Ironspine, Juvenile (3.5e Creature)
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- Juvenile (2 years to 3 years)
|Hit Dice:||3d12+6 (25 hp)|
|Speed:||40 ft (8 squares), climb 20 ft.|
|Armor Class:||16 (+4 Dex, +2 natural), touch 14, flat-footed 12|
|Attack:||Bite +7 melee (1d8+3)|
|Full Attack:||Bite +7 melee (1d8+3) and 2 claws +2 melee (1d4+1)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Improved grab, pounce, rake 1d4+1|
|Special Qualities:||Low-light vision, scent|
|Saves:||Fort +5, Ref +7, Will +5|
|Abilities:||Str 16, Dex 19, Con 15, Int 4, Wis 14, Cha 6|
|Skills:||Balance +12, Climb +11, Hide +8*, Jump +11, Listen +6, Move Silently +8, Spot +6|
|Feats:||Alertness, Weapon Finesse|
|Organization:||Solitary or pair|
|Advancement:||4–5 HD (Medium)|
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Juvenile ironspines are about 4 feet long and weigh about 120 pounds. They usually hunt at night.
Improved Grab (Ex): To use this ability, an juvenile ironspine must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rake (Ex): Attack bonus +6 melee, damage 1d3+1.
Skills: Juvenile ironspines have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Juvenile ironspines have a +8 racial bonus on Balance and Climb checks. A juvenile ironspine can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.