Actions/Abilities/Traits: (OSE)
Action
bite
2 * bite (1d6)
Special
Initiative
Always win initiative in the round of their first attack. +1 to initiative in the round of their second attack.
Special
Ferocity
Attack targets' heads. Targets with 3 HD or less must save versus death or flee.
Special
Climbing
Skilled climbers; can jump up to 5'.
Special
Territorial
Ferociously defend their hunting area from all intruders.
Special
Echolocation
Perceive their surroundings up to 60'. Unaffected by lack of light. If unable to hear (e.g. silence, 15' radius): AC reduced to 8 [11], -4 penalty to attacks.