Mallenoctus (3.5e Creature)

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Juvenile Adult Elder
Size/Type: Small Magical Beast Medium Magical Beast Medium Magical Beast
Hit Dice: 6d10 (33 hp) 10d10+10 (65 hp) 13d10+26 (97 hp)
Initiative: +8 +10 +12
Speed: 10 ft. (2 squares), fly 80 ft. (average) 20 ft. (4 squares), fly 100 ft. (good) 20 ft. (4 squares), fly 120 ft. (good)
Armor Class: 17 (+1 size, +4 Dex, +2 natural), touch 15, flat-footed 13 19 (+6 Dex, +3 natural), touch 16, flat-footed 13 23 (+6 Dex, +7 natural), touch 16, flat-footed 17
Base Attack/Grapple: +6/+1 +10/+10 +13/+15
Attack: Talons +6 melee (1d3-1, 19-20 critical x2) Talons +10 melee (1d4+0, 18-20 critical x2) Talons +15 melee (1d4+2, 18-20 critical x2)
Full Attack: 2 Talons +6 melee (1d4-1, 19-20 critical x2) and bite +2 melee (1d4-1) 2 Talonst +10 melee (1d4+0, 18-20 critical x2) and bite +5 melee (1d6+0) 2 Talons +15 melee (1d4+2, 18-20 critical x2) and bite +13 melee (1d6+1)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Swoop attack Swoop attack Swoop attack
Special Qualities: Darkvision 80 ft., fire resistance 5, low-light vision Darkvision 100 ft., fire resistance 10, low-light vision Darkvision 100 ft., fire resistance 15, low-light vision
Saves: Fort +5, Ref +9, Will +0 Fort +8, Ref +13, Will +3 Fort +10, Ref +14, Will +6
Abilities: Str 8, Dex 18, Con 10, Int 8, Wis 6, Cha 10 Str 10, Dex 22, Con 12, Int 10, Wis 10, Cha 12 Str 14, Dex 22, Con 14, Int 10, Wis 14, Cha 12
Skills: Knowledge (nature) +4, Listen +4, Sense Motive +5, Spot +10, Survival +5 Knowledge (nature) +7, Listen +7, Sense Motive +5, Spot +14, Survival +6 Knowledge (nature) +7, Listen +3, Sense Motive +9, Spot +13, Survival +7
Feats: Dodge, Flyby Attack, Improved Initiative Dodge, Flyby Attack, Improved Initiative, Mobility Dodge, Flyby Attack, Improved Initiative, Mobility, Multiattack
Environment: Temperate mountains, cliffs, tall trees Same Same
Organization: Solitary, pair, or pack (5-6 adults plus 0-2 other juveniles plus rarely 1 elder) Same Solitary, pair, rarely part of a pack (see juvenile for pack details)
Challenge Rating: 5 9 13
Treasure: None (unless in eyrie or nest then double standard) Same Same
Alignment: Usually neutral Usually lawful neutral Usually lawful neutral
Advancement: 7-9 HD (Small) 11-12 HD (Medium) 14-16 HD (Medium); 17-22 HD (Large)
Level Adjustment: - - -
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More information...

Unlike most birds of prey, the mallenoctus chooses to hunt in packs, using group tactics and expert coordination to bring down large prey on the ground or in the air. They are mostly nocturnal and usually hunt at night or around sunset. The mallenoctus likes to hunt by using the swoop attack by multiple birds from multiple directions in quick succession. The swoop attack allows them to strike at a large opponents often before the target realized that the mallenoctus is there, and dart away before they can retaliate. The juvenile bird's feathers are dark grey which turn black upon reaching adulthood. The adult bird also has small streaks of gold along its back and the top side of its wings, streaks which grow in intensity and size as they age. Their cry is similar in sound to that of an eagle. Adults are around 3 feet from head to tail, with wing spans of around 6 or 7 feet. They weigh around 15lbs as a juvenile, 25 as adult, and 40-50 as elder. Their group skills and coordination are superb, leading some to believe that they are telepathic on some level. But this has turned out to be false. Their feathers, especially those with gold streaks, are thought to posses magical properties, but this too is most likely a myth. They live about 30 years, becoming juvenile two years after hatching, adult at 10 years, and elder at 25. If juveniles are in the group, the pack will try to find smaller prey, but otherwise will be willing to attack large bears and similar creatures. While they usually live in the groups specified, they have on rare occasion been known to live close together in what almost resembles larger communities. For more on their lives, go here.

Combat[edit]

The mallenoctus will dart in and out as fast as possible, trying to use the group coordination to attack from behind. When allowed, they will dive in, attack, and dive out before disappearing for a short time to renew the attack from a different angle.

Swoop Attack (Ex): The specialty of the mallenoctus. This attack involves climbing high in the air and then diving towards the target to deal heavy damage with their talons. The mallenoctus accelerates at 3 times its normal speed per round, maxing at 9 times normal speed (for adult, it drops 300ft the first round, an additional 600ft the next round, and 900ft the third round, and every round after that). When it pulls up (a maneuver that begins 100ft above the ground for every 300ft/round it is going, and moves it forward the same amount), it shoots along the ground at 2/3 of its final dive velocity. The pull up is counted as half its movement for that round. Its velocity is reduced by 1/3 each subsequent round and for each swoop attack made until it is back at its normal move speed. It may make a swoop attack any time during this maneuver as long as it is moving at least 3 times its normal velocity. While moving this fast, it takes a full move action to turn 90 degrees. The swoop attack does increased damage as follows: juvenile, 4d6; Adult, 7d6; Elder, 10d6. Additionally, their high velocity gives the juvenile a +2 dex bonus to ac against attacks of opportunity, an adult gets +4, and an elder does not provoke attacks of opportunity. The additional damage from the swoop attack does not figure in to criticals, and may be applied only once to any creature in a single turn, even if multiple attacks against that creature hit.



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