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Stat me, /tg/, or else I'll tear your soul apart!
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Stat me, /tg/, or else I'll tear your soul apart!
>>
Size/Type: Large Magical Beast
Hit Dice: 5d10+25 (52 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+14
Attack: Claw +9 melee (1d6+5)
Full Attack: 2 claws +9 melee (1d6+5) and bite +4 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Scent
Saves: Fort +9, Ref +5, Will +2
Abilities: Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests
Organization: Solitary, pair, or pack (3-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Level Adjustment: —
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>>46311507
Why does he wear the pins?
>>
>>46311559
Would he did if they were removed?
>>
>>46311559
Or perhaps he's wondering why someone would torture a man, before tearing him apart with chains?
>>
Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 8d8+16 (52 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: +8/+10
Attack: Chain +10 melee (2d4+2/19-20)
Full Attack: 2 chains +10 melee (2d4+2/19-20)
Space/Reach: 5 ft./5 ft. (10 ft. with chains)
Special Attacks: Dancing chains, unnerving gaze
Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to cold, regeneration 2, spell resistance 18
Saves: Fort +8, Ref +8, Will +6
Abilities: Str 15, Dex 15, Con 15, Int 6, Wis 10, Cha 12
Skills: Climb +13, Craft (blacksmithing) +17, Escape Artist +13, Intimidate +12, Listen +13, Spot +13, Use Rope +2 (+4 with bindings)
Feats: Alertness, Improved Critical (chain), Improved Initiative
Environment: A lawful evil-aligned plane
Organization: Solitary, gang (2-4), band (6-10), or mob (11-20)
Challenge Rating: 6
Treasure: Standard
Alignment: Always lawful evil
Advancement: 9-16 HD (Medium)
Level Adjustment: +6

Dancing Chains (Su)

A cenobite’s most awesome attack is its ability to control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a cenobite can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the cenobite itself. If a chain is in another creature’s possession, the creature can attempt a DC 15 Will save to break the chain devil’s power over that chain. If the save is successful, the cenobite cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. The save DC is Charisma-based.
>>
>>46311718
Why blacksmithing?
>>
>>46312312
Custom chain work.
Thread replies: 8
Thread images: 1

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