Terlen (3.5e Monster)

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Terlen
Size/Type: Medium Magical Beast (Extraplanar)
Hit Dice: 4d10+8 (30 hp)
Initiative: +2 (+2 Dex)
Speed: 60 ft., fly 60 ft. (average), swim 60 ft.
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: +4/+15
Attack: Bite +7 melee (1d8+4)
Full Attack: Bite +7 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ambush, Improved Grab
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +6, Ref +6, Will +1
Abilities: Str 16, Dex 14, Con 14, Int 3, Wis 11, Cha 7
Skills: Hide +10, Listen +5, Survival +3, Swim +12
Feats: Juggernaut, Improved Combat Maneuver (Grapple)
Environment: Any land and aquatic (Carceri, Gehenna, Hades)
Organization: Solitary, or school (2-8)
Challenge Rating: 2
Treasure: -
Alignment: Always neutral evil
Advancement: 5-12 HD (Medium)
Level Adjustment:


It's an amphibious, flying shark

Combat[edit]

Ambush (Ex):Anytime a terlen makes a successful charge attack against a flat-footed opponent, it deals double damage with its bite.

Improved Grab (Ex): If a terlen hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it also worries on the same round. Thereafter, the terlen has the option to conduct the grapple normally, or simply use its bite to hold the opponent (–20 penalty on grapple check, but the fhorge is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals worry damage.

Worry (Ex): A terlen that successfully gets a hold on an opponent with its improved grab ability shakes the victim violently back and forth. This attack deals bite damage each round until the victim breaks free, the terlen is slain, or the victim dies.


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