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''Improved Critical:'' A cerberus' threat range with its bite attack is 18-20. (6 pts)
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''Improved Critical:'' A cerberus' threat range with its bite attack is 18-20. (6 pts)<br>
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''Improved Grapple:'' A cerberus does not provoke an attack of opportunity when it makes a touch attack to start a grapple. It also gains a +4 bonus on all grapple checks, regardless of whether it started the grapple.
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''Improved Grapple:'' A cerberus does not provoke an attack of opportunity when it makes a touch attack to start a grapple. It also gains a +4 bonus on all grapple checks, regardless of whether it started the grapple.<br>
''Improved Initiative:'' A cerberus gains a +6 bonus on Initiative checks. (6 pts)<br>
''Improved Initiative:'' A cerberus gains a +6 bonus on Initiative checks. (6 pts)<br>
''Power Attack:'' On its action, before making attack rolls for a round, a cerberus may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed its base attack bonus (10). The penalty on attacks and bonus on damage apply until its next turn.  
''Power Attack:'' On its action, before making attack rolls for a round, a cerberus may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed its base attack bonus (10). The penalty on attacks and bonus on damage apply until its next turn.  
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<big>'''Abilities'''</big><br>
<big>'''Abilities'''</big><br>
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''Hades' Tremors (Su):'' A dying cerberus' howl cracks the earth, dealing 4d8 damage to creatures and structures in a 30 ft. radius. In areas with weak walls, this effect may cause the ceiling to crack, further aggravating the damage.<br>
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''All-Around Vision (Pr):'' A cerberus' three heads allows it to see in multiple directions at once. It cannot be flanked.<br>
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''Damage Reduction (Ex):'' A cerberus' damage reduction can only be overcome when it can hear music. <br>
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''Hades' Tremors (Su):'' A dying cerberus' howl cracks the earth, dealing 4d8 damage to creatures and structures in a 30 ft. radius. In areas with weak walls, this effect may cause the ceiling to crack, further aggravating the damage. The death of a cerberus also immediately creates a ''desecrate'' effect. Substitute the cerberus' Hit Dice for the caster level for this effect.<br>
''Howl of Terror (Pr):'' As a standard action, a cerberus may howl with one or more of its heads. Creatures within the howl's 60 ft. cone become panicked. A successful Will save (DC 17) negates this effect. The cerberus may use one or both of the other two heads for bite attacks as part of this ability, or increase the save DC by 2 for each additional head that howls.<br>
''Howl of Terror (Pr):'' As a standard action, a cerberus may howl with one or more of its heads. Creatures within the howl's 60 ft. cone become panicked. A successful Will save (DC 17) negates this effect. The cerberus may use one or both of the other two heads for bite attacks as part of this ability, or increase the save DC by 2 for each additional head that howls.<br>
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''Legendary (Su):'' Cerberi cannot have their Hero Value lowered.  
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''Improved Grab (Ex):'' If a cerberus successfully hits a Large or smaller creature with two or more bite attacks in the same round, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.<br>
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''Legendary (Su):'' Cerberi cannot have their Hero Value lowered. <br>
''Maul (Ex):'' If a cerberus hits with two bite attacks, it begins to rip apart the opponent’s body. This attack automatically deals an additional 3d6+10 damage. If it hits with all three bite attacks, it deals an additional 4d6+14 damage.<br>
''Maul (Ex):'' If a cerberus hits with two bite attacks, it begins to rip apart the opponent’s body. This attack automatically deals an additional 3d6+10 damage. If it hits with all three bite attacks, it deals an additional 4d6+14 damage.<br>
''Rend (Ex):'' If a cerberus hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+10 damage.<br>
''Rend (Ex):'' If a cerberus hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+10 damage.<br>
''Three Heads (Ex):'' A cerberus can attack with three bite attacks as a standard action. A cerberus does not die from losing a single head (to a ''vorpal'' weapon, for example) unless it would have no more heads remaining.<br>
''Three Heads (Ex):'' A cerberus can attack with three bite attacks as a standard action. A cerberus does not die from losing a single head (to a ''vorpal'' weapon, for example) unless it would have no more heads remaining.<br>
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''Vigilance (Pr):'' A cerberus can see through the following effects, and anything that replicates their effects: ''blur, displacement, invisibility, mirror image''.}}
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''Trip (Ex)'' A cerberus that hits with a bite attack can attempt to trip the opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cerberus.<br>
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''Vigilance (Pr):'' A cerberus can see through the following effects, and anything that replicates their effects: ''blur, displacement, invisibility, mirror image''.

Current revision as of 02:35, 1 April 2011

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