# Tooth Beast >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >claws: 1d6 (×2) > >bite: 1d8 (×2) > >Melee/Ranged: +13/+4 > >Secondary: +8/-1 > >Multiattack: +11/+2 > >M/R_PA: +11/+2 > >2nd/PA: +6/-3 > >MA_PA: +9/+0 > >Itterative: 2 > > xDmg:: Str: +8; Str2: +12; StrOH: +4; StrPA: +12; StrPA2H: +18; StrPAOH: +6 > > xDCs:: Str: 22; Dex: 13; Con: 19; Int: 10; Wis: 14; Cha: 13 > > xFeat:: 3/4 (1) > > > > > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Tooth Beast</div> <div class="CR">CR 7 (3,200 XP)</div> <div class="SOU">Tome of Magic</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Large Aberration **Init** -1 **Senses** blindsight 120 ft.; **Perception** +0 #### defense **AC** 22, 8 touch, 23 flat-footed (-1 Dex, +14 natural, -1 size) **hp** 72 (8d8+40) **Fort** +7, **Refl** +1, **Will** +6 **Feint** 16, **Demoralize** 18 #### offense **Speed** 10 ft. **Melee** 2 claws +14 (1d8+8), bite +13 (1d8+8) **Space** 10 ft., **Reach** 5 ft. **Special Attacks** frightful moan, sprint after fear #### statistics **Str** 27, **Dex** 8, **Con** 21, **Int** 2, **Wis** 10, **Cha** 8 **BAB** +6, **CMB** +13, **CMD** 22, **TA** +13, **RTA** +4 **Feats** [[Multiattack]], [[Power Attack]], [[Weapon Focus]] (claw) **Skills** Acrobatics +10 (-8 when jumping), Perception +0 **Languages** #### special abilities ### Frightful Moan (Su) As a standard action, a tooth beast can emit a frightful moan. Every creature within 30 feet that hears it howl must succeed on a DC 13 Will save or be frightened for 1 round and shaken for 1 round thereafter. All tooth beasts have immunity to this attack. Frightful moan is a sonic mind-affecting fear ability, and the save DC is Charisma-based. ### Sprint after Fear (Ex) A tooth beast can sense fear in creatures within range of its blindsight, and it can move at a speed of 60 feet (or charge at 120 feet) to end its movement next to a creature affected by any sort of fear condition. During such a charge, a tooth beast is slowed in the usual fashion when moving through squares that normally slow movement (such as difficult terrain), and it must follow all other rules for charging.