Echosar
Huge, catlike beasts, Echosar have coppery hides covered with metallic scales. Wiry manes, longer haired on males, extend from head to spiked tail. Their eyes radiate light like twin lamps. Two upward-curving fangs extending from the lower jaw dominate their huge maws of greened teeth. They have retractable claws able to rend stone, and their hind legs bear saber-like spurs.
Basic Information
Biological Traits
Echosar eyesight is keen even in non-magical darkness. They hate bright sunlight and fight at -3 in daylight.
Ecology and Habitats
The Echosar is a subterranean dweller. It is an excellent digger and a hoarder of metals. Because they seek copper, they are most likely to be found in ore-rich caves or mines. Occasionally they will tunnel into more finished dungeon-like environments. Given the choice of prey below ground, Echosar have adjusted well to eating dwarves and human miners.
Additional Information
Social Structure
It hunts in packs much like the great cats do. There is usually an alpha male with more hit points than the others but no measurable difference in hit dice.
Combat: An Echosar attacks with its front claws and bite for 2d4/ 2d4/ 3d6 points of damage. If both claws strike an opponent in a single round, the Echosar has pounced on the creature and may use its rear claws and spurs for 1d8/1d8/1d6/1d6 points of damage. An Echosar may attack creatures behind it with its tail for 1d8 points of damage. Once per day, an Echosar can discharge a lightning bolt from its eyes, with a range of 11". The bolt inflicts 7d6 points of damage, halved if a successful save vs. breath weapon is made.
Perception and Sensory Capabilities
An Echosars emanates an electrical field that causes 1d8 points of damage per round to any touched by it. This field enables the Echosar to sense creatures within 20' regardless of invisibility or camouflage. They are surprised only on a 1 on a 20-sided die.
- Size: Huge
- HD: 7d8+16
- HP: 44
- AC: 18
- Initiative: +5
- Speed: 30ft.
- Attack: +7/+7/+8 Melee
- Damage: 2d4/2d4/3d6
- Saving Throws: Fort +10, Ref +6, Will +8
- Alignment: Nuetral
- Str 18, Dex 13, Con 15, Int 8, Wis 11, Cha 10
- Special Attacks: Spurs, Rear Claws, Tail, Electricity
- Magic Resistance: Nill
- CR: 10
When struck by metallic weapons or unprotected body parts, the electrical charge of an Echosar inflicts 1d8 points of damage on the attacker. An Echosar saves at +4 vs. electrical attacks, and subtracts 2 from each die of damage to it.
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