Dylon
Medium-Size Humanoid
Hit Dice: 1D6+3 (6)
Initiative: +4 (Dex)
Speed: 40 ft.
AC: 17 (+4 Dex, +3 Natural)
Attacks: Claw +3, Bite +1
Damage: Claw 1D6+2, Bite 1D4+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Pounce, Improved Grab, Rake 1D8+1
Special Qualities:
Saves: Fort +3, Ref +6, Will +0
Abilities: STR 15, Dex 19, Con 17, Int 12, Wis 11, Cha 11
Skills: Balance +8, Hide +8, Move Silent +8, Spot +4, Swim +4
Climate/Terrain: Grassy Plains
Organization: Solitary, Hunting Party (2-6), Aquisition Group (5-9), Patrol (7-16), Pride (17-80), Nation (80 and above with 1 (Level 20 fighter) Dylon Elite, 1 (Level 20 wizard) Arch-Magistrate, and at least 100 slaves)
Challenge Rating: 2
Treasure: Standard
Alignment: Usualy Chaotic Evil
Advancement: By charecter class
The Dylon are an evil race of cat like creatures that pride themselves on torturing any other creature that they come into contact with. Having been known to ambush and kill traveling caravans they often send patrols out to intercept these valuable trading goods and bring them back to their homes. Adventurers are often paid to take care of such ambush parties but they always return in the next trade season.
They are most famous for their strange "right of passage" in that in order to join the ambush parties and other militant rights they must defeat another in combat. For this reason Dylon are known to keep several beings thought to be lesser as slaves for their trials. Common slave species include goblins, kobolds, and sometimes even humans. For this reason many avoid the outskirts of any known Dylon encampment. If no slaves can be readily found they have been known to send out aquisition groups to go and get some from nearby populated areas.
Dylon speak their own toung called Dylonic and most also speak common or goblinoid in order to speak with their many slaves. Most Dylon found outside of their colonies are outcasts and are usually Rogues.
Combat
Dylon prefer to ambush their enemies if they get the chance, pounceing them and then either beating them into unconsciousness or killing them right away. It is said that one is lucky to be killed for life after capture is said to be unbearable but since it is very rare anyone returns the actual treatment is unknown.
Pounce- If a Dylon leaps on an enemy durring the first round of combat it can make a full attack even if it has already made a move action.
Improved Grab- To use this ability the Dylon must hit with a claw or bite attack. If it gets ahold it can rake.
Rake- A Dylon that gets ahold of an opponent can make two rake attacks (+ Melee) with it's rear claws for 1D8+1 damage each. If it pounced an opponent it can also rake.
Skills: Dylon get a +4 racial bonus to Balance, Hide, and Move Silent checks. In areas of tall grass or heavy undergrowth, the hide bonus is instead +8.
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