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|Hit Dice:||3d8+3 (16 hp)|
|Speed:||Fly 60 ft. (perfect)|
|AC:||25 (+15 natural)|
|Attacks:||Tail slap +4 melee, claw +2 melee|
|Damage:||Tail slap 1d6+1 and positive energy, claw 1d4 and positive energy|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Special Attacks:||Positive energy lash, animate objects|
|Special Qualities:||Fire immunity, flight|
|Saves:||Fort +4, Ref +3, Will +4|
|Abilities:||Str 13, Dex 10, Con 13, Int 7, Wis 12, Cha 14|
|Skills:||Listen +7, Move Silently +6, Spot +7|
|Climate/Terrain:||Any land and underground|
|Organization:||Solitary (1 plus at least 1 animated object)|
|Advancement:||4 HD (Medium-size); 5-9 HD (Large)|
Ravids fight only in self-defense. A ravid itself is not very powerful but is always accompanied by at least one animated object that defends it.
Positive Energy Lash (Su): A ravid can make a touch attack or hit with a claw or tail slap attack to infuse a target with positive energy. The energy produces an unpleasant tingle in living creatures, and against undead foes (even incorporeal ones) it deals 2d10 points of damage.
Animate Objects (Su): Once per round, a random object within 20 feet of the ravid animates as though by the spell animate objects cast by a 20th-level cleric. These objects defend the ravid to the best of their ability, but the ravid isn't intelligent enough to give them specific commands.
Flight (Su): A ravid can fly as the spell cast by an 11th-level sorcerer, as a free action. A ravid that loses this ability falls and can perform only partial actions.
Feats: Ravids have the Multiattack feat even through they do not have the requisite three natural weapons.
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