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Zenoz
Donkey Terror/Half-dragon, Black CR 7
XP 3200
Neutral Medium Animal (Dragon)
Ranger level 5 (skill points 15) Woodland Tracker
(Guide )
Init +4; Senses Low-light Vision, Scent, Darkvision 60, Low-light Vision,
Ultravision 60ft; Perception +7
Aura Fear Aura (Su) DC(8) (as fear spell, 20 ft)
DEFENSE
AC 20, Touch 14, flat footed 16 ( No Armour, Shield, none)
(+4 Dex, +6 Natural)
hp 81 (2d8+5d10+35+5);
Fort +12, Ref +11, Will +3
Immunity to Acid, sleep, paralysis, Immunity to fear effects
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OFFENSE
Speed 30, fly 60ft.
Melee
Single Attack Bite +11 (1d6+5)
Full Attack
2 Bite +11 (1d6+5)
Claw +11 (1d4+5)
Space 5ft.; Reach 5
Special Attacks
Breath Weapon DC(16) 1/day 1d6 per racial HD damage 60ft line of acid
Rangers Focus -1 (Ex) Focus on a single. Bonus on attack and damage rolls against the target of his focus = 4
Rangers Focus -2 (Ex) Per day = 2
Spells Known:
Ranger Spells
CL 5 Concentration 7
Level 1 (2) DC 13
Abundant Ammunition(Conjuration)[Summoning Darkness lawful mind-affecting] X 2
V, S, M/DF (a single piece of ammunition) rng: CT: Dur: 1 minute/level
SV none Area: one container touched Book: Ultimate Combat
Description: When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken (including masterwork ammunition or shuriken), at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell.
STATISTICS
Str 20, Dex 18, Con 20, Int 4, Wis 15, Cha 4
Base Attack 6 CMB 11 ; CMD 25
Feats
Point Blank Shot: +1 to hit +1 damage if within 30 ft,
Armour Prof Light,
Armour Prof Medium,
Deadly Aim: -1 to hit with ranged attacks +2 damage per every +4 base attack,
Endurance: +4 on checks to resist non-lethal damage,
Martial Weap Prof,
Precise Shot: Can shoot into melee without -4 penalty,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency,
Weapon Focus(Ranged): +1 attack rolls
Skills Acrobatics 9, Climb 9, Fly 8, Handle Animal 1, Heal 7, Intimidate -3, Know Dungeon -3, Know Geography 3, Know Nature 3, Perception 7, Ride 8, Stealth 9, Survival 7, Swim 9
Languages
ECOLOGY
Environment Temperate deserts
Organization Solitary
Treasure None
SPECIAL ABILITIES
Negative energy absorption (Su) (Su; heals 1 hit point for every 3 points of damage that negative energy attacks would otherwise deal; a terror creature gets no saving throw against negative energy effects)
Favored Terrain +2 bonus on init, know geog, Perception, Stealth, Survival in selected terrain 1
Terrain Bond (Ex) In favored terrain allies gain+2 initiative, Perception, Stealth, and Survival leave no trail
Track (Ex) Adds half level on Survival skill checks made to follow or identify tracks.
Wild Empathy A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Low-light Vision:A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
Scent:This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the sources location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarrys odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Low-light Vision:A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
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