Dakon
This creature looks like an ape with brownish-black fur and yellow eyes with black pupils.
Dakon (CR 2)
Large Monstrous HumanoidAlignment: Lawful Neutral
Initiative: +2
Senses: Darkvision 60 feet; Perception +8
Speed: 30 feet, Climb 30 feet
Space: 10 feet
Defense
Armor Class: 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)Hit Points: 15 (2d10+4)
Saving Throws: Fort +2, Ref +5, Will +4
Offense
Melee: 2 claws +6 (1d6+5)Reach: 10 feet
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
21 (+5) | 15 (+2) | 14 (+2) | 10 (+0) | 12 (+1) | 10 (+0) |
CMB +8
CMD 20
Feats: Alertness
Skills: Climb +18, Perception +8, Sense Motive +5, Stealth +3
Languages: Common
Special Abilities
NONEEcology
Environment: Warm Forest or MountainsOrganization: solitary, gang (2-5), crew (7-18), or band (6-60)
Treasure: standard
Dakons are a race of intelligent apes that make their homes in the warmer regions of the world, though rarely, if ever, near a large expanse of water (they don't like it). They are generally friendly toward humans who share their alignment, and view all other races (even those races of the same alignment as the dakons) with caution and suspicion.
Dakons stand 8 feet tall and weigh about 500 pounds. Dakons are very passive and docile creatures; they rarely attack except in self-defense. If forced into combat, a dakon attacks with its claws.
Dakon Characters
Dakons have racial Hit Dice and can have class levels. Dakon characters possess the following racial traits.
+10 Strength, +4 Dexterity, +4 Constitution, +2 Wisdom: Dakons are powerful but possessed of wisdom.
Large size: Dakons are Large and have the following adjustments -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Stealth checks, +1 bonus on CMB/CMD, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
Base speed: Dakons' base speed is 30 feet. A dakon has a climb speed of 30 feet.
Darkvision: Dakons can see in the dark up to 60 feet.
Racial Hit Dice: A dakon begins with two levels of monstrous humanoid, which provide 2d10 HD, a base attack bonus of +2, and base saves of Fort +0, Ref +3, and Will +3.
Racial Skills: A dakon's monstrous humanoid levels give it skill points equal to 2 x (4 + Int modifier, minimum 1). Dakons have a +8 racial bonus on Climb checks.
Racial Feats: A dakon's monstrous humanoid levels give it one feat.
AC: Dakons have a +4 natural armor bonus.
Natural Weapons: Dakons can fight with 2 claws (1d6).
Languages: Dakons begin play speaking Common. Dakons with high Intelligence scores can choose from the following bonus languages: Dwarven, Gnome, Goblin, Orc.
Credit
The Dakon originally appeared in the First Edition Fiend Folio (© TSR/ Wizards of the Coast, 1981) and is used by permission.
Copyright Notice
Author Scott Greene, based on original material by Ian McDowall.
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