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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