Duskmane (3.5e Monster)
From Dungeons and Dragons Wiki
| |||||||||
Rate this article Discuss this article |
Contents
Duskmane
N Large Magical Beast | |
Init/Senses | +2/Low-light vision, scent; Listen 6, Spot 5 |
Aura | <-Auras around the creature.-> |
AC | 17, touch 11, flat-footed 15 (-1 size, +2 Dex, +6 natural) |
hp | 45 (6d10+18 HD); <- Damage reduction, Fast healing, Temporary HPs, etc. -> |
PR/Resist | <-psionic version of sr->/<-including energy resistance-> |
Fort/Ref/Will | +8/+7/+3 |
Speed | 50ft, fly 50ft (average) |
Melee | Hoof +11 (1d6+4) or |
Melee | Hoof +11 (1d6+4) |
Space/Reach | 10/5 |
Base Atk/Grp | +6/+14 |
Special Actions | Spell-like abilities |
Abilities | Str 18, Dex 14, Con 16, Int 4, Wis 12, Cha 10 |
SQ | Discorporate, shadow blend |
Feats | Endurance, Run, Weapon Focus (hoof) |
Advancement | <- Hit Die advancement -> |
Discorporate (Su) | A dusk mane can become incorporeal as a standard action. In this state, it can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. It can pass through solid objects at will and always moves silently. Its AC changes to 12 (-1 size, +2 Dex, +1 deflection). Its hooves deliver incorporeal touch attacks that ignore natural armor, armor, and shields, and attack with a +9 bonus, dealing 1d6 points of damage. |
Shadow Blend (Su) | During any conditions other than full daylight, a duskmane can disappear into the shadows, giving it nine-tenths concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will. |
Strategies and Tactics
Sample Encounters
Ecology
Environment: Plane of Shadow
Typical Physical Characteristics:
Alignment: Usually neutral
Lore
Society
Sample Lair
Typical Treasure
For Player Characters
Creatures As Characters
Creatures With Class Levels
Advanced Creatures
Back to Main Page → 3.5e Homebrew → Monsters