Desmodu
Large Monstrous Humanoid — CR 9
Desmodu is a D&D 3.5 monster from —. CR 9, HD 12d8+48 (102 hp).
- Hit Dice
- 12d8+48 (102 hp)
- Initiative
- +3
- Speed
- land 20 ft, 20 ft. (40 ft. when galloping), climb 30 ft.
- Base Attack / Grapple
- +12/+21
- Attack
- 2 claws +16 melee and bite +14 melee, or masterwork notbora +15/+10/+5 melee and masterwork notbora +15 melee and bite +14 melee, or Large heavy lance +16/+11/+6 melee, or masterwork mighty composite longbow (+4 Str bonus) with masterwork arrows +16/+11/+6 ranged
- STR
- 20
- DEX
- 16
- CON
- 18
- INT
- 15
- WIS
- 15
- CHA
- 11
- Fort / Ref / Will
- +10 / +11 / +10
- Challenge Rating
- 9
- Alignment
- Usually neutral good
- Organization
- Solitary, pair, company (4-7), troop (8-18 plus 1 leader of 2nd-5th level), colony (20-80 plus 5 3rd-level elders and 1 leader of 4th-6th level), or enclave (100-600 plus 10 3rd-level elders, 5 5th-level senior elders, and 1 leader of 5th-9th level)
- Treasure
- No coins, 1/2 goods, standard items, plus equipment
- Level Adjustment
- +2
Special Abilities
ScreechSonic AbilitiesWoundingBlindsightGallopSpeak with Bats
Feats
Description
Desmodus use their sonic abilities to give themselves bonuses and their foes penalties. Their favorite melee weapon is the notbora, an exotic double weapon of their own invention. These creatures often rush into melee on all fours, using smokesticks to blind foes. They follow up by using the Quick Draw feat to draw their notboras and attack as they stand up. Desmodus also are fond of dropping down on opponents from the ceiling of a cavern, and they make full use of their superior reach in melee. Once battle is joined, they jump and tumble to bypass the foes' front line and attack opposing spellcasters or set up flanking attacks.