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SYSTEM REFERENCE DOCUMENT 3.5

 
FIENDISH DONKEY

 

Medium Magical Beast (Augmented Animal, Extraplanar)

Hit Dice:

2d8+2 (11 hp)

Initiative:

+1

Speed:

30 ft. (6 squares)

Armor Class:

13 (+1 Dex, +2 natural), touch 11, flat-footed 12

Base Attack/Grapple:

+1/+1

Attack:

Bite +1 melee (1d2)

Full Attack:

Bite +1 melee (1d2)

Space/Reach:

5 ft./5 ft.

Special Attacks:

smite evil

Special Qualities:

Low-light vision, scent, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 7

Saves:

Fort +4, Ref +4, Will +0

Abilities:

Str 10, Dex 13, Con 12, Int 3, Wis 11, Cha 4

Skills:

Balance +3, Listen +3, Spot +2

Feats:

Endurance

Environment:

Any Evil-aligned plane

Organization:

Solitary

Challenge Rating:

1/6

Alignment:

Always evil (any)

Advancement:

+2

Level Adjustment:

+2

These long-eared, horselike creatures are surefooted and sturdy. The statistics presented here could also describe burros.

Carrying Capacity: A light load for a donkey is up to 50 pounds; a medium load, 51–100 pounds; and a heavy load, 101–150 pounds. A donkey can drag 750 pounds.

Combat

A donkey bites only when it has no way to escape.

Skills: Donkeys have a +2 racial bonus on Balance checks.

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 +2.

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