SYSTEM REFERENCE DOCUMENT 3.5 |
|
Large Magical Beast (Augmented Animal, Extraplanar) |
Hit Dice: |
3d8+6 (19 hp) |
Initiative: |
+3 |
Speed: |
50 ft. (10 squares) |
Armor Class: |
13 (–1 size, +3 Dex, +1 natural) touch 12, flat-footed 10 |
Base Attack/Grapple: |
+2/+10 |
Attack: |
Bite +0 melee (1d4+2*) |
Full Attack: |
Bite +0 melee* (1d4+2*) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
smite evil |
Special Qualities: |
Low-light vision, scent, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 8 |
Saves: |
Fort +5, Ref +6, Will +1 |
Abilities: |
Str 18, Dex 16, Con 14, Int 3, Wis 11, Cha 4 |
Skills: |
|
Feats: |
|
Environment: |
Any Evil-aligned plane |
Organization: |
Domesticated or herd (6–30) |
Challenge Rating: |
1 |
Alignment: |
Always evil (any) |
Advancement: |
+2 |
Level Adjustment: |
+2 |
Camels are known for their ability to travel long distances without food or water.
The statistics presented here are for the dromedary, or one-humped camel, which thrives in warm deserts. A dromedary stands about 7 feet tall at the shoulder, with its hump rising 1 foot higher. The two-humped, or Bactrian, camel is suited to cooler, rocky areas. It is stockier, slower (speed 40 feet), and has a higher Constitution score (16).
Carrying Capacity: A light load for a camel is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A camel can drag 4,500 pounds.
Combat
*A camel’s bite is treated as a secondary attack and adds only half the camel’s Strength bonus to the damage roll.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +3.