The Baneling

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The Baneling

Huge Dragon Outsider (bronze dragon type)

Hit Dice: 8d8+40 (76 hp)

Initiative: +0

Speed: 30 ft. (6 squares), fly 60 ft. (12 squares)

Armor Class: 20 (–2 size, +12 natural), touch 13, flat-footed 20

Base Attack/Grapple: +14/+18

Attack: Gore +20 melee (4D6+1D8+19) or Bite +15 melee (4D6+2D8+15)

Full Attack: Bite +15 melee (2D8+2D6+15) and Gore +20 melee (4d6+1D8+19)

Space/Reach: 10 ft./5 ft.

Special Attacks: Powerful charge, Smite Good, Line of Lightning

Special Qualities: Low-light vision, Wings, Darkvision 90 ft, Immunity to poison,Damage resistance (acid 10, cold 10, electricity 10, fire 10),Damage reduction 10/magic, Spell Resistance/24, Immunity to sleep, paralysis, and lightning,Darkness 3/day, Desecrate, Unholy Blight, Poison 3/day, Contagion,Blasphemy, Unholy Aura 3/day, Unhallow, Horrid Wilting, Summon Monster IX (fiends only), Destruction

Saves: Fort +14, Ref +7, Will +4

Abilities: Str 38, Dex 14, Con 25, Int 10, Wis 13, Cha 6

Skills: Listen +14, Spot +3

Feats: Alertness, Endurance, Improved Natural Attack (gore), Flyby Attack,Snatch, Power Attack, Improved Bull Rush, Awesome Blow, Empowered Poison, Empowered Horrid Wilting, Ability Focus (Line of Lightning), Hover, Improved Natural Attack (Bite)

Environment: Infernal Plane

Organization: Unique

Challenge Rating: 9

Alignment: Chaotic Evil

Advancement: 24 HD (Huge)

Level Adjustment: 15 base, +7 starting at PC level 8, based on PC level

Massive, golden, and ferocious, the Baneling roars its dominance! Somehow, some sort of fiendish rhinoceros mated with a fiendish dragon and produced this monstrosity; a massive rhino with bronze scales, giant bat wings, crimson eyes, obsidian horns and gnashing tooth-daggers set in its mouth!


Upon seeing anything, living or otherwise, it bellows in territorial fury and proceeds to tear the interloper apart. It rarely uses defensive spells such as darkness or unhallow, preferring to use the brutal effects of spells such as contagion or destruction. Worryingly, it almost seems as though it were casting the spells out of enjoyment…

In addition, it rarely summons creatures, but will if severely outnumbered (for example, if it’s plane shifted).

Powerful Charge (Ex): The Baneling deals 4d6+24 points of damage when it makes a charge.

Smite Good (Su): Once per day, the Baneling may make a normal attack against a good creature and add its HD to damage (maximum +20)

Line of Lightning: Once per day, the Baneling may release a lighting bolt from its mouth to a range of 60 feet. This attack deals 6D8 electric damage, and is halved by a successful Reflex save of 17.

Flyby Attack: The Baneling may take both a move action (including a dive) and a standard action every turn while flying.

Snatch: The Baneling can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the Baneling gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature’s mouth is not allowed a Reflex save against the creature’s breath weapon, if it has one. The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.

Power Attack: The Baneling may take any number of attack bonus it has and convert the amount into damage bonus for any attack. This amount may not reduce its base attack bonus past +0.

Improved Bull Rush: When he performs a bull rush, he does not provoke an attack of opportunity from the defender. He also gains a +4 bonus on the opposed Strength check he makes to push back the defender.

Awesome Blow: As a standard action, the Baneling may choose to subtract 4 from his melee attack roll and deliver an awesome blow. If the Baneling hits a corporeal opponent smaller than himself with an awesome blow, his opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the Baneling’s choice and fall prone. The Baneling can only push the opponent in a straight line, and the opponent can’t move closer to the Baneling than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

Hover: When flying, the Baneling can halt his forward motion and hover in place as a move action. He can then fly in any direction, including straight down or straight up, at half speed, regardless of his maneuverability. If the Baneling begins his turn hovering, he can hover in place for the turn and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so. If the Baneling hovers within 20 feet of the ground in an area with lots of loose debris, the draft from his wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).

Those caught in the cloud must succeed on a Concentration check (DC 10 + 1/2 creature’s HD) to cast a spell.

Empower Spell-Like Ability: Once a day, the Baneling may double all variable, numeric effects with Poison and Horrid Wilting. Saving throws and opposed rolls are not affected.

Spell-like Abilities: Where relevant, the Baneling has 10 caster levels. If the Baneling’s level is above 15, subtract 5 from his total character level. This is his current caster level. Unless otherwise noted, it may use each of its spell-like abilities once per day.

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