For the purposes of overcoming DR, Aerodactyl's natural weapons are treated as stone. Breath Weapon (Su): 60-foot cone, once every 1d4+1 rounds, damage 10d8 fire, Reflex DC 25 half. The save DC is Constitution-based. On a failed save, creatures are also on fire; until extinguished, they take 2d6 fire damage each round and are panicked.
| Attributes | Values |
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| rdfs:label
| - Aerodactyl (3.5e Monster)
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| rdfs:comment
| - For the purposes of overcoming DR, Aerodactyl's natural weapons are treated as stone. Breath Weapon (Su): 60-foot cone, once every 1d4+1 rounds, damage 10d8 fire, Reflex DC 25 half. The save DC is Constitution-based. On a failed save, creatures are also on fire; until extinguished, they take 2d6 fire damage each round and are panicked.
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| dcterms:subject
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| author name
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| full at
| - Bite +18 melee and 2 Claws +18 and 2 Wings +18 and Tail +18
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| Will
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| Fort
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| subtypes
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| DEX
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| feats
| - Multiattack, Improved Multiattack, Improved Natural Attack , Heighten Breath
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| init
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| str
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| touch
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| CHA
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| Grapple
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| adv
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| BAB
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| adopter
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| Monster
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| sq
| - Blindsense 120 ft., Damage Reduction 10/adamantine, Fast Healing 5, Immunity to Disease, Poison, Electricity, Sleep and Paralysis
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| env
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| Wis
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| dbkwik:dungeons/pr...iPageUsesTemplate
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| treas
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| Skills
| - Intimidate +13, Jump +23, Spot +15, Survival +15
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| Speed
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| Editing
| - Spelling and Grammar only
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| Status
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| org
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| Type
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| Align
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| con
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| flat
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| at
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| Reach
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| cr
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| HD
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| AC
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| Space
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| date adopted
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| int
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| HP
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| SA
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| ref
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| Size
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| abstract
| - For the purposes of overcoming DR, Aerodactyl's natural weapons are treated as stone. Breath Weapon (Su): 60-foot cone, once every 1d4+1 rounds, damage 10d8 fire, Reflex DC 25 half. The save DC is Constitution-based. On a failed save, creatures are also on fire; until extinguished, they take 2d6 fire damage each round and are panicked. Ancient Power (Su): Once per minute, Aerodactyl can telekinetically launch up to 3 chunks of stone within 100 feet. These are launched as ranged attacks, and, if at least as large as a Medium character, deal 10d6 damage each. Furthermore, upon activation, there is a 10% chance that Aerodactyl will become stronger for 3 rounds, gaining a +4 bonus to Strength, a +6 bonus to Natural Armour and immunity to all negative conditions (it is only harmed by damage). Hatred (Ex): Aerodactyls hate all dinosaurs and primeval creatures. They gain a +2 to hit and damage them in combat, as well as doubling their critical threat ranges, however if such a creature is in sight it must make a Will save (DC 15 + half the dinosaur's HD) or focus on attacking it, ignoring any commands. It can save again every 3 rounds, or when the opponent dies/flees.
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