Horrid Tiger (3.5e Creature)
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|Hit Dice:||16d8+80 (152 hp)|
|Speed:||40ft (8 squares)|
|Armor Class:||22 (-1 size, +2 Dex, +11 natural), touch 11, flat-footed 20|
|Attack:||Claw +20 melee (2d4+4d6 acid+8|
|Full Attack:||2 claws +20 melee (2d4+4d6 acid+8) and bite +14 melee (2d6+8)|
|Space/Reach:||10 ft/5 ft|
|Special Attacks:||Improved Grab, pounce, rake 2d4+4 plus 4d6 acid, Acidic attack|
|Special Qualities:||Low-light vision, scent, ill-tempered, immunity to acid, improved natural healing|
|Saves:||Fort +15, Ref +12, Will +11|
|Abilities:||Str 27, Dex 15, Con 21, Int 2, Wis 12, Cha 10|
|Skills:||Hide+7*, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10|
|Feats:||Alertness, improved natural attack (claw), improved natural attack (bite), run, stealthy, weapon focus (claw)|
|Organization:||solitary or pair|
|Alignment:||always neutral evil|
|Advancement:||17-32 HD (Large), 33-48 (Huge)|
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The ground sizzles faintly with every step of this enormous, plate-covered tiger as it pads toward you. Its fangs are notably large, and its claws drip with caustic venom as it roars menacingly.
Horrid tigers are easily the most dangerous creations of the Gatekeeper druids. Magically derived from dire tigers found in the Eldeen Reaches, these armoured felines proved invaluable in holding back the horrific minions of the daelkyr. Unfortunately, these beasts were incredibly savage and difficult to control; once the Gatekeepers succeeded in separating Eberron from the nightmare plane of Xoriat, the horrid tigers turned on their masters. After less than a week of their rebellion, however, the druids had succeeded in decimating the tigers' population, a blow from which they would never truly recover. Today,there are less than five thousand horrid tigers stil living in Khorvaire, dwelling in the jungles and forests of Breland, Darguun, the Eldeen Reaches and the Shadow Marches, where they will attack anything living on sight.
Horrid tigers grow to be over 12 feet long and can weigh up to 6,000 pounds. The bony plates which cover their bodies are the same colour as their fur, helping them to blend in with their surroundings.
A horrid tiger attacks by running at prey, leaping, and clawing and biting as it rakes with its acid-dripping rear claws.
Acidic Attack (Ex): A horrid tiger deals an extra 4d6 points of acid damage with a successful claw attack.
Improved Grab (Ex): To use this ability, a horrid tiger 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.
Ill-Tempered (Ex): Handle Animal checks involving a horrid tiger take a -4 penalty, since horrid tigers are more difficult to control than normal tigers or even dire tigers.
Improved Natural Healing (Ex): A horrid tiger heals naturally at three times the normal rate, recovering 48 hit points with a full night's rest.
Skills: Horrid tigers have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.