The Dragonlance Nexus

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Hatori

D&D 3e (3.0/3.5) Rules

by James O'Rance


Large Beast
Hit Dice: 2d10+8 (19 hp)
Initiative: +1 (Dex bonus)
Speed: 20 ft.
AC: 15 (-1 size, +1 Dex, +8 natural)
Attacks: Bite +5 melee, tail lash +0 melee
Damage: Bite 1d8+4; tail lash 1d4+2
Face/Reach: 5 ft. by 10 ft./10 ft.
Special Attacks: Rush, swallow whole
Special Qualities: Low-light vision
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 19, Dex 12, Con 18, Int 6, Wis 12, Cha 4
Skills: Hide +3*, Listen +3, Move Silently +2, Spot +3
Climate/Terrain: Temperate and warm deserts
Organisation: Solitary or clutch (2-5 plus one female of 5+ HD)
Challenge Rating: 2
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 3-4 HD (Large), 5-10 HD (Huge), 11-15 HD (Gargantuan), 16-20 HD (Colossal)

Hatori, sometimes called the "crocodiles of the wastes," are giant reptiles that dwell within sandy desert wastes. The hatori's hard, knobby hide ranges in colour from grey-white to red-brown and is virtually indistinguishable from stone. Hatori lie partially buried beneath the sand, looking like nothing more than a rock outcropping.

Hatori are shaped like overgrown lizards with flat flippers and powerful tails that allow them to "swim" through sand with astonishing speed. When forced to travel upon rocky ground, a hatori moves by awkwardly flopping and dragging itself forward. The hatori's eyes are concealed within dark recesses that look like hollows in a rock surface.

Hatori grow slowly, gaining +1 HD every ten years. Every ten years, male hatori and females without offspring migrate to the centre of the desert, where the males engage in ferocious battles for the right to mate. Desert tribes speak of these conflicts in tales of a "time of thunder when mountains die."

Combat

Hatori never pass up the opportunity to make a meal out of passing animals or travelers, feeding their voracious appetites. They usually strike with surprise, waiting until unsuspecting creatures pass close by what appears to be a rocky outcropping.

Hatori try to bite their opponents with their toothy maws, and lash out with their bony tails at anyone attempting to flee or attacking from the rear.

Rush (Ex): In a sandy desert, the normally slow-moving hatori can "swim" through sand at a speed of 40 feet.

Swallow Whole (Ex): If a hatori bites an opponent of Small size or less, it can attempt to swallow it by making a successful grapple check. Once inside, the opponent takes 1d4+4 points of crushing damage plus 1d8+4 points of acid damage per round from the hatori's digestive juices. Creatures swallowed whole are considered grappled. A hatori does not suffer any penalties for grappling creatures it has swallowed; thus it retains its Dexterity bonus to AC and can make attacks, cast spells, and threaten squares normally.

A swallowed creature can cut its way out by dealing 10 points of damage to the hatori's digestive tract with a light piercing or slashing weapon (AC 15). If the hatori survives the creature's escape, muscular action closes the hole; another swallowed opponent must cut its own way out.

The hatori's gullet can hold one Small, two Tiny, or four Diminutive creatures. These numbers increase as a hatori grows in size (for example, a Huge hatori can swallow one Medium-size characters and two Small characters, and so on).

*Skills: A hatori gains a +8 racial bonus to Hide checks in sandy deserts, or +4 in rocky environments.

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