Skagma (by: john claude van dam VIII)
Medium-Size Creation (Air)
Hit Dice: 8d10
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 17 (+1 Dex, +6 Natural)
Attacks: Claws +4, Bite +2, or by weapon +8
Damage: Claws 1d8+4, Bite 1d12+4, or by weapon +4
Face/Reach: 5 ft. By 5 ft./5 ft.
Special Attacks: Barreling Charge (see below)
Special Qualities: Dark Vision 40ft.
Saves: Fort 8, Ref 6, Will 0
Abilities: Str 19, Dex 12, Con 18, Int 6, Wis 6, Chr 4
Skills: Intimidation +12
Feats: Power Attack
Climate/Terrain: Forests mainly, anywhere really
Organization: Pack (Usually 2d6, [10d20])
Challenge Rating: 3 (or DM makes it up)
Treasure: Standard
Alignment: Chaotic Neutral or Chaotic Evil (Unless DM wants otherwise)
Advancement: None (make it up)
Created from the hand of the evil cleric Kzelmar himself, these beasts now walk Sentar almost as commonly as many other species. They find work as mercenaries or other things pertaining to their own personal needs. Much of the time Skagma will be found under the command of Viesagust in large armies.
Combat:
Death:
At a Skagma's death, its body immediately disintegrates leaving only many small harmless snakes and some remains of bones (usually teeth, skull, claws, etc...).
Barreling Charge:
In the beginning of the battle, before the Skagma has engaged in hand to hand combat, it may make a barrelling charge from as far as 40 feet away from it's foe. The victim can make a reflex saving throw against the charge with a DC18 or take 1d20+8 damage. Furthermore, if the victim is struck by the barrelling charge, it must pass a Fortitude Save with a DC19 or be stunned for 1d4 rounds. the Skagma may attack and return to normal actions the following round after the charge.
Society: Anywhere their usually greedy personalities can benefit.
Variants:None, they are creations, very much the same except some minor physical features.