Shuffling forward on thunderous elephantine limbs comes an immense dragon-like beast. Its serpentine maw snaps angrily at the end of a long, sinuous neck, and steam issues forth from between its razor-sharp fangs. A powerful tail moves in rhythm with the bobbing head, displaying a wicked set of spikes. Scores of quills jut from the beast's flanks, bristling outward with menacing intent.
XP 9,600 DEFENSE
AC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, –1 size) OFFENSE
Speed 30 ft., swim 30 ft. STATISTICS
Str 25, Dex 12, Con 21, Int 6, Wis 15, Cha 12 SPECIAL ABILITIES
Quill Barrage (Ex)Three times per day, a peluda can bristle its quills and violently shake, sending dozens of spear-like barbs in all directions. All creatures with 15 feet of the peluda take 6d6 points of piercing damage and risk being poisoned (Reflex DC 20 halves the damage, though the victim still risks being poisoned). The save DC is Constitution-based. Poison Quills (Ex)A peluda’s back and tail are covered in sharp black quills the length of shortspears. A creature struck by a peluda’s tail slap or that strikes a peluda with a melee weapon, an unarmed attack, or a natural weapon takes 1d6 points of piercing damage from the peluda’s quills and risks being poisoned. Melee weapons with reach do not endanger a user in this way. Any creature that grapples a peluda takes 3d6 points of piercing damage and risks being poisoned each round the grapple persists. Peluda poison: Quill—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 consecutive saves. The save DC is Constitution-based. Vulnerable Tail (Su)A peluda can be killed by severing its tail from its body. Any attack that is not an attempt to sever its tail affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever the tail, an opponent must make a sunder attempt with a slashing weapon targeting the tail. The tail is considered a separate weapon with hardness 5 and hit points equal to the peluda's HD. To sever the tail, the opponent must inflict enough damage on a single blow to reduce the tail's hit points to 0 or less. A peluda can't attack with a severed tail and thereafter automatically suffers 2d6 points of bleed damage each round until it dies. |