Loobins

Loobins are harsh, monkey-like creatures with dark grey skin and a pair of small wings. They inhabit the darkest patches in jungles, the deepest, dampest corners of the wilderness. Adventurers and treasure hunters fear them for their fierceness and cruelty. Loobins tend to inhabit abandoned structures, lacking the ability to make architecture themselves.

Loobins generally do not answer to other creatures, or even to each other. Their nature is simply too chaotic to be controlled, and they only even coexist because otherwise they would be killed by more powerful creatures. However, there are rumors of a spell that can bind these creatures to the service of a spellcaster, and some even theorize the existence of an artifact that can control all Loobins in existence.

Loobins
Small Magical Beast
Hit Dice: 16d6+66 (122 hp)
Initiative: +2
Speed: 20 ft, fly 60 ft (good)
Armor Class: 21 (+2 dex, +9 natural)
Base Attack/Grapple: +16/+14
Attack: 2 Claws +18, Bite +18
Damage: 2 Claws (1d3+2 plus poison), Bite (1d6+2 plus disease)
Space/Reach: 5ft/5ft
Special Attacks: Poison Breath, Poison Claws, Disease Bite, Skull Smash
Special Qualities: Damage Reduction 5/-, Spell Resistance 23, Immunity to Death Effects, Evasion
Saves: Fort +20, Ref +20, Will +17
Abilities: Str 14, Dex 15, Con 16, Int 10, Wis 13, Cha 8
Skills: Survival+19, Tumble +19
Feats: Fly-By Attack, Combat Reflexes, Dodge, Lightning Reflexes, Iron Will, Great Fortitude
Environment: Any Jungle or Forest
Organization: Solitary or Nest (4-12)
Challenge Rating: 13
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: None
Level Adjustment: -

Poison Breath: Once every 1d4 rounds a Loobin can release a five foot long cloud of poison smoke from its mouth. A creature hit with this smoke must make a fortitude save DC 21 against death. One minute later the creature must make another fortitude save at the same DC or take 2d6 constitution damage.

Poison Claws: Any Creature hit with a Loobin’s claw attack must make a DC 18 fortitude save or take 1d4 constitution damage. One minute later the creature must make another fortitude save at the same DC or take 2d6 constitution damage.

Disease Bite: Any creature bit by a Loobin must make a DC 18 fortitude save or be affected as though the Contagion spell.

Skull Bash: As a full round action, a Loobin may make an attack at +7 to bash its skull against an enemy. Skull Bash takes 3d8+4 damage. Until the Loobin’s next action, it suffers a -4 to all saves after using this attack.

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