Bob_the_Mighty
2006-08-21, 07:20 PM
Abyssal Centaur
Size/Type: Outsider (Fire)
Hit Dice: 10d8+30 (75 hp)
Initiative: +6
Speed: 40 ft., fly 90 ft. (good)
Armor Class: 24 (-1 size, +2 Dex, +13 natural)
Base Attack/Grapple: +10/+18
Attacks: Scythe +14 Melee (2d6+6 x4 plus 1d6 fiire) or composite longbow (+4) +11 range (2d6+2 x3)
Full Attack: Scythe +14/+9 Melee (2d6+6 x4 plus 1d6 fire) and 2 hooves +8 Melee (1d8+4 plus 1d4 fire), or hand crossbow or composite longbow (+2) +11/+5 range (2d8+2 x3)
Face/Reach: 10 ft./5 ft.
Special Attacks: Flaming strikes, spell-like abilities
Special Qualities: Astral Projection, Etherrealness, immunity to fire, vulnerability to cold, form of ash
Saves: Fort +10, Ref +9, +9
Abilities: Str 18, Dex 15, Con 16, Int 13, Wis 15, Cha 13
Sills: Listen +13, search +13, spot +13, intimidate +13, move silently +13, hide +13, sense motive +13, concentration +13, knowledge (the planes) +13, bluff +13
Feats: Alertness, Improved Initiative, Run, Weapon Focus (Scythe)
Environment: Any evil-aligned plane
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral evil
Adavncement: 8-11 HD (Large); 12-19 (Large)
Though the origins of this vile creature are unknown, they are widely believed to be centaurs, corrupted by contact with some evil force, such as demons the or the Abyss. Others believe that these creatures were created by a powerful and crazed wizard by combining animal and humanoid traits, thus creating slaves able to perform tasks requiring both the strength of a beast and the intelligence of a humanoid. Whatever their origins, they appear to be a combination of creatures, having the torso of a drow and the body of a nightmare. These creatures are despised by Lolth, who considers them to be a blasphemous mockery of the race she created, and by each and every drow, who thake the very existence of these beings as a personal insult. These creatures hate the drow in turn, for whle the drow have the blessing of Lolth, these creatures are godless.
An abyssal centaur's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Flaming Strikes (Su): An abyssal centaur's hooves and hands are constantly covered with flame, which it can extinguish and relight as a free action. A blow from an abyssal centaur natural weapons set combustable materials alight. Any weapons it weilds are treated as haveing the flameing enchantment.
Astral Projection and Etherealness (Su): These abilities function just like the spells of the same names (caster level 20th); an abyssal centaur can use either
at will.
Form of Ash (Su): This ability functions as a gaseous form spell (caster level 20th), with the following exceptions. If an abyysal centaur occupies the same space as another creature, the creature is affected as though by dust of choking and sneezing, and must make an additional DC 20 Fort save or be blinded for 1d6 rounds. This ability may be used six time a day.
Spell-like abilities: Caster Level 10th.
At will - flaming arrow; 3/day-- flame shield*, fireball, fire storm
Vulnerability to cold: An abyssal centaur takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Carrying Capacity: A light load for a abyssal centaur is up to 300 pounds, a medium load is 301-600 pounds, and a heavy load is 601-900 pounds.
Size/Type: Outsider (Fire)
Hit Dice: 10d8+30 (75 hp)
Initiative: +6
Speed: 40 ft., fly 90 ft. (good)
Armor Class: 24 (-1 size, +2 Dex, +13 natural)
Base Attack/Grapple: +10/+18
Attacks: Scythe +14 Melee (2d6+6 x4 plus 1d6 fiire) or composite longbow (+4) +11 range (2d6+2 x3)
Full Attack: Scythe +14/+9 Melee (2d6+6 x4 plus 1d6 fire) and 2 hooves +8 Melee (1d8+4 plus 1d4 fire), or hand crossbow or composite longbow (+2) +11/+5 range (2d8+2 x3)
Face/Reach: 10 ft./5 ft.
Special Attacks: Flaming strikes, spell-like abilities
Special Qualities: Astral Projection, Etherrealness, immunity to fire, vulnerability to cold, form of ash
Saves: Fort +10, Ref +9, +9
Abilities: Str 18, Dex 15, Con 16, Int 13, Wis 15, Cha 13
Sills: Listen +13, search +13, spot +13, intimidate +13, move silently +13, hide +13, sense motive +13, concentration +13, knowledge (the planes) +13, bluff +13
Feats: Alertness, Improved Initiative, Run, Weapon Focus (Scythe)
Environment: Any evil-aligned plane
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral evil
Adavncement: 8-11 HD (Large); 12-19 (Large)
Though the origins of this vile creature are unknown, they are widely believed to be centaurs, corrupted by contact with some evil force, such as demons the or the Abyss. Others believe that these creatures were created by a powerful and crazed wizard by combining animal and humanoid traits, thus creating slaves able to perform tasks requiring both the strength of a beast and the intelligence of a humanoid. Whatever their origins, they appear to be a combination of creatures, having the torso of a drow and the body of a nightmare. These creatures are despised by Lolth, who considers them to be a blasphemous mockery of the race she created, and by each and every drow, who thake the very existence of these beings as a personal insult. These creatures hate the drow in turn, for whle the drow have the blessing of Lolth, these creatures are godless.
An abyssal centaur's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Flaming Strikes (Su): An abyssal centaur's hooves and hands are constantly covered with flame, which it can extinguish and relight as a free action. A blow from an abyssal centaur natural weapons set combustable materials alight. Any weapons it weilds are treated as haveing the flameing enchantment.
Astral Projection and Etherealness (Su): These abilities function just like the spells of the same names (caster level 20th); an abyssal centaur can use either
at will.
Form of Ash (Su): This ability functions as a gaseous form spell (caster level 20th), with the following exceptions. If an abyysal centaur occupies the same space as another creature, the creature is affected as though by dust of choking and sneezing, and must make an additional DC 20 Fort save or be blinded for 1d6 rounds. This ability may be used six time a day.
Spell-like abilities: Caster Level 10th.
At will - flaming arrow; 3/day-- flame shield*, fireball, fire storm
Vulnerability to cold: An abyssal centaur takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Carrying Capacity: A light load for a abyssal centaur is up to 300 pounds, a medium load is 301-600 pounds, and a heavy load is 601-900 pounds.