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