# Feverclaw >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >claws: 1d6 (×2) > >proboscisMelee/Ranged: +18/+21 > >Secondary: +13/+16 > >Multiattack: +16/+19 > >M/R_PA: +18/+21 > >2nd/PA: +13/+16 > >MA_PA: +16/+19 > >Itterative: 3 > > xDmg:: Str: +5; Str2: +7; StrOH: +2; StrPA: +5; StrPA2H: +7; StrPAOH: +2 > > xDCs:: Str: 22; Dex: 25; Con: 21; Int: 15; Wis: 19; Cha: 17 > > xFeat:: 4/7 (3) > > xClasSkil:: Acrobatics, Perception, Sense Motive, Stealth > > SaveDiff:: +/- 5 > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Feverclaw</div> <div class="CR">CR 14 (38,400 XP)</div> <div class="SOU">Web</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> NE Large Outsider (evil) **Init** +8 **Perception** +19 #### defense **AC** 26, 21 touch, 14 flat-footed (+8 Dex, +4 dodge, +5 natural, -1 size) **hp** 126 (14d10+56) **Fort** +8, **Refl** +17, **Will** +11 **Feint** 29, **Demoralize** 26 **DR** 30/magic; **SR** 25 #### offense **Speed** 60 ft. **Melee** 4 claws +21 (1d6+5 plus poison plus grab), proboscis +21 (1d4+5 plus charisma drain), gore +21 (1d10+5) **Space** 10 ft., **Reach** 5 ft. **Special Attacks** alacrity, blur of motion, charisma drain, poison, still camouflage #### statistics **Str** 21, **Dex** 26, **Con** 18, **Int** 7, **Wis** 14, **Cha** 11 **BAB** +14, **CMB** +20, **CMD** 42, **TA** +18, **RTA** +21 **Feats** [[Dodge]], [[Mobility]], [[Spring Attack]], [[Weapon Finesse]] **Skills** Acrobatics +22 (+12 when jumping), Perception +19, Sense Motive +19, Stealth +23 **Languages** #### special abilities ### Alacrity (Su) A feverclaw can move with distressing speed and grace. It gains a 30-foot enhancement bonus to is movement speeds, and may make two attacks as a standard action. ### Blur of Motion (Su) A feverclaw is constant blur of motion. It gains a +5 dodge bonus to Armor Class, and gains concealment. True seeing does not see through this ability. A feverclaw cannot using this ability while paralysed or unconcious, or when using its still camouflage ability. ### Charisma Drain (Su) A creature struck by a feverclaw's bite must succeed at a DC 17 Fortitude save or take 1d4 points of Charisma drain, as the monster drains away the victim's emotions. The feverclaw heals 5 points of damage whenever it drains Charisma, gaining any excess as temporary hit points. This is a mind-affecting, emotion effect. ### Poison (Ex) Claw—Injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d2 Wisdom and Consitution damage; cure 2 consecutive saves. The DC save is Constitution-based. ### Still Camouflage (Su) If a feverclaw remains motionless for a full round, it blends into its surroundings and gains a +10 circumstance bonus on all Stealth checks.