Difference between revisions of "Dusk, Mage-King Variant (3.5e Monster)"
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“ | Those unholy things appeared all of a sudden, with one of those black coat wearing people. The cloaked one pointed at us and all of a sudden those things attacked us. After we finished them off, we tried to find the person who sent them after us, but we couldn’t. I still don’t know what those were. | ” |
—Alhandra, Human Paladin, about her party’s first encounter with Dusks. |
TN Medium Naught | |
Init/Senses | +5/Listen +7, Spot +7 |
AC | 18, touch 17, flat-footed 13 (+5 Dex, +1 Natural Armor, +2 Deflection) |
hp | 26 (4d12 HD) |
Immune | Naught Immunities |
Fort/Ref/Will | +3/+5/+4 |
Speed | 30 ft. |
Melee | Slam +8 (1d4 + 2) |
Space/Reach | 5 ft./5 ft. |
Base Atk/Grp | +3/+9 |
Atk Options | Slam +8 (1d4 + 2) |
Abilities | Str 15, Dex 20, Con —, Int 10, Wis 10, Cha 15 |
SQ | Naught Traits, Evasive Contortionist |
Feats | Weapon FinesseB, Improved GrappleB, Great Fortitude, Dodge |
Skills | Escape Artist +12, Hide +12, Move Silently +12, Search -1 |
Advancement | — |
Evasive Contortionist (Su) | As an immediate action, when an enemy attacks or casts a spell that includes the Dusk as a target, the Dusk may make an Escape Artist check and substitute the result for his Armor Class or his Spell Resistance for that attack or spell only. This ability cannot be used again for 1d4 rounds. If an attack misses or a spell fails because of this ability, then the Dusk gets a +4 circumstance bonus to touch attacks made to start a grapple and to grapple checks for 1 round. |
Strategies and Tactics
In combat, a Dusk initially focuses on one opponent and attempts to get them in a grapple. After it successfully grapples, it attempts to subdue its opponent as quickly as possible and move on to the next one. If it cannot acquire a grapple, a Dusk uses its slam attack each turn, if able.
Typical Treasure
Standard, all coins.
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