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by Jamie Baty

HWR2 22
Large Magical Beast (Augmented Deinonychus)
Hit Dice: 5d10+20 (47 hp)
Initiative: +3 (+3 Dex)
Speed: 60 ft. (12 squares)
Armour Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +5/+13
Attack: Talons +8 melee (2d6 +4)
Full Attack: Talons +8 melee (2d6 +4) and bite +3 melee (2d4 +2) and 2 claw +3 melee (1d3 +2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Pounce, Predatory illusion
Special Qualities: Darkvision 60ft., low-light vision, scent
Saves: Fort +8, Ref +7, Will +2
Abilities: Str 19, Dex 17, Con 19, Int 14, Wis 12, Cha 10
Skills: Concentration +6, Gather Information +2, Hide +9, Jump +26, Knowledge (arcana) +6, Listen +11, Sense Motive +3, Spot +11, Survival +11
Feats: Run, Track
Environment: Warm deserts, forests
Organisation: Gang (2-5) or Pack (5-20)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: -

A dream-hunter looks very similar to its ancestor, the deinonychus- bright green along its back and flanks, with a much lighter shade of the same colour on its underside for those that dwell in forests, tan colours for those in the desert. The body has darker spots or stripes. Its tail extends straight out behind itself, held aloft by an intricate structure of bony supports, thus allowing its weight to be carried entirely by the back legs. It weighs about 600 pounds.

Unlike its ancestor, the dream-hunter when exposed to the wild magics of Nithia, became intelligent and more powerful. They are in essence a group mind, and are capable of intricate ambushes, set up by their detailed illusions. They will trail there prey for days, gathering information in order to create believable illusions to make the prey drop their guard, and perhaps weaken them in advance. Then they strike when the prey is least suspecting.

A dream-hunter uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack.
A dream-hunter has a relatively large brain for a dinosaur, and it has been given a high intelligence as well-its packs hunt with cunning tactics and are very dangerous to those that travel without caution. They always hunt in packs and are never, ever encountered solely.

Pounce (Ex): If a dream-hunter charges, it can make a full attack.

Predatory Illusion (Sp): A dream-hunter can create incredibly detailed and believable illusions in the minds of its prey. The exact nature of the illusion is determined by the DM, but will always be of something that would cause the prey to be less cautious or not feel threatened, and always relates to the information the dream-hunters gather about the party. It may be used in combat (often to make the party believe the dream-hunters have fled).
All creatures within a 60ft radius must make a Will save vs DC 18 (Int based, includes a +4 racial bonus) or believe the created illusion, to the point that no-one can convince them otherwise. Each hour the victim is allowed another save to dispel the illusion. The illusion lasts for a maximum of 24 hrs. This ability has a range of 120ft and can be used 3/day.

Scent (Ex): This special quality allows a dream-hunter to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: A dream-hunter has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.