Post by sleepingdragon on Jun 7, 2009 12:59:44 GMT
As Davide was interested in these things...
MARROWBREAKER
Medium Magical Beast
Hit Dice: 10d10+40 (95 hp)
Initiative: +9
Speed: 50 ft. (10 squares), climb 30 ft.
Defense: 21 (+5 Dex, +6 natural), touch 15, flat-footed 16
DR: —
Base Attack/Grapple: +10/+18
Attack: Bite +14 melee (2d6+6)
Full Attack: Bite +14 melee (2d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, marrowbreaking
Special Qualities: Darkvision 60 ft.
Saves: Fort +11, Ref +12, Will +3
Abilities: Str 19, Dex 20, Con 18, Int 4, Wis 11, Cha 11
Skills: Climb +12, Hide +18, Jump +7, Listen +7, Move
Silently +18, Spot +7, Swim +8
Feats: Improved Initiative, Skill Talent* (Hide, Move
Silently), Superior Grab* (1, 4)
Environment: Any
Organization: Solitary, pair, pack (3–5), or horde (6–24)
Challenge Rating: 7
Treasure: Standard
Advancement: 11–15 HD (Medium); 16–20 HD (Large)
* If you do not have access to the Iron Heroes Bestiary, replace
the marrowbreaker’s Superior Grab feats with Improved
Grapple (so its Grapple modifier does not change), and
Improved Trip (1). The benefits of the Skill Talent feat, also
from the Bestiary, are included in the creature’s statistics
above and need not be replaced.
This hideous creature has a bulbous body from which four long,
spider-like legs project. Both body and legs are covered with loose,
leathery skin and tufts of thick, spiky black hair. The beast’s head
seems almost vestigial, partially sunken into the bloated trunk;
were it not for the thick, bony, jutting jaws that thrust out from
the flattened snout, it would be hard to tell where the beast’s head
was at all.
Marrowbreakers stand nearly 5 feet tall on average, but their
bodies are only about 3 feet across. They are very solidly
built, a typical adult weighing between 150 and 200 pounds.
They look something like four-legged spiders, though with a
more compact body and jaws that are more like those of a
canine than an arachnid’s mandibles.
Marrowbreakers are haemovores, living off the blood and
marrow of the creatures they kill. They were favored
guardians among the Masters because of their intimidating
appearance, physical power, and susceptibility to the
Masters’ enchantments.
Marrowbreakers do not speak, but can understand simple
command phrases spoken in First Speech.
COMBAT
Marrowbreakers like to make use of all three dimensions in
combat: They often cling to walls to attack or make leaping
charges, using leaping strikes and vertical strikes (see the
Jump skill in Chapter 4 of Iron Heroes for details). They are
also adept at striking from ambush, for they can curl up into
a surprisingly small, innocuous-seeming lump and thus
conceal themselves in surprisingly small places.
Improved Grab (Ex): To use this ability, a marrowbreaker
must hit with its bite attack. It can then attempt to start a
grapple as a free action without provoking an attack of
opportunity.
Marrowbreaking (Ex): A marrowbreaker that wins a grapple
check after a successful bite attack establishes a hold,
clamping hard onto the opponent’s body to tear flesh and
shatter bones. This attack automatically deals 2d6+6 points
of damage. Additionally, the victim must make a DC 19
Fortitude save or be sickened with the pain of her broken
bones until she receives medical treatment (a successful DC
20 Heal check removes this condition). The save DC is
Strength-based.
Skills: A marrowbreaker gets a +8 racial bonus on Climb
checks, a +4 racial bonus on Swim checks, and a +2 racial
bonus on Listen and Spot checks. A marrowbreaker can
always choose to take 10 on Climb checks even if rushed or
threatened. It retains its Dexterity bonus to Defense while
climbing, and opponents get no special bonus on their
attacks against a climbing marrowbreaker.
MARROWBREAKER
Medium Magical Beast
Hit Dice: 10d10+40 (95 hp)
Initiative: +9
Speed: 50 ft. (10 squares), climb 30 ft.
Defense: 21 (+5 Dex, +6 natural), touch 15, flat-footed 16
DR: —
Base Attack/Grapple: +10/+18
Attack: Bite +14 melee (2d6+6)
Full Attack: Bite +14 melee (2d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, marrowbreaking
Special Qualities: Darkvision 60 ft.
Saves: Fort +11, Ref +12, Will +3
Abilities: Str 19, Dex 20, Con 18, Int 4, Wis 11, Cha 11
Skills: Climb +12, Hide +18, Jump +7, Listen +7, Move
Silently +18, Spot +7, Swim +8
Feats: Improved Initiative, Skill Talent* (Hide, Move
Silently), Superior Grab* (1, 4)
Environment: Any
Organization: Solitary, pair, pack (3–5), or horde (6–24)
Challenge Rating: 7
Treasure: Standard
Advancement: 11–15 HD (Medium); 16–20 HD (Large)
* If you do not have access to the Iron Heroes Bestiary, replace
the marrowbreaker’s Superior Grab feats with Improved
Grapple (so its Grapple modifier does not change), and
Improved Trip (1). The benefits of the Skill Talent feat, also
from the Bestiary, are included in the creature’s statistics
above and need not be replaced.
This hideous creature has a bulbous body from which four long,
spider-like legs project. Both body and legs are covered with loose,
leathery skin and tufts of thick, spiky black hair. The beast’s head
seems almost vestigial, partially sunken into the bloated trunk;
were it not for the thick, bony, jutting jaws that thrust out from
the flattened snout, it would be hard to tell where the beast’s head
was at all.
Marrowbreakers stand nearly 5 feet tall on average, but their
bodies are only about 3 feet across. They are very solidly
built, a typical adult weighing between 150 and 200 pounds.
They look something like four-legged spiders, though with a
more compact body and jaws that are more like those of a
canine than an arachnid’s mandibles.
Marrowbreakers are haemovores, living off the blood and
marrow of the creatures they kill. They were favored
guardians among the Masters because of their intimidating
appearance, physical power, and susceptibility to the
Masters’ enchantments.
Marrowbreakers do not speak, but can understand simple
command phrases spoken in First Speech.
COMBAT
Marrowbreakers like to make use of all three dimensions in
combat: They often cling to walls to attack or make leaping
charges, using leaping strikes and vertical strikes (see the
Jump skill in Chapter 4 of Iron Heroes for details). They are
also adept at striking from ambush, for they can curl up into
a surprisingly small, innocuous-seeming lump and thus
conceal themselves in surprisingly small places.
Improved Grab (Ex): To use this ability, a marrowbreaker
must hit with its bite attack. It can then attempt to start a
grapple as a free action without provoking an attack of
opportunity.
Marrowbreaking (Ex): A marrowbreaker that wins a grapple
check after a successful bite attack establishes a hold,
clamping hard onto the opponent’s body to tear flesh and
shatter bones. This attack automatically deals 2d6+6 points
of damage. Additionally, the victim must make a DC 19
Fortitude save or be sickened with the pain of her broken
bones until she receives medical treatment (a successful DC
20 Heal check removes this condition). The save DC is
Strength-based.
Skills: A marrowbreaker gets a +8 racial bonus on Climb
checks, a +4 racial bonus on Swim checks, and a +2 racial
bonus on Listen and Spot checks. A marrowbreaker can
always choose to take 10 on Climb checks even if rushed or
threatened. It retains its Dexterity bonus to Defense while
climbing, and opponents get no special bonus on their
attacks against a climbing marrowbreaker.