Ekans (3.5e Monster)
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| Quantumboost (talk) | |
|---|---|
| Original Creator: | FrankTrollman |
| Date Created: | 3/7/2010 |
| Status: | Complete |
| Editing: | Spelling and Grammar only |
| Ekans | |
|---|---|
| Size/Type: | Medium Magical Beast |
| Hit Dice: | 3d10+3 (19 hp) |
| Initiative: | +3 (+3 Dex) |
| Speed: | 20 ft., climb 20 ft. |
| Armor Class: | 16 (+3 natural, +3 Dex), touch 13, flat-footed 13 |
| Base Attack/Grapple: | +3/+6 |
| Attack: | Bite +6 melee (1d4+4 and poison) |
| Full Attack: | Bite +6 melee (1d4+4 and poison) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Constrict, frightful presence, improved grab, poison |
| Special Qualities: | Scent |
| Saves: | Fort +4, Ref +6, Will +1 |
| Abilities: | Str 17, Dex 17, Con 12, Int 7, Wis 12, Cha 8 |
| Skills: | Balance +11, Climb +14, Hide +11, Listen +9, Survival +6 |
| Feats: | Dirty Fighting |
| Environment: | Any wilderness |
| Organization: | Solitary |
| Challenge Rating: | 3 |
| Treasure: | Standard |
| Alignment: | Often Neutral Evil |
| Advancement: | 4-8 HD (Medium) |
| Level Adjustment: | — |
Combat
Frightful Presence (Su): An Ekans unsettles foes with its mere presence. The ability takes effect automatically whenever the Ekans attacks, charges, or constricts a victim. Creatures within 60 feet are subject to this effect if they have less HD than the Ekans. A potentially affected 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 Ekans must hit with its bite attack. If it maintains a hold for an entire round, it may constrict.
Constrict (Ex): Every round an Ekans 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 nonlethal damage at its option.
Poison (Ex): Bite, (DC 12 + 1/2 HD + Con Modifier) initial and secondary damage 1d6 Strength.
Skills: Ekans 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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