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(Created page with " {{Author |author_name=Paleomancer |date_created=18 August 2010 |status=In progress }} == Coutlsaur == {{Stat Block 2 |summary=Mysterious guardians of jungle temples, descended…")
 
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|summary=Mysterious guardians of jungle temples, descended from coutls and lizardfolk.
 
|summary=Mysterious guardians of jungle temples, descended from coutls and lizardfolk.
 
|name=Coutlsaur |cr=2
 
|name=Coutlsaur |cr=2
|al=[[LG]] |size=[[Medium]] |type=[[Outsider Type (SRD Creature Type)|Outsider]] ([[native]])
+
|al=[[LG]] |size=[[Medium]] |type=[[Outsider]] ([[native]])
 
|init=+1 |sens=[[darkvision]] 60 ft., [[low-light vision]] |listen=+2 |spot=+2
 
|init=+1 |sens=[[darkvision]] 60 ft., [[low-light vision]] |listen=+2 |spot=+2
 
|lang=Celestial, Draconic
 
|lang=Celestial, Draconic
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|favcls=[[Cleric]]
 
|favcls=[[Cleric]]
 
|san1=Hold Breath |sad1=A coutlsaur can hold its breath for a number of rounds equal to four times its Constitution score (typically 68 rounds, or close to seven minutes) before it risks drowning.
 
|san1=Hold Breath |sad1=A coutlsaur can hold its breath for a number of rounds equal to four times its Constitution score (typically 68 rounds, or close to seven minutes) before it risks drowning.
|san2=Daylight |sad2=A coutlsaur can use a [[daylight]] effect (as the spell) at will.
+
|san2=Daylight |sad2=A coutlsaur can use a ''daylight'' effect (as the spell) at will.
 
|san3=Smite Evil |sad3=Once per day a coutlsaur can make a normal melee attack to deal extra damage equal to its HD (maximum of +20; typically +2) against an evil foe.
 
|san3=Smite Evil |sad3=Once per day a coutlsaur can make a normal melee attack to deal extra damage equal to its HD (maximum of +20; typically +2) against an evil foe.
|freq1=At will
+
|freq1=3/day
|slaAt will=''detect evil''
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|sla3/day=''protection from evil''
   
|freq2=1/week
+
|freq2=1/day
|sla1/week=''remove disease''
+
|sla1/day=''aid'', ''bless'', ''detect evil''
 
}}
 
}}
   

Revision as of 17:09, 18 August 2010

Created By
Paleomancer (talk)
Date Created: 18 August 2010
Status: In progress
Editing: Please feel free to edit constructively!


Coutlsaur

{{#set:Name=Coutlsaur|CR=2|Size=Medium|Summary=Mysterious guardians of jungle temples, descended from coutls and lizardfolk.|Type=Outsider (native)}}


Coutlsaur

CR 2

LG Medium Outsider (native)
Init/Senses +1/darkvision 60 ft., low-light vision; Listen +2, Spot +2
Languages Celestial, Draconic
AC 17, touch 11, flat-footed 16
(+1 Dex, +6 natural)
hp 12 (2d8+3 HD)
Immune Disease
Resist resistance to acid 10, cold 10, and electricity 10
Fort/Ref/Will +3 (+7 against poison)/+4/+2
Speed 30 ft. (6 squares), fly 60 ft. (good)
Melee Maquahuitl +5 melee (1d8+3/x3) or
Melee 2 claws +4 (1d4+3) and bite +2 melee (1d6+1)
Base Atk/Grp +1/+6
Special Actions Daylight, smite evil, spell-like abilities
Spell-Like Abilities
3/day—protection from evil
1/day—aid, bless, detect evil
Abilities Str 17, Dex 12, Con 17, Int 11, Wis 14, Cha 14
SQ Damage reduction 5/magic, hold breath, spell resistance 12, telepathy
Feats Multiattack
Skills Balance +10, Diplomacy +7, Heal +7, Jump +12, Listen +7, Spot +7, Survival +7, Swim +12
Advancement by character class (Cleric)
Hold Breath A coutlsaur can hold its breath for a number of rounds equal to four times its Constitution score (typically 68 rounds, or close to seven minutes) before it risks drowning.
Daylight A coutlsaur can use a daylight effect (as the spell) at will.
Smite Evil Once per day a coutlsaur can make a normal melee attack to deal extra damage equal to its HD (maximum of +20; typically +2) against an evil foe.

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