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Affiliations: Beasts

Reek (1)

Reeks wander the plains of Ylesia in great herds, contentedly munching on grass and lichens. Although immensely strong, they generally reserve their violent behavior for the mating season, when the sound of two bull Reeks fighting for dominance rumbles like thunder across the plains.

When a Reek attacks, it lowers its head, charges, and attempts to gore with it's large horn. Should the initial attack miss, the Reek flails it's head about blindly, hoping to chase away it's prey so that it can attempt another charge.

 Reek Statistics (CL 7) Edit

Huge Beast 8

Initiative: +3; Senses: Perception: +3

Defenses Edit

Reflex Defense: 15 (Flat-Footed: 15), Fortitude Defense: 20, Will Defense: 9

Hit Points: 124, Damage Threshold: 30

Offense Edit

Speed: 6 Squares

Melee: Gore +10* (2d6+16)

Melee: Gore +12* (2d6+20) with Powerful Charge

Fighting Space: 3x3 Squares; Reach: 1 Square

Base Attack Bonus: +6, Grab: +24

Species Traits: Rage

*Includes 4 points of Power Attack

Base Stats Edit

Abilities: Strength 27, Dexterity 8, Constitution 30, Intelligence 2, Wisdom 8, Charisma 2

Feats: Power Attack, Powerful Charge, Toughness

Skills: Endurance +19

Abilities Edit

Rage: The first time a Reek takes damage greater than its Will Defense from a single attack, it flies into a terrible Rage. While enraged, the Reek temporarily gains a +2 Rage bonus on melee attack rolls and melee damage rolls. The Reek's fit of Rage lasts for a number of rounds equal to 5 + its Constitution modifier (15 rounds). At the end of its Rage, the Reek moves -1 Persistent step down the Condition Track. The penalties imposed by this condition persist until the Reek takes at least 10 minutes to recuperate, during which time it can't engage in any strenuous activity. A Reek can be pulled out of its enlarged state by making it Friendly.

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