Eponine (3.5e Creature)

Eponine

Eponine
Size/Type: Medium Deathless
Hit Dice: 14d12 (91 hp)
Initiative: +9
Speed: 30 ft. (6 squares)
Armor Class: 24 (+5 Dex, +9 natural), touch 15, flat-footed 19
Base Attack/Grapple: +7/+12
Attack: 2 Claws +12 melee (1d6+7 plus paralysis)
Full Attack: 2 Claws +12 melee (1d6+7 plus paralysis) and Slam +12 melee (1d8+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, paralyzing touch, create spawn
Special Qualities: Darkvision 60 ft., Deathless Traits
Saves: Fort +4, Ref +12, Will +9
Abilities: Str 20, Dex 20, Con —, Int 11, Wis 10, Cha 10
Skills: Climb +10, Hide +25, Listen +11, Move Silently +25, Spot +15, Swim +10
Feats: Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility
Environment: Any
Organization: Solitary, gang (2–4), or mob (2–4 plus 5–10 Husks)
Challenge Rating: 8
Treasure: None
Alignment: Usually neutral
Advancement: 15–21 HD (Medium); 22–28 HD (Large)
Level Adjustment:

Eponine are rare and designed to attack unnoticed before dishing out heavy punishment. They all have dark skin with a blue tint and prefer attacking with large mobs of husks under them unless they are confident enough that their stealth will be sufficient.

Combat

Improved Grab (Ex): To use this ability, a eponine must hit a creature of its size or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Paralyzing Touch (Su): A eponine lashes out with its claws in combat. An opponent the claw touches must succeed on a DC 17 Fortitude save or become paralyzed for 1d4 minutes. The save DC is Charisma-based.

Create Spawn (Su): Creatures killed by a eponine rise after 1d4 days as husk under the eponine’s control. They do not possess any of the abilities they had in life.


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