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RIME HUNTER Large Magical Beast (cold) Hit Dice: 6d10+30 (63 hp) Initiative: +0 Speed: 20 ft. AC: 21 (-1 Size, +12 natural) Attacks: Bite +9 melee, 2 claws +7 melee Damage: Bite 1d8+4 plus poison, Claw 1d4+2 Face/Reach: 5 feet x 10 feet/ 5 feet Special Attacks: poison, breath weapon Special Qualities: cold subtype, reflective carapace Saves: Fort: +10, Reflex: +5, Will: +2 Abilities: Str: 18, Dex: 11, Con: 20, Int: 8, Wis: 10, Cha: 8 Skills: Hide +9*, Listen +8, Spot +7 Feats: Alertness, Multiattack
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Climate/Terrain: Arctic Land Organization: Solitary or pair Challenge Rating: 7 Treasure: None Alignment: usually Neutral Advancement Range: 7-12 HD (large), 13-18 HD (huge)
The barbarians of the icy lands tell their children to behave or the Hunters will get them. Many barbarian children grow up never realizing that the tales are based upon truth. Rime Hunters are monsters that dwell in the savage arctic, hiding amongst the rocks and snow, waiting for prey. A Rime Hunter looks something like a cross between a serpent and an armadillo. They have a banded shell of gray and white, that matches closely the coloration of the snow covered boulders that they often hide among. A long scaly neck, rimmed with white hair ends in a snake like head. The Rime Hunter also has four scaly, white furred legs that end in large, sharp claws. Rime Hunters typically understand the languages of whatever creature dwell near them, although they cannot themselves speak.
COMBAT Rime Hunters are lazy by nature, and often simply find a convenient spot along a well-traveled trail to wait for prey to come to them. A Rime Hunter couldn't care less whether that prey was a caribou or a merchant; to a Rime Hunter prey is simply prey. Rime Hunters dislike frost giants, as the giants sometimes hunt them for their carapaces. They avoid Remorhaz and white dragons, but other wise consider all other creatures in their environment potential prey. Breath Weapon (Su): If hard pressed the Rime Hunter can expel all of the poison in its venom glands as a cloud of poisonous mist. The Hunter will only do this if in dire straits however, as it depletes the hunters store of venom for 1 hour. A hunter that uses its breath weapon cannot use it again for at least one hour, and during that time its bite cannot deliver its poison. The breath weapon forms a ten-foot cube directly in front of the Rime Hunter, any creature caught in the area is subject to a much more concentrated dose of the hunters poison then is delivered via the bite. Fortitude save (DC 18) initial damage 2d6 temporary Dexterity, secondary damage 1d6 temporary dexterity. Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save. Poison (Ex): Bite, Fortitude save (DC 18); initial and secondary damage 1d6 temporary Dexterity Reflective Carapace (Su): A Rime Hunter's armor like carapace is exceptionally tough and reflective, deflecting all rays, lines and even magic missile spells. There is a 20% chance of reflecting any such attack back at the caster, other wise it is merely negated. Skills: Rime Hunters get a +4 racial bonus to hide checks in areas of snow or ice (not included above).
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