# Orlythys >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >claws: 1d6 (×2) > >bite: 1d8 (×2) > >Melee/Ranged: +10/+7 > >Secondary: +5/+2 > >Multiattack: +8/+5 > >M/R_PA: +10/+7 > >2nd/PA: +5/+2 > >MA_PA: +8/+5 > >Itterative: 2 > > xDmg:: Str: +5; Str2: +7; StrOH: +2; StrPA: +5; StrPA2H: +7; StrPAOH: +2 > > xDCs:: Str: 18; Dex: 15; Con: 16; Int: 14; Wis: 14; Cha: 16 > > xFeat:: 2/3 (1) > > xClasSkil:: Climb, Escape Artist, Intimidate, Perception, Sense Motive, Stealth, Swim > > SaveDiff:: +/- 3 > > xLang:: 0/1 (1) <div class="grid-container"><div class="MON">Orlythys</div> <div class="CR">CR 6 (2,400 XP)</div> <div class="SOU">Dragon #285</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> NE Large Outsider (aquatic, evil, water) **Init** +2 **Senses** darkvision 60 ft.; **Perception** +12 #### defense **AC** 15, 11 touch, 13 flat-footed (+2 Dex, +4 natural, -1 size) **hp** 48 (6d10+18) **Fort** +5, **Refl** +7, **Will** +6 **Feint** 22, **Demoralize** 17 **Immune** bludgeoning #### offense **Speed** 10 ft., swim 40 ft. **Melee** 4 claws +13 (1d8+8 plus grab), bite +13, **Space** 5 ft., **Reach** 5 ft. **Special Attacks** dehydration ray, enslave elemental, fog cloud, spawn water elemental **Spell-Like Abilities** (CL 6th; Concentration +9) > **At will**— create water, detect magic, faerie fire, cause fear, soften earth and stone, grease > **3/day**— dispel magic, gaseous form, control water, solid fog, fear #### statistics **Str** 20, **Dex** 14, **Con** 16, **Int** 12, **Wis** 12, **Cha** 16 **BAB** +6, **CMB** +12, **CMD** 24, **TA** +10, **RTA** +7 **Feats** [[Alertness]], [[Spell Penetration]] **Skills** Climb +11, Escape Artist +8, Intimidate +9, Perception +12, Sense Motive +12, Stealth +9, Swim +19 **Languages** #### special abilities ### Dehydration Ray (Su) Once every 1d6 rounds, the orlythys can shoot a pale blue beam at any living creature within 30 feet. This is a move-equivalent action and requires a successful ranged touch attack. A victim hit by the ray must make a Fortitude save (DC 16) or take 1d6 points of temporary Constitution damage as water is drawn out of victim and transmitted along the beam into the orlythys's body where it is stored in a specialized stomach-like organ called an ilisac. An orlythys can only hold up to 10 points of drained Constitution in this manner at a time. ### Enslave Elemental (Su) Three times a day, an orlythys can attempt to enslave any elemental within 30 feet. The target must succeed at a Will saving throw (DC 16), or be affected as though by a dominate monster spell cast by a 20th-level sorcerer. ### Fog Cloud (Su) Once every 10 minutes, the orlythys can emit dense clouds of moist fog as a free action. This fog surrounds the creature entirely, affording it half concealment (20% miss chance) and fire resistance 5. This fog cloud persists for 1d10 rounds before dissipating. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. ### Spawn Water Elemental (Su) An orlythys that has 10 points of Constitution stored in its ilisac can spawn a Medium-size water elemental as a full-round action. The spawned water elemental is automatically enslaved by its creator, and this counts against the three times per day limit that an orlythys can enslave an elemental (see Enslave Elemental, below). The spawned elemental attacks on the next initiative of the orlythys. Spawning an elemental in this manner completely depletes the stored Constitution points held in the orlythys's ilisac.