Kolar (3.5e Creature)

From D&D Wiki

Jump to: navigation, search

Kolar[edit]

Size/Type: Medium Animal
Hit Dice: 4d8+7 (25 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +3/+6
Attack: Claws +6 melee (1d4+3)
Full Attack: 2 claws +6 melee (1d4+3) and bite +1 (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Adrenaline Rush
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 17, Dex 17, Con 12, Int 2, Wis 12, Cha 7
Skills: Climb +7, Jump +11, Listen +6, Spot +6, Swim +7
Feats: Alertness, Toughness
Environment: Warm forests
Organization: Solitary, pair, or company (3-5)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium)
Level Adjustment:


These black, sleek bodied creatures are quite quick on their feet and equally strong. their bodies are about 5 feet long, and their black coat is gleaming in health. They are believed to be descended from ancient canine species, spurting unusually long ears that are most often flattened along their heads. Versatile hunters, they can climb and navigate water easily.

Combat[edit]

Adrenaline Rush (Ex): Two times per day, in response to receiving lethal damage, a kolar can force its body to enter a state of adrenaline rush. This rush bestows a +2 bonus to Strength, Dexterity and Constitution and lasts 5 rounds. Once the adrenaline rush ends, the kolar becomes fatigued for 1 minute.

Skills: A kalor has a +4 racial bonus to Climb, Jump and Swim checks.



Back to Main Page3.5e HomebrewCreaturesCR 2

Home of user-generated,
homebrew pages!


Advertisements: