Vultivor (Vorr Form)
Medium Outsider (Chaotic, Evil, Extraplanar, Shapechanger) — CR 9
Vultivor (Vorr Form) is a D&D 3.5 monster from —. CR 9, HD 3d10+9 plus 5d6+15 (54 hp).
- Hit Dice
- 3d10+9 plus 5d6+15 (54 hp)
- Initiative
- +10
- Speed
- land 40 ft, 40 ft.
- Base Attack / Grapple
- +6/+9
- Attack
- Bite +9 melee
- Full Attack
- Bite +9 melee and 2 claws +4 melee
- STR
- 16
- DEX
- 23
- CON
- 16
- INT
- 11
- WIS
- 13
- CHA
- 12
- Fort / Ref / Will
- +7 / +12 / +3
- Challenge Rating
- 9
- Alignment
- Always chaotic evil
- Organization
- Solitary, pair, or pack (3-12)
- Treasure
- Standard
- Level Adjustment
- +4
Special Abilities
Sneak AttackTripShadow FormShadow JumpTrap SenseUncanny DodgeChange ShapeCommand Fiendish HoundScent
Feats
Description
While in shadow form, a vultivor gains damage reduction 50/+5 and is immune to blindness, critical hits, damage to ability scores from non-magical attacks, deafness, disease, drowning, poison, and stunning. It takes half damage from fire and acid.
Vultivor Characters
A vultivor's favored class is rogue. A vultivor character begins with 3 Hit Dice for being a vorr (refer to Vorr for ability scores, feats, and skills), and its level adjustment is +4. A vultivor PC's effective character level (ECL) is equal to its class level + 4. Because canomorphs are exceptional examples of fiendish hounds, the vultivor described above applies the vorr's ability score modifiers to the standard array of ability scores (15, 14, 13, 12, 10, 8).
Chaotic Subtype
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
Evil Subtype
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
Extraplanar Subtype
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Shapechanger Subtype
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).
Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.