Daggerwrist (3.5e Creature)
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|Hit Dice:||4d8+12 (28 hp)|
|Speed:||20 ft., Climb 20 ft.|
|Armor Class:||15 (+3 Dex, +2 Natural), touch 12, flat-footed 13|
|Attack:||Claw +6 melee 1d6+2|
|Full Attack:||Claw +6 melee (1d6 +2)|
|Special Attacks:||Attach, Blood drain, Improved Grab, Pin 2d6+4, Pounce, Rake 1d4+2|
|Special Qualities:||Alien Anatomy, Blindsight 200 ft, Glide,Immunities, Spines|
|Saves:||Fort +4, Ref +4, Will +7|
|Abilities:||Str 14, Dex 16, Con 16, Int 3, Wis 16, Cha 6|
|Skills:||Balance +11 Climb +11 Hide +11* Jump + 11 Listen + 11 Move Silently +5|
|Feats:||Alertness, Weapon Finesse|
|Advancement:||4-6 HD (medium)|
A pale lifeless corpse lies before you. Its grayed flesh riddles with red slashes but, among those wounds, the most notable is an oozing puncture mark. As you examine the wound you hear a clacking noise and then an insectile growl. You look up to see a strange creature peering down at you. A eyeless vulture like skull mounted upon a serpentine neck swivels side to side before arching. The front legs of this creature are armed with pickaxe like claws that grasp the branch strongly. After a few moments, large jagged spines on the creatures back rise up as the creature leaps towards you. Spreading its arms out wide as fleshy membranes catch the air.
These human-size predators inhabit the treetops in mature pocket forests on Darwin IV. An extremely active animal, the daggerwrist uses its dagger-tipped forearms to swing from branches, but can also take to the air using glide membranes that deploy when its limbs are extended outward. Its diet consists mostly of trunk suckers. Daggerwrists possess a complex pseudo-jaw that features a heavily muscled tube tipped with a barbed mandible; this tube extends out to probe for prey in a snake-like fashion.
Note: The concept for this creature was taken from the website and books of Wayne Barlowe.
A Daggerwrist is an ambush predator, preferring to make surprise attacks upon its foes. Singling out its prey before leaping out from cover and pinning an opponent before draining it of its blood.
Attach (Ex): When a Daggerwrist successfully pins an opponent it immediately deals proboscis damage 1d4+1 damage as the Daggerwrist drives its bloodsucking proboscis into its helpless opponent. It can immediately begin using its Blood Drain ability each round it remains attached.
Blood Drain (Ex): Each round a Daggerwrist remains attached to an opponent it deals 2d4 temporary points of constitution damage as it drains the blood from its victim.
Improved Grab (Ex): When a Daggerwrist hits an opponent in a pounce attack. It can immediately start a grapple check as a free action (+7 attack bonus). A successful grapple check means a Daggerwrist has pinned its opponent and can start raking its opponent and begin usings its Blood Drain. (+2 on attack bonus because of charge.)
Rake (Ex): A Daggerwrist who has grappled an opponent can use a Rake attack each round its opponent is pinned. Dealing 1d4+1 each round it maintains the pin.
Pin (Ex): A successful grapple check means the Daggerwrist has pinned its opponents. Jamming both of its claws into its opponent dealing 2d6+4 claw damage each round. A Daggerwrist cannot attack any other opponents while it maintains the pin.
Pounce (Ex): If a Daggerwrist charges a foe during a Glide. It can make a full attack including two rakes.
Spines (Ex): Any opponent attacking a Daggerwrist while flanking it with natural attacks or attempting a grapple is automatically 1d6 piercing damage. As it runs itself down onto its serrated spines.
Glide (Ex): Do to the thick membranes attached to its body and limbs. A Daggerwrist can glide for short period of times. For each 5 feet of descent from leaping from a high surface, a Daggerwrist can Glide 20 feet. Regard, its flight maneuverability as poor. Doing so negates any falling damage taken.
Alien Anatomy (Ex): Due to the location of a Daggerwrist's brain in its alien body, a Daggerwrist is not slain by the effects of severing its head. However, it is effectively rendered blind by do so.
Blindsight (Ex): A Daggerwrist has blindsight out to 200 ft. A Daggerwrist under the effects of a Silence spell is rendered effectively Blind for the duration of the spell.
Immunities(Ex): Daggerwrists have immunity to gaze attacks, visual effects, illusions, and other attack forms.
Skills: A Daggerwrist has a +8 racial bonus on Balance, Climb, Jump, Listen checks. A Daggerwrist can always take a 10 on climb checks, even if threatened or rushed