Difference between revisions of "Ghost Elk"

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Speed: 50 ft. (10 squares)  
 
Speed: 50 ft. (10 squares)  
  
Armor Class: 14(- lsize, +l Dex, +4natural), touch10, ff 13  
+
Armor Class: 15(- lsize, +2 Dex, +4natural), touch10, ff 13  
  
 
Base Att/Grapp: +2/+12  
 
Base Att/Grapp: +2/+12  
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special qualities: lowlight vision, darkvision (see below) scent, Pass Without Trace at Will.
 
special qualities: lowlight vision, darkvision (see below) scent, Pass Without Trace at Will.
  
saves F/R/W: +6/+4/+2
+
saves F/R/W: +7/+5/+3
  
Abilities: str 22, dex 13, con 17, int 6, wis 13, cha 6  
+
Abilities: str 22, dex 14, con 18, int 6, wis 14, cha 6  
  
 
skills: listen +6 spot +6  
 
skills: listen +6 spot +6  
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environment: cold and temperate forest, hill and mountains  
 
environment: cold and temperate forest, hill and mountains  
  
organization: solitary bull, bachelor group (2-8 bulls) or herd (4-400 cows plus 100% young)
+
organization: Unique
  
 
challenge rating: 1  
 
challenge rating: 1  
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treasure: none  
 
treasure: none  
  
alignment: neutral  
+
alignment: neutral
  
 
advancement: 4-10 HD (Large)  
 
advancement: 4-10 HD (Large)  

Revision as of 20:28, 13 February 2011

The Ghost Elk is a mysterious elk that appeared to Anise after she buried Elven Remains found among gear looted from a band of Hand Halflings by Orc Looters in the depopulated Draglet region.

It's not REALLY a ghost. It's just a name.


Ghost Elk [Magical Beast]

(Modified) Elk (via World of Warcraft Manual of Monsters)

Hit Dice: 3d10+9

Initiative: +1

Speed: 50 ft. (10 squares)

Armor Class: 15(- lsize, +2 Dex, +4natural), touch10, ff 13

Base Att/Grapp: +2/+12

Attack: Hoof +7 Melee (1d6+6) or bite +7 melee (1d8+6) or gore +7 melee (1d8+6)

full attack: 2 hooves +7 melee(1d6+6) and bite +2 melee (1d8+3) or gore +2 melee (1d8+3) (Antlers count as Magic Weapon for DR)

space/reach: 10ft/5ft

special attack: charge

special qualities: lowlight vision, darkvision (see below) scent, Pass Without Trace at Will.

saves F/R/W: +7/+5/+3

Abilities: str 22, dex 14, con 18, int 6, wis 14, cha 6

skills: listen +6 spot +6

feats: alertness, endurance

environment: cold and temperate forest, hill and mountains

organization: Unique

challenge rating: 1

treasure: none

alignment: neutral

advancement: 4-10 HD (Large)

Level Adjustment: --


Magical Beast Special Abilities

10 Sided HD

BaB Calculated as Fighter

Good Fort and Reflex Saves

Skill Points = 2 + Int Mod; 4x Skills for First Level

Darkvision : 60'

Eat, Breathe, and Sleep as normal.