D&D 3e (3.0/3.5) Rules
Carved Terror CR 2
Acrobatic jump (Ex) A carved terror may employ a move action to perform a special Jump check (DC = touch armor class of the target) in order to land on a target's torso. The intended target must be in a 30 ft. radius and must be corporeal. If the check fails, the carved terror falls to the ground and is considered prone. Concealment and cover miss chance apply as usual.
Bidimensionality (Ex) A carved terror's flat structure grants him the benefit of partial concealment in combat, as well as complete concealment when employing Mobility.
Blind (Ex)A carved terror who has successfully attempted an acrobatic jump can make a touch attack with his claws directed to his target's eyes. If he hits, the opponent must succeed on a DC 20 Fortitude save or be blinded. The save DC is Constitution-based. The blindness is permanent until a successful Heal check DC 25 is performed on the victim or a Heal spell is cast upon him.
*A carved terror has a +4 racial bonus on Jump checks (already included in stat block) and a +10 racial bonus on Hide checks when against a stone background (not included) and on Climb checks (already included). The carved terror can always take 10 on a Climb check.
Carved terrors are a race of elemental beings who feed upon the malevolence that impregnates evil temples. There origins seem to be somehow related to the Cataclysm, as they began to appear early in the Age of Despair, frequently annihilating entire parties of adventurers who tried to raid the abandoned temples of Ergoth and Solamnia. Many scholars speculate that they may be manifestations of the dark prayers of those priests who left Krynn and the temples behind on the night before the Cataclysm.
Carved terrors understand and speak Terran, but they rarely choose to. When they do, they employ few words and their voices sound like two stones colliding.
Strategies and Tactics
Carved terrors enjoy blinding their enemies and then taking some time to torment them with a slow death. When alone, a carved terror will follow an intended victim until he separates them from their group and then will employ its acrobatic jump. When in groups, they focus their attacks on one or two close opponents, trying to surprise and flank them while one or two attempt to blind their victims, trusting their bidimensionality to protect their stone bodies from other opponents. Devious as they are, they always choose the weakest looking members of the party to attack, trying to eliminate them first before taking their time with more challenging prey.
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