Difference between revisions of "Coutlsaur (3.5e Monster)"
Paleomancer (talk | contribs) (→Coutlsaur) |
m (Fixing wikification) |
||
Line 1: | Line 1: | ||
− | |||
{{Author | {{Author | ||
|author_name=Paleomancer | |author_name=Paleomancer | ||
Line 11: | Line 10: | ||
|summary=Mysterious guardians of jungle temples, descended from coutls and lizardfolk. | |summary=Mysterious guardians of jungle temples, descended from coutls and lizardfolk. | ||
|name=Coutlsaur |cr=2 | |name=Coutlsaur |cr=2 | ||
− | |al= | + | |al=LG |size=[[Medium]] |type=[[Outsider]] (Native) |
|init=+1 |sens=[[darkvision]] 60 ft., [[low-light vision]] |listen=+2 |spot=+2 | |init=+1 |sens=[[darkvision]] 60 ft., [[low-light vision]] |listen=+2 |spot=+2 | ||
|lang=Celestial, Draconic | |lang=Celestial, Draconic | ||
Line 31: | Line 30: | ||
|poss=1d6+2 (5) javelins, masterwork heavy wooden shield, masterwork maquahuitl | |poss=1d6+2 (5) javelins, masterwork heavy wooden shield, masterwork maquahuitl | ||
|favcls=[[Cleric]] | |favcls=[[Cleric]] | ||
− | |san1=Daylight |sad1=A coutlsaur can use a ''daylight'' effect (as the spell) at will. | + | |san1=Daylight |sad1=A coutlsaur can use a ''[[SRD:Daylight|daylight]]'' effect (as the spell) at will. |
|san2=Hold Breath |sad2=A coutlsaur can hold its breath for a number of rounds equal to four times its Constitution score (typically 68 rounds, or close to seven minutes) before it risks drowning. | |san2=Hold Breath |sad2=A coutlsaur can hold its breath for a number of rounds equal to four times its Constitution score (typically 68 rounds, or close to seven minutes) before it risks drowning. | ||
|san3=Smite Evil |sad3=Once per day a coutlsaur can make a normal melee attack to deal extra damage equal to its HD (maximum of +20; typically +2) against an evil foe. | |san3=Smite Evil |sad3=Once per day a coutlsaur can make a normal melee attack to deal extra damage equal to its HD (maximum of +20; typically +2) against an evil foe. | ||
|san4=Telepathy |sad4=A couatl can communicate telepathically with any creature within 30 feet that has an Intelligence score, provided that the coutlsaur and the target creature share a language. The creature can respond to the coutlsaur if it wishes. | |san4=Telepathy |sad4=A couatl can communicate telepathically with any creature within 30 feet that has an Intelligence score, provided that the coutlsaur and the target creature share a language. The creature can respond to the coutlsaur if it wishes. | ||
− | |san5=Skills |sad5=Because of their tails, coutlsaurs have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a -1 armor check penalty (-2 on Swim checks) | + | |san5=Skills |sad5=Because of their tails, coutlsaurs have a +4 racial bonus on [[Jump]], [[Swim]], and [[Balance]] checks. The skill modifiers given in the statistics block include a -1 armor check penalty (-2 on [[Swim]] checks) from carrying a masterwork heavy shield. |
|freq1=3/day | |freq1=3/day | ||
− | | | + | |sla1=''protection from evil'' |
− | |||
|freq2=1/day | |freq2=1/day | ||
− | | | + | |sla2=''aid'', ''bless'', ''detect evil'' [[CL]] 2nd |
}} | }} | ||
Line 46: | Line 44: | ||
Coutlsaurs are skilled tacticians, attacking in concert with one another and laying traps for enemies. If given time to prepare, a coutlsaur will cast ''bless'' on itself and as many allies as possible, while each warrior will cast ''protection from evil'' on itself. They typically attack from the air, throwing javelins and other missiles, before closing in for melee combat. If seriously injured, a coutlsaur will attempt to fly out of combat, but only if it feels that fleeing will not jeopardize the safety of its allies. | Coutlsaurs are skilled tacticians, attacking in concert with one another and laying traps for enemies. If given time to prepare, a coutlsaur will cast ''bless'' on itself and as many allies as possible, while each warrior will cast ''protection from evil'' on itself. They typically attack from the air, throwing javelins and other missiles, before closing in for melee combat. If seriously injured, a coutlsaur will attempt to fly out of combat, but only if it feels that fleeing will not jeopardize the safety of its allies. | ||
