Eponine (3.5e Creature)
From D&D Wiki
|Hit Dice:||14d12 (91 hp)|
|Speed:||30 ft. (6 squares)|
|Armor Class:||24 (+5 Dex, +9 natural), touch 15, flat-footed 19|
|Attack:||2 Claws +12 melee (1d6+7 plus paralysis)|
|Full Attack:||2 Claws +12 melee (1d6+7 plus paralysis) and Slam +12 melee (1d8+7)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Improved grab, paralyzing touch, create spawn|
|Special Qualities:||Darkvision 60 ft., Deathless Traits|
|Saves:||Fort +4, Ref +12, Will +9|
|Abilities:||Str 20, Dex 20, Con —, Int 11, Wis 10, Cha 10|
|Skills:||Climb +10, Hide +25, Listen +11, Move Silently +25, Spot +15, Swim +10|
|Feats:||Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility|
|Organization:||Solitary, gang (2–4), or mob (2–4 plus 5–10 Husks)|
|Advancement:||15–21 HD (Medium); 22–28 HD (Large)|
Eponine are rare and designed to attack unnoticed before dishing out heavy punishment. They all have dark skin with a blue tint and prefer attacking with large mobs of husks under them unless they are confident enough that their stealth will be sufficient.
Improved Grab (Ex): To use this ability, a eponine must hit a creature of its size or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Paralyzing Touch (Su): A eponine lashes out with its claws in combat. An opponent the claw touches must succeed on a DC 17 Fortitude save or become paralyzed for 1d4 minutes. The save DC is Charisma-based.