Fiendish Snake

Akeyra the Constrictor's page

53 posts. Alias of StephNyan.


Full Name

Akeyra II

Race

(HP -22/51 | AC:21 | T:14 | FF:16 | CMB:10 [+4 Grapple] | CMD:24 | Fort:+8 | Ref:+8 | Will:+5 [+4 vs. Enchant] | Init:+3 | Perc:+6 | Speed:20 ft.)

Gender

DEAD F Constrictor Animal Companion/7

Size

Large

Age

1

Alignment

Neutral

Location

At Shayla's side

Strength 24
Dexterity 17
Constitution 17
Intelligence 2
Wisdom 12
Charisma 2

About Akeyra the Constrictor

Animal companion - Constrictor (Akeyra)
Owner: Shayla Amye

Size: Large
Speed: 20 ft., climb 20 ft., swim 20 ft.
HP 51 (6x4.5 +6 Toughness +6x3 Con)
AC 21 (10 +7 Natural Armor +1 Dodge +3 Dex)
Base Atk +4; Fort Save +8 (+5 Base +3 Con); Ref Save +8 (+5 Base +3 Dex); Will Save +5 [+4 vs. Enchant] (+2 Feat +2 Base +1 Wis)

Ability Scores: Str 25 (23 +2 S/D bonus), Dex 17 (15 +2 S/D bonus), Con 17, Int 2 (1 +1 Lv.4), Wis 12, Cha 2
Companion Abilities: Devotion; Evasion; Link; Share Spells
Special Qualities: Low-light vision; Scent
Feats: Dodge; Iron Will; Toughness

Melee: Bite
Damage: 1d4 +10 +1[+4 or +2 Fav Enemy] plus Grab; Constrict 1d4 +10 +1 [+4 or +2 Fav Enemy]
Attack roll: +12 [+4 or +2 Fav Enemy] (+4 Base Atk +7 Str +1 Enhancement)
Crit: x2
(+4 bonus on Grapple checks for having the Grab special ability)

Skills (6):
Acrobatics +7 (1 +3 Class +3 Dex)
Climb +11 (1 +3 Class +7 Str)
Perception +6 (2 +3 Class +1 Wis)
Stealth +7 (1 +3 Class +3 Dex)
Swim +11 (1 +3 Class +7 Str)

Equipment
Wearing
-

Encumbrance: -; Light Load, (Light Load up to 233lbs., Medium up to 466lbs., Heavy up to 700lbs.)

Tricks (6 + 3 Bonus Tricks)

Attack [All]: The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Come: The animal comes to you, even if it normally would not do so.

Defend: The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.

Down: The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

Exclusive: The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer's serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of a charm animal spell), though this does not prevent it from being controlled by other enchantment spells (such as dominate animal), and the animal still otherwise acts as a friendly or helpful creature when applicable.

Fetch: The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.

Flee: The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.

Guard: The animal stays in place and prevents others from approaching.