by
Adam Frank and Tim Wallace
Thir Nohrin
A regal looking canid
creature approaches on four legs, clad in what appears to be green armor. As it
approaches the smell of death seems to waft from it like a fresh corpse. Its
mouth, beneath the beak of its stylized helm, seems to be set in a permanent
grin, its sharp fangs dripping blood from its most recent meal.
© Nicholas Cloister, Monsters by Email, licensed to Timothy Wallace |
THIR NOHRIN CR
3
XP 800
NE Medium undead
Init +0; Senses
darkvision 60 ft., soul scent; Perception +9
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DEFENSE
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AC 15, touch 10, flat-footed 15 (+5 armor)
hp 26 (4d8+8)
Fort +3, Ref +1, Will +6
Immune undead traits
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OFFENSE
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Speed 50 ft.
Melee bite +6 (1d6+4 plus poison plus trip)
Special Attacks poison
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STATISTICS
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Str 16, Dex 11, Con —, Int 7, Wis 14, Cha 15
Base Atk +3; CMB
+6; CMD 16 (20 vs. trip)
Feats Pack
Attack, Tandem
Trip
Skills Perception +9, Survival +6 (+10 to track vs.
living creatures)
Languages Common or Undercommon
Other Gear scale mail barding
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ECOLOGY
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Environment any
Organization solitary, pair, or pack (3–12)
Treasure standard
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SPECIAL ABILITIES
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Pack Attack (Ex) When a thir nohrin is adjacent to an ally
with this feat, the first time it melee attacks an opponent, it can spend an
immediate action to take a 5-foot step, even if it has otherwise moved this
round.
Poison (Ex) Injury; save Fort DC 15; frequency 1/round
for 6 rounds; effect 1d2 Con damage; cure 1 save.
Soul Scent (Su) This ability functions as the scent
ability, save that it also grants the thir nohrin a +4 racial bonus on
Survival checks made to track living creatures. This ability even allows a thir
nohrin to track the passage of an incorporeal creature.
Tandem Trip (Ex) Whenever a thir nohrin attempts a trip
combat maneuver against an enemy threatened by an ally with this feat, it rolls
twice and take the better result.
Thir nohrin are created from the spirits and
bodies of recently slain loyal dogs or wolves. The armor that covers their
bodies preserves them in the same state they are in when initially raised.
These canids, incredibly loyal to whoever created them will serve their master
until they are destroyed.
All thir nohrin wear the same armor. If this
armor is ever removed the soul of the creature is destroyed and body returns to
its natural, deceased state. Thir nohrin are most often utilized by liches or
powerful necromancers as personal body, house, or phylactery guards.
They can track anyone through use of scent,
or magical means . Once they've found their prey, they have a poison on their
fangs that drains the life out of whomever is bitten. The thir nohrin are
incredible pack hunters and seem to be able to work together with supernatural
ease.
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