Thursday, May 21, 2009

Dewbacks

Size/Type: Huge Animal
Hit Dice: 11d8+55 (104hp)
Initiative: +0
Speed: 40
Armor Class: 14 (-2 size/+7 natural), touch 8 flat-footed 15
Base Attack/Grapple: +8/+26
Attack: Slam +16 melee (2d6 +10)
Full Attack: Slam +16 melee (2d6 +10), tail slap +12 melee (1d12+12)
Space/Reach: 3 metrers/ 2 meters
Special Attack: Powerful charge
Special Qualities: Scent
Saves: Fort +12, Ref +7, Will +6
Abilities: Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7
Skills: Spot +10 (using scent)
Feats: Alertness, Endurance, Iron Will

Environment: Any desert
Organization: Solitary or herd (2-5)
Challenge Rating: 7
Alignmnet: Neutral
Advancement: 12-22 HD (huge)
Level Adjustment: -



Sample Dewback Call

Adult dewbacks grow to be approximately 5 to 7 meters long, and stand up to 2 meters at their shoulders. Covered in smooth scales that have a mottled or camouflage pattern to them, most dewbacks appear green in color, although red, brown and gray are also common color variants. The rarest, and most sought after (for its hide), are blue dewbacks. Special melanins contained within the dewback's hide cut down on the glare from the scorching sun; preserving vital fluids and giving the dewback the ability to go days without water, and endure extreme heat. The dewback lacks any obvious distinct ears on its head, so the acuity of its hearing remains unknown. Their nostrils are considerably larger than their eyes, implying that the beasts' sense of smell is much more important, and acute, than its eyesight. The eyes are positioned on the flat sides of the head, providing a wide field of vision, indicating that the dewback is a passive herbivore that must remain constantly alert for predators.

Domesticated dewbacks tend to be unruly, solitary animals; often snuffling and snapping at bystanders who stray too closely. It takes patience and determination to handle these massive beasts, which might explain why so many of them end-up served on a platter. Wild dewbacks, however, seem to maintain their natural herd instincts; roaming the seemingly endless deserts of Athas in small herds, searching for food and moisture throughout the day. During the night, as temperatures drop, dewbacks become sluggish because of their cold-blooded physiology. To remain warm, conserve energy, and deter predators, dewbacks huddle together.

Dewbacks begin their day by licking the dew that has accumulated off of one anothers backs. While this routine provides the animals essential moisture, it also strengthens the bonds between members in the herd. The large reptiles then spend the majority of the day grazing on sand grasses, desert sages, and underground tubers. Their large size tends to deter predators from attacking, however, when confronted with a predator, the dewback's natural instincts are to either run or fight. Scavengers, such as woodoos, are known to steal dewback eggs, and it is rumored that entire swarms of skettos are capable of killing a dewback by draining it of its precious bodily fluids.

While domesticated and employed as beasts of burden, dewbacks are also considered to be a source of food and raw material for the inhabitants of Athas; hides are used to make clothing, accessories and numerous other accoutrements. Dewback ribs are popular fare in many of the city-states and trade-towns. Used by farmers, local security forces, and trade caravans as pack animals and mounts, dewbacks are capable of carrying very heavy loads, and in short sprints, are capable of reaching 50kpm, a speed at which an elf can be over taken. Settlers prefer dewbacks over other beasts because they do not shy away from the challenges presented by sandstorms, and are quite self-reliant when food becomes scarce.

Powerful Charge (Ex) A dewback deals 4d6+24 points of damage when it makes a charge.