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SYSTEM REFERENCE DOCUMENT 3.5

 
FIENDISH CAMEL

 

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:

Listen +5, Spot +5

Feats:

Alertness, Endurance

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.

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