− | + | ||
− | |||
− | |||
===Ecology=== | ===Ecology=== | ||
Line 56: | Line 52: | ||
'''Alignment:''' Coutlsaurs tend towards lawful good on either or both alignment axis, much like their couatl ancestors, and thus are usually lawful good, lawful neutral, or neutral good. Some chaotic good individuals exist, but evil coutlsaurs are as rare as they are dangerous. | '''Alignment:''' Coutlsaurs tend towards lawful good on either or both alignment axis, much like their couatl ancestors, and thus are usually lawful good, lawful neutral, or neutral good. Some chaotic good individuals exist, but evil coutlsaurs are as rare as they are dangerous. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
---- | ---- |
Revision as of 04:04, 25 December 2010
| |||||||||
Rate this article Discuss this article |
Coutlsaur
LG Medium Outsider (Native) | |
Init/Senses | +1/darkvision 60 ft., low-light vision; Listen +2, Spot +2 |
Languages | Celestial, Draconic |
AC | 19, touch 11, flat-footed 18 (+1 Dex, +6 natural, +2 shield) |
hp | 12 (2d8+3 HD) |
Immune | Disease |
Resist | resistance to acid 10, cold 10, and electricity 10, +4 Fort saves against poison |
Fort/Ref/Will | +3/+4/+2 |
Speed | 30 ft. (6 squares), fly 60 ft. (good) |
Melee | Masterwork maquahuitl +5 melee (1d8+3/x3) and bite +2 melee (1d6+1) or |
Melee | 2 claws +4 (1d4+3) and bite +2 melee (1d6+1) |
Base Atk/Grp | +1/+6 |
Special Actions | Daylight, smite evil, spell-like abilities |
Abilities | Str 17, Dex 12, Con 17, Int 11, Wis 14, Cha 14 |
SQ | Damage reduction 5/magic, hold breath, spell resistance 12, weapon familiarity (maquahuitl), telepathy |
Feats | Multiattack [bonus], Weapon Focus (maquahuitl) |
Skills | Balance +9*, Diplomacy +7, Heal +7, Jump +11*, Listen +7, Spot +7, Survival +7, Swim +10* |
Advancement | by character class (Cleric) |
Possessions | 1d6+2 (5) javelins, masterwork heavy wooden shield, masterwork maquahuitl |
Daylight | A coutlsaur can use a daylight effect (as the spell) at will. |
Hold Breath | A coutlsaur can hold its breath for a number of rounds equal to four times its Constitution score (typically 68 rounds, or close to seven minutes) before it risks drowning. |
Smite Evil | Once per day a coutlsaur can make a normal melee attack to deal extra damage equal to its HD (maximum of +20; typically +2) against an evil foe. |
Telepathy | A couatl can communicate telepathically with any creature within 30 feet that has an Intelligence score, provided that the coutlsaur and the target creature share a language. The creature can respond to the coutlsaur if it wishes. |
Skills | Because of their tails, coutlsaurs have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a -1 armor check penalty (-2 on Swim checks) from carrying a masterwork heavy shield. |
Strategies and Tactics
Coutlsaurs are skilled tacticians, attacking in concert with one another and laying traps for enemies. If given time to prepare, a coutlsaur will cast bless on itself and as many allies as possible, while each warrior will cast protection from evil on itself. They typically attack from the air, throwing javelins and other missiles, before closing in for melee combat. If seriously injured, a coutlsaur will attempt to fly out of combat, but only if it feels that fleeing will not jeopardize the safety of its allies.
Ecology
Environment: Coutlsaurs prefer dense rainforests and warm mountainous terrain, typically residing in hidden jungle cities or secluded volcanic citadels.
Typical Physical Characteristics: Coutlsaurs are physically imposing, averaging about seven feet tall, with a wingspan of about nine feet. Their wings, crest, and tail sport iridescent rainbow feathers, with the rest of their body covered in small scales of indigo, blue, and green. Their eyes are usually a deep amber, violet, or silver color, with no visible pupils.
Alignment: Coutlsaurs tend towards lawful good on either or both alignment axis, much like their couatl ancestors, and thus are usually lawful good, lawful neutral, or neutral good. Some chaotic good individuals exist, but evil coutlsaurs are as rare as they are dangerous.
Back to Main Page → 3.5e Homebrew → Monsters