Kolar (3.5e Creature)
Kolar
Size/Type: | Medium Animal |
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Hit Dice: | 4d8+7 (25 hp) |
Initiative: | +3 |
Speed: | 40 ft. (8 squares) |
Armor Class: | 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 |
Base Attack/Grapple: | +3/+6 |
Attack: | Claws +6 melee (1d4+3) |
Full Attack: | 2 claws +6 melee (1d4+3) and bite +1 (1d4+1) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Adrenaline Rush |
Special Qualities: | Low-light vision, scent |
Saves: | Fort +5, Ref +7, Will +2 |
Abilities: | Str 17, Dex 17, Con 12, Int 2, Wis 12, Cha 7 |
Skills: | Climb +7, Jump +11, Listen +6, Spot +6, Swim +7 |
Feats: | Alertness, Toughness |
Environment: | Warm forests |
Organization: | Solitary, pair, or company (3-5) |
Challenge Rating: | 2 |
Treasure: | None |
Alignment: | Always neutral |
Advancement: | 5-8 HD (Medium) |
Level Adjustment: | — |
These black, sleek bodied creatures are quite quick on their feet and equally strong. their bodies are about 5 feet long, and their black coat is gleaming in health. They are believed to be descended from ancient canine species, spurting unusually long ears that are most often flattened along their heads. Versatile hunters, they can climb and navigate water easily.
Combat
Adrenaline Rush (Ex): Two times per day, in response to receiving lethal damage, a kolar can force its body to enter a state of adrenaline rush. This rush bestows a +2 bonus to Strength, Dexterity and Constitution and lasts 5 rounds. Once the adrenaline rush ends, the kolar becomes fatigued for 1 minute.
Skills: A kalor has a +4 racial bonus to Climb, Jump and Swim checks.
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