Graa! Otu Update! Templated Creature! Work As Always!
Greenjacket Huge Vermin Hit Dice: 6d8+6 (33 hp)
Initiative: +6
Speed: 10 ft. (2 squares), fly 40 ft. (good), climb 20 ft., swim 20 ft.
Armor Class: 16 (–2 size, +3 Dex, +5 natural), touch 11, flat-footed 13
Base Attack/Grapple: +4/+15
Attack: Sting +5 melee (1d6+3 plus poison)
Full Attack: Sting +5 melee (1d6+3 plus poison) and bite +0 (1d6+1)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +6, Ref +6, Will +3
Abilities: Str 16, Dex 17, Con 13, Int –, Wis 14, Cha 2
Skills: Balance +11, Climb +11, Hide -1, Listen +6, Spot +10, Survival +2*, Swim +11
Feats: –
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 4
Advancement: 7–18 HD (Huge)
Level Adjustment: –
A thin but huge, bright green and black creature that resembles a mixture between a mosquito and a wasp flies through the mangroves.
The greenjacket is a frail vespid that more resembles a mosquito. It is striped green and black, with yellow dots on its forehead. Unlike many vespids, it is a solitary creature, and both the male and the female possess a stinger.
The greenjacket is well at home in the swamps, and even swims in the muddy waters in which it is born to ambush its prey.
Poison (Ex): Injury; Fortitude save DC 14; initial and secondary damage of 1d6 Con. The save DC is Constitution-based.
Skills: Greenjackets have a +4 racial bonus on Hide and Listen checks, and a +8 racial bonus on Balance, Climb, Spot, and Swim checks. A greenjacket can always choose to take 10 on a Climb check, even if rushed or threatened. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
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