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Arbok (3.5e Monster)

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Revision as of 03:48, March 24, 2010 by Quantumboost (Talk | contribs)

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Quantumboost (talk)
Original Creator: FrankTrollman
Date Created: 3/7/2010
Status: Complete
Editing: Spelling and Grammar only


Arbok
Size/Type: Large Magical Beast
Hit Dice: 11d10+22 (82 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 20 ft., climb 20 ft.
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +11/+22
Attack: Bite +17 melee (1d8+10)
Full Attack: Bite +17 melee (1d8+10)
Space/Reach: 10 ft./10 ft
Special Attacks: Constrict, frightful presence, improved grab, poison
Special Qualities: Damage Reduction 10/magic, Scent
Saves: Fort +11, Ref +12, Will +8
Abilities: Str 25, Dex 17, Con 14, Int 11, Wis 14, Cha 10
Skills: Balance +11, Climb +17, Forgery +7, Hide +11, Listen +11, Survival +11
Feats: Choke Hold, Stunning Fist, Weapon Focus (Grapple), Improved Initiative
Environment: Any Wilderness
Organization: Solitary or Pair.
Challenge Rating: 7
Treasure: Standard.
Alignment: Often Neutral Evil
Advancement: 12-15 HD (Large), 16-19 HD (Huge)
Level Adjustment:


Description::This purple cobra-like serpent raises up, a distinctive pattern imprinted under its "hood". It sways and glares at you, even more unsettling than its appearance would warrant.

Combat

Frightful Presence (Su): An Arbok unsettles foes with its mere presence. The ability takes effect automatically whenever the Arbok attacks, charges, or constricts a victim. Creatures within 60 feet are subject to this effect if they have less HD than the Arbok. A Potentially effected creature that succeeds at a Will save (DC 10 + 1/2 HD + charisma modifier) is immune to the frightful presence for one day. On a failure, the creature is frightened for 4d6 rounds.

Improved Grab (Ex): To use this ability, an Arbok must hit with its bite attack. If it maintains a hold for an entire round, it may constrict.

Constrict (Ex): Every round an Arbok maintains its hold it inflicts an amount of damage equal to its normal bite damage as bludgeoning damage - which may be inflicted as regular or subdual damage at its option.

Poison (Ex): Bite, (DC 12 + 1/2 HD + Con Modifier) initial and secondary damage 1d6 strength.

Skills: Arboks receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 bonus to Balance checks. They can use Strength or Dexterity for Climb checks, whichever is better.


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