Reeker (3.5e Creature)

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Size/Type: Medium Magical Beast
Hit Dice: 5d8+10 (43 hp)
Initiative: +6
Speed: 30ft
Armor Class: 18(+2 Dex,+2 Natural Amor,+4 Mage armor), touch 16, flat-footed 16
Base Attack/Grapple: +6/+1/+8
Attack: +8(1d8+poison)
Full Attack: +8/+3(1d8+poison)
Space/Reach: 5ft/5ft
Special Attacks: Poison, Sneak Attack +3d6
Special Qualities: Blindsense 60ft,Stench
Saves: Fort +4, Ref +5, Will +3
Abilities: Str 15, Dex 15, Con 14, Int 10, Wis 11, Cha 15
Skills: Hide 8 ranks +11, Move Silently 8 ranks +11, Spot 8 ranks +8, Listen 8 ranks +8, Survival 8 ranks +8
Feats: Improved Initiative, Track, Extend Spell
Environment: Underground
Organization: Solitary, Pair,Hunting Party(5-15)
Challenge Rating: 6
Treasure: Standard
Alignment: Chaotic Evil
Advancement: None
Level Adjustment: None
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More information...

A horrid stench fills the air as a human sized creature approaches covered in decaying flesh it readys its blade wanting to add you skin to its collection.

The Reeker is vary rarely seen it was once belived to be the thing of nightmares but, several corpses emerged for the Underdark.It's primary reason for emerging is to feed on humanoid creatures.

Combat[edit]

When hunting alone the Reeker has a tendency to stalk it's pray just to strike at night, when in larger groups it sets up elaborate ambushes to capture pray.

Poison: When struck with a reeker's blade a fort DC of 14 is required to resist the poison or suffer 1d3 str

Stench: A horrible stench follows the Reeker in a 40ft radius suffering a -2 on all checks a fortitude DC of 14 must be made to keep from being sick



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