Kronin (3.5e Creature)
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|Hit Dice:||20d6+100 (170 hp)|
|Armor Class:||21(+10 natural +3 dex -4 size), touch 11, flat-footed 16|
|Attack:||Talons 3d8+10 , 2 foreclaws (1d6+10), bite (2d8+5)|
|Special Attacks:||Venom Spit, Venomous bite, Pounce, Improved Grab|
|Special Qualities:||Low-light vision, Scent|
|Saves:||Fort +12, Ref +12, Will +3|
|Abilities:||Str 30, Dex 16, Con 20, Int 2, Wis 15, Cha 10|
|Skills:||Hide+15 Move silently+15, Jump +25, spot +12, listen +12, survival +12|
|Feats:||Power Attack, Cleave, Multi-Attack, Improved Initiative, Stealthy, Ability Focus(venom)|
|Environment:||Caves, mountains, plains, and forests|
|Organization:||Solitary or pair|
Kronin like to hide and wait for their prey to come to them, foolishly.
Kronin are Giant red lizards that use stealth to hunt their prey. They use their claws and teeth to attack their enemies.
They use stealth and guile to hunt down their prey. Their massive claws tearing through their target.
Improved Grab: To use this ability, the kronin must hit with it's bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Scent: A Kronin can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a Kronin detects a scent, the exact location of the source is not revealed - only its presence somewhere within range. The Kronin can take a move action to note the direction of the scent. Whenever the Kronin comes within 5 feet of the source, the Kronin pinpoints the source’s location.
Darkvision: Kronin can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Kronin can function just fine with no light at all.
Low-Light Vision:Kronin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.
Venomous Bite: Successful Bite attack causes Venom
Spit Venom: Must make a ranged touch attack, if attack succeeds then has a 75% chance of hitting for 3d8 damage and Venom. This ability has a max range of 30ft.
Venom: The character mush make a fortitude save (DC=25) each round or else receive 1d8 points of str damage. After the character passes their fortitude save the venom effect wears off. The save is Constitution based.