Raggoth

A sleek black-furred creature leaps from the underbrush, its gaping mouth showing a full allotment of sharpened fangs. Its head is wolf-like and it has six muscular legs. Its body is long and ends in a thick furred tail.
 

Raggoth (CR 9)

Large Magical Beast
Alignment: Neutral Evil
Initiative: +7
Senses: Darkvision 60 feet, Low-Light Vision, Scent; Perception +13
  Speed: 40 feet
Space: 10 feet
 

Defense

Armor Class: 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)
Hit Points: 115 (11d10+55)
Saving Throws: Fort +12, Ref +10, Will +6
stability
Damage Reduction: 10/magic
 

Offense

Melee: bite +16 (1d8+6), 4 claws +16 (1d6+6 plus Grab)
Reach: 5 feet
  Special Attacks: Pounce, Rake (2 claws +16, 1d6+6), tormenting howl
 

Statistics

StrDexConIntWisCha
23 (+6) 16 (+3) 21 (+5) 6 (-2) 12 (+1) 14 (+2)
Base Attack Bonus: +11
CMB +18 (+22 Grapple)
CMD 31 (35 vs. Bull Rush, 39 vs. Trip)
  Feats: Improved Initiative, Iron Will, Skill Focus (Perception, Stealth, Survival)
  Skills: Perception +13, Stealth +14, Survival +8 (+16 when tracking by scent) Languages:
 

Special Abilities

Stability (Ex)

A raggoth gets a +4 bonus on checks made to resist being bull rushed when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Tormenting Howl (Su)

Once every 1d4 rounds, a raggoth can loose a piercing howl that affects all creatures within 60 feet that hear it. A creature within the area must succeed on a DC 17 Will save or become shaken for 2d4 rounds. A creature that succeeds on its save is immune to the tormenting howl of that raggoth for 24 hours. Multiple uses of tormenting howl do not stack but do increase the duration. The save DC is Charisma-based.
 

Ecology

Environment: Temperate Forests
Organization: solitary or pair
Treasure: standard

  Raggoths are aggressive predators with voracious appetites and a killing instinct that makes them quite deadly in battle. Though its hunting area typically covers only about a mile around its lair, raggoths are known to track their prey up to 10 or more miles. Whether this only occurs when food is scarce or if the raggoth simply hunts and tracks its prey for the sheer thrill of the hunt is unknown.
  Raggoths by their very nature are solitary, though sometimes they will work together to track down an elusive target or work together to bring down a particularly powerful opponent. Typically raggoths working in concert with one another are a mated pair.
  Raggoth dwell in thick forests and make their home amidst the foliage or in shallow caves and caverns. If a mated pair is encountered, there is a chance (40%) that 1d4 young are present. Young are born live and are fully dependent on their mother for the first year of their life. Around 12 to 18 months they begin to gain their independence, but do not fully leave the lair until they are around 2 years of age. A young raggoth reaches maturity around 4 years of age.
  A raggoth is about 8 feet long and weighs about 450 pounds. Its fur is jet black, its nails and teeth are dull white, and its eyes are dull yellow.
  Raggoths are ambush hunters and always use stealth tactics when hunting and tracking their prey. When spotted, a raggoth moves slowly toward its target and then quickly bursts from its hiding spot at its opponent. If the raggoth doesn't fell its opponent in the first round, it lets loose its tormenting howl to weaken its prey before attempting to finish it off with its terrible claws and bite. A raggoth fights to the death only if cornered or defending its lair.
  Copyright Notice Author Scott Greene.

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