Difference between revisions of "Coutlsaur (3.5e Monster)"
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|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=[[LG]] |size=[[Medium]] |type=[[ | + | |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 31: | ||
|favcls=[[Cleric]] | |favcls=[[Cleric]] | ||
|san1=Hold Breath |sad1=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. | |san1=Hold Breath |sad1=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=Daylight |sad2=A coutlsaur can use a | + | |san2=Daylight |sad2=A coutlsaur can use a ''daylight'' effect (as the spell) at will. |
|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. | ||
− | |freq1= | + | |freq1=3/day |
− | | | + | |sla3/day=''protection from evil'' |
− | |freq2=1/ | + | |freq2=1/day |
− | |sla1/ | + | |sla1/day=''aid'', ''bless'', ''detect evil'' |
}} | }} | ||
Revision as of 17:09, 18 August 2010
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Contents
Coutlsaur
LG Medium Outsider (native) | |
Init/Senses | +1/darkvision 60 ft., low-light vision; Listen +2, Spot +2 |
Languages | Celestial, Draconic |
AC | 17, touch 11, flat-footed 16 (+1 Dex, +6 natural) |
hp | 12 (2d8+3 HD) |
Immune | Disease |
Resist | resistance to acid 10, cold 10, and electricity 10 |
Fort/Ref/Will | +3 (+7 against poison)/+4/+2 |
Speed | 30 ft. (6 squares), fly 60 ft. (good) |
Melee | Maquahuitl +5 melee (1d8+3/x3) 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 |
Spell-Like Abilities | 3/day—protection from evil 1/day—aid, bless, detect evil
|
Abilities | Str 17, Dex 12, Con 17, Int 11, Wis 14, Cha 14 |
SQ | Damage reduction 5/magic, hold breath, spell resistance 12, telepathy |
Feats | Multiattack |
Skills | Balance +10, Diplomacy +7, Heal +7, Jump +12, Listen +7, Spot +7, Survival +7, Swim +12 |
Advancement | by character class (Cleric) |
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. |
Daylight | A coutlsaur can use a daylight effect (as the spell) at will. |
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. |
Strategies and Tactics
Sample Encounters
Ecology
Environment:
Typical Physical Characteristics:
Alignment:
Lore
Society
Sample Lair
Typical Treasure
For Player Characters
Creatures As Characters
Creatures With Class Levels
Advanced Creatures
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