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SYSTEM REFERENCE DOCUMENT 3.5

 
FIENDISH MULE

 

Large Magical Beast (Augmented Animal, Extraplanar)

Hit Dice:

3d8+9 (22 hp)

Initiative:

+1

Speed:

30 ft. (6 squares)

Armor Class:

13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12

Base Attack/Grapple:

+2/+9

Attack:

Hoof +4 melee (1d4+3)

Full Attack:

2 hooves +4 melee (1d4+3)

Space/Reach:

10 ft./5 ft.

Special Attacks:

smite evil

Special Qualities:

Low-light vision, scent, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 8

Saves:

Fort +6, Ref +4, Will +1

Abilities:

Str 16, Dex 13, Con 17, Int 3, Wis 11, Cha 6

Skills:

Listen +6, Spot +6

Feats:

Alertness, Endurance

Environment:

Any Evil-aligned plane

Organization:

Domesticated

Challenge Rating:

1

Alignment:

Always evil (any)

Advancement:

+2

Level Adjustment:

+2

Mules are sterile crossbreeds of donkeys and horses. A mule is similar to a light horse, but slightly stronger and more agile.

Combat

A mule’s powerful kick can be dangerous.

Carrying Capacity: A light load for a mule is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A mule can drag 3,450 pounds.

Skills: Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling.

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 +3.

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