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Jason Andresen (order #1578489) - Jump page for Jubei

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Spine Ripper<br />

Medium Magical Beast<br />

Hit Dice: 6d10+18 (51 hp)<br />

Initiative: +1<br />

Speed: 30 ft. (6 squares)<br />

Armor Class: 20 (+2 Dex, +8 natural), touch 12,<br />

flat-footed 18<br />

Base Attack/Grapple: +4/+9<br />

Attack: Claw +9 melee (2d6+5 and poison)<br />

Full Attack: 2 claws +9 melee (2d6+5 and poison)<br />

and bite +4 melee (1d6+2)<br />

Space/Reach: 5 ft./5 ft.<br />

Special Attacks: Impale, impaling charge, poison<br />

Special Qualities: Darkvision 60 ft., low-light vision, scent,<br />

spine defense<br />

There are few creatures here in the Iron Kingdoms<br />

that roam far and wide enough to call the entire<br />

continent their home. The speckled widow bear<br />

is such a creature, as is the Iosan swooper, and<br />

it troubles me that I must add the aggressive spine ripper to<br />

that list as well. These beasts have been spotted as far north<br />

as Ohk, as far west as the Scharde Islands, and my assistant<br />

Edrea tells me that they are even known in the <strong>for</strong>ests<br />

of Ios. The spine ripper looks somewhat like<br />

a very top-heavy and muscle-bound bear<br />

with a huge maw and massive claws.<br />

Yet it’s named <strong>for</strong> the many spines that<br />

bristle across its body, and <strong>for</strong> all its<br />

ferocity, it’s a simple creature that<br />

lives only to hunt, <strong>for</strong>age, and feast<br />

on just about anything. While<br />

they seem like little more<br />

than beasts, they are in truth<br />

more advanced; I’ve even witnessed<br />

primitive signs of evolution—tool<br />

use, simple<br />

communication, and<br />

even teamwork.<br />

Its wicked spines, I<br />

have noted, are built<br />

<strong>for</strong> far more than<br />

just intimidation.<br />

The spines jutting<br />

from its body serve the creature<br />

both defensively and offensively. Enemies<br />

that try to attack it find it difficult to strike the spine ripper<br />

160<br />

<br />

Saves: Fort +8, Ref +7, Will +2<br />

Abilities: Str 20, Dex 14, Con 16,<br />

Int 4, Wis 10, Cha 9<br />

Skills: Hide +7, <strong>Jump</strong> +8, Listen +3,<br />

Move Silently +7, Spot +5<br />

Feats: Alertness, Endurance, Improved Natural<br />

Attack (claw)<br />

Environment: Any land<br />

Organization: Solitary or band (2–5)<br />

Challenge Rating: 6<br />

Alignment: Always neutral<br />

Advancement: 6–8 HD (Medium); 9–12 (Large)<br />

Level Adjustment: —<br />

without being hurt, and the beast is quite adept at maneuvering<br />

those spikes so that opponents are unable to successfully<br />

flank it. But what one should be far more concerned<br />

about is the spine ripper’s ability to turn those spines around<br />

and use them as lethal weapons—especially if it’s making a<br />

diving leap at you!<br />

Another even more deadly type of barb is found on the<br />

thumb claw, and it bears a mild, but effective poison. Victims<br />

struck by it immediately find their coordination and strength<br />

sapped from their muscles. This is usually enough <strong>for</strong> the<br />

spine ripper to overcome most prey.<br />

Combat<br />

In combat the spine ripper prefers to stalk<br />

solitary or obviously weaker prey. It attempts<br />

stealth until within about 100<br />

feet or so when it charges. It<br />

relies primarily upon the use of<br />

its claws and spines. Although<br />

not particularly intelligent,<br />

the creature is somewhat<br />

cunning and uses a mild<br />

amount of strategy.<br />

Poison<br />

(Ex): Claws,<br />

Fortitude<br />

DC 16,<br />

initial damage<br />

1d4 Dex, secondary damage<br />

1d4 Str. The save DC is Constitution-based.<br />

<strong>Jason</strong> <strong>Andresen</strong> (<strong>order</strong> <strong>#1578489</strong>) 9

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