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Anorith (3.5e Monster)

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Revision as of 17:52, April 2, 2010 by Quantumboost (Talk | contribs)

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Adopted By
Quantumboost (talk)
Original Creator: Koumei
Date Adopted: 4/2/2010
Status: Complete
Editing: Spelling and Grammar only


Anorith
Size/Type: Tiny Magical Beast (Bug)
Hit Dice: 4d10+12 (34 hp)
Initiative: +1 (+1 Dex)
Speed: 10 ft., burrow 10 ft., climb 10 ft.
Armor Class: 21 (+1 Dex +2 size +8 natural), touch 13, flat-footed 20
Base Attack/Grapple: +3/-6
Attack: Claw +6 (1d3-1, 19-20/x3)
Full Attack: 2 claws +6 (1d3-1, 19-20/x3)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Augment Critical (Claw), Metal Claw, Predatory
Special Qualities: Damage Reduction 2/—, Harden
Saves: Fort +7, Ref +2, Will -1
Abilities: Str 8, Dex 12, Con 16, Int 4, Wis 6, Cha 4
Skills:
Feats: Multiattack, Improved Natural Attack (Claw), Weapon FinesseB
Environment: Temperate or Warm Aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually Neutral
Advancement: 5 HD (Tiny), 6-7 HD (Small), 8-9 HD (Medium)
Level Adjustment:


Damage Reduction (Ex): Anorith has Damage Reduction equal to half its hit dice.

Harden (Ex): If Anorith takes a full defense action, its natural armor bonus improves by 4 points for three rounds. Multiple full defenses do not stack.

Metal Claw (Ex): As a Swift action, Anorith may sharpen its claws, making them even more painful. The size category improves by another category and its Constitution modifier is added as extra damage. This lasts for one full round, and in this case means it deals 1d4+2 damage.

Predatory: Anoriths remember their ancient prey who seem to have never evolved, being creations, and as such they gain a +8 racial bonus to track Vermin, as well as a +2 bonus to hit and damage them.


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