A D&D Campaign World

 

Enter World   Behind the Scenes   Site Map   Forum   Catalogue

 

Creatures Main

 

Animals

Hebablam

 

Beasts

Ice Bats

 

Intelligent Monsters

Doggeden

Dragon, Skywatch

Dryphon

Icepyre

 

Unnatural

Anklelent

 

Races

Chosen of Frostine

Gremlins

Vishtoo

 

 

Habololy Main 

ANKLELENT

Large Outsider (Good, Lawful)

 

Hit Dice: 8d8+24 (60 hp)

Initiative: +10 (Dex)

Speed: 10 ft., fly 500 ft. (good)

AC: 25 (+8 natural, +8 Dex, -1 size)

Base Attack/Grapple: +8/+14

Attack: Bite +9 melee

Full Attack: Bite +9 melee, 2 claws +4 melee

Damage: Bite 1d8+2, claw 1d6+2

Space/Reach: 10 ft. by 5 ft./5 ft.

Special Attacks: none

Special Qualities: Damage reduction 10/magic, SR 24, celestial qualities

Saves: Fortitude +9; Reflex +14; Willpower +8

Abilities: Strength 15; Dexterity 26; Constitution 16; Intelligence 18; Wisdom 14; Charisma 18

Skills: Concentration +8; Diplomacy +20;  Knowledge (Geography) +12; Knowledge (Nature) +10; Knowledge (any two other) +10; Listen +8; Search +15; Sense Motive +10; Spot +20; Survival +10

Feats: Flyby Attack, Quick Reconnoiter, Power Climb

Environment: Any non-subterranean

Organization: Solitary 

Creature Rarity: 2

Challenge Rating: 9

Treasure: none

Alignment: always Chaotic Good

Advancement: 9-12 HD (Large)

Level Adjustment: -

 

Anklelents appear as massive eagles.  They are white in color with light blue streaks running from its body to the tips of its wing, and that same color adorns the crown of its head and occasionally other parts of its body.  Anklelents have golden colored beaks and legs with silver colored talons.  Their eyes are a deep blue color.

           

Anklelents are the messengers of the deities.  They can move faster than any other creature and can travel by magical means if necessary.  They are friendly, but curt.  An Anklelent always seems to be in a hurry, and it usually is.  They are helpful, but do not have the time for long efforts.  Those that have spoken to an Anklelent are reminded of talking to a wise gnome.

 

Combat

Anklelents do their best to stay out of combat.  They are built to be messengers, heralds, advisors, and scouts.  If forced to fight, the Anklelent will employ hit-and-run tactics using its overwhelming speed to confuse and dazzle opponents.  An Anklelent will rarely go in for the kill, attacking long enough to disable an opponent and then disengaging.

 

Celestial Qualities

Aura of Menace (Su): A righteous aura surrounds Anklelents that fight or get angry.  Any hostile creature within a 20-foot radius of an Anklelent must succeed at a Willpower saving throw at DC 20 to resist its effects.  Those who fail suffer a –2 morale penalty to attacks, AC, and saving throws for one day or until they successfully hit the Anklelent that generated the aura.  A creature that has resisted or broken the effect cannot be affected again by the Anklelent’s aura for one day.

           

Magic Circle against Evil (Su): The Anklelent is constantly affected by a Magic Circle against Evil as per the wizard spell as if cast by an 8th level sorcerer.  The effect can be dispelled, but the Anklelent may reactivate it as a free action the next round.

           

Resistances (Ex): The Anklelent has resistance 30 all air-based spells and fire resistance 30.  They receive a +4 bonus to all poison saving throws.

           

Immunities (Ex): Anklelents are immune to petrification and electricity.

           

Tongues (Su): Anklelents can speak with any creature that has a language as if they were using a tongues spell cast by a 16th level sorcerer.  The effect can be dispelled, but the Anklelent may reactivate it as a free action the next round.

 

See Invisibility (Su): Anklelents can see invisibility as per the spell cast by a 16th level sorcerer.  The effect can be dispelled, but the Anklelent may reactivate it as a free action the next round.

           

Keen Vision (Ex): Anklelents have extraordinary vision even for a celestial.  They can see normally for two miles.  They have low-light vision and darkvision that extends for up to 500 feet.  They receive a +8 bonus on any checks involving sight.

           

Spell-Like Abilities:

The Anklelent may use the following spells as if cast by a 16th level sorcerer.  At Will - Invisibility, Message, Teleport without Error, and Whispering Wind.  1/day - Teleportation Circle and True Seeing.

  The Anklelent may use the following spells as if cast by an 8th level cleric: 3/day - Cure Light Wounds, Cure Moderate Wounds, Neutralize Poison, and Remove Paralysis.

 

  Home Site Map Catalogue Forum Links  
 

© 2005 Habololy.net.  All Rights Reserved.  "d20 System" and the D20 System logo are Trademarks owned by Wizards of the Coast and used with permission.