— Charming Gaze (Su): Any creature within 30 feet that meets the creature’s gaze must make a Will save or be affected as by a charm monster spell (caster level = dochar’s HD). — Confusion (Su): This special attack functions only when the dochar is in werebeast form. The dochar can, by making a loud sound appropriate to its animal form (roaring, barking, braying, or the like), cause confusion (as the spell) in all creatures within 30 feet that hear it. Affected creatures must succeed on a Will save to negate the effects. On a failed save, a creature is affected as by a confusion spell (caster level equals the dochar’s HD) for 1d4 rounds, + 1 round per half HD of the dochar (maximum +6). This is a sonic, mind-affecting effect. A creature that successfully saves cannot be affected again by the same dochar’s confusion ability for one day. A dochar is immune to its own confusion and the confusion of other dochars. — Disease (Ex): The dochar delivers either filth fever or red ache. A dochar is immune to the same disease it delivers with its bite attack. This special attack functions only when the dochar is in hybrid form. A dochar selects which natural attack to apply this to (and once it’s chosen it can never be changed). The save DC is 10+ 1/2 dochar’s HD + its Con modifier. — Lethargy (Su): By speaking or singing (or making a sound normal to its animal form), the dochar can slow all creatures within 60 feet that hear it if they fail a Will save. The slow effects last 1d4 rounds, + 1 round per half HD of the dochar (maximum +6). A bard’s countersong ability allows the creature to attempt a new Will save. This is a sonic mind-affecting effect. A creature that successfully saves cannot be affected again by the same dochar’s lethargy ability for one day. A dochar is immune to its own lethargy and the lethargy of other dochars. — Poison (Ex): The dochar’s bite is poisonous and deals 1d6 points of Dexterity damage. A successful Fortitude saving throw negates the damage. One minute later, another save must be made (same DC) to avoid another 1d6 points of Dexterity damage. This special attack functions only when the dochar is in hybrid form. The save DC is 10 + 1/2 dochar’s HD + its Con modifier. — Sickness Gaze (Su): A creature within 30 feet that meets the creature’s gaze is sickened for a number of rounds equal to half the dochar’s HD (maximum 10 rounds). Affected creatures can attempt a Fortitude save to avoid the effects. Creatures that successfully save cannot be affected by that dochar’s gaze for one day. A delay poison or neutralize poison spell removes the effects from the sickened creature. Creatures that are immune to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throw. A dochar is immune to its own sickness gaze and the sickness gaze of other dochars. — Sleep Gaze (Su): Any creature within 30 feet that meets the creature’s gaze falls asleep for a number of minutes equal to the creature’s HD if it fails a Will save. This ability functions as the sleep spell (caster level = dochar’s HD), but it can affect creatures of any Hit Dice. A dochar is immune to its own sleep gaze and the sleep gaze of other dochars. Group B - Special Attacks (13th - 16th level) — Battle Frenzy (Ex): This special attack functions only when the dochar is in hybrid form. It does not stack with any other rage or battle frenzy ability the dochar may possess. The dochar can work itself into a battle frenzy similar to the barbarian’s rage (+4 Str, +4 Con, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for a number of rounds equal to the dochar’s Con mod, and the dochar suffers no ill effects afterwards. — Beguile (Sp): By speaking or singing (or making a sound normal to its base animal form), the creature can beguile all within 60 feet that hear it if they fail a Will save. A beguiled victim walks toward the dochar, taking the most direct route possible. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Beguiled creatures can take no actions other than to defend themselves. A victim within 5 feet of the dochar stands there and offers no resistance to the dochar’s attacks. The effect continues for as long as the dochar speaks or sings and for 1 round thereafter. A bard’s countersong ability allows the beguiled creature to attempt a new Will save. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same dochar’s beguiling ability for one day. A dochar is immune to its own beguiling ability and the beguiling ability of other dochars. — Blinding Strike (Ex): A dochar that rolls a natural 20 with one natural attack, and confirms the critical hit, destroys the opponent’s eyes. An affected creature is permanently blinded (as the spell). A remove blindness or restoration spell restores the victim’s eyesight. A dochar selects which natural attack to apply this to (and once it’s chosen it can never be changed). This special attack functions only when the dochar is in hybrid form. — Fear (Su): This special attack functions only when the dochar is in hybrid form. The dochar can, by making a loud sound appropriate to its natural animal form (roaring, barking, braying, or the like), unleash a frightening blast of sound. All creatures within 30 feet that hear it must succeed on a Will save or become panicked for 2d4 rounds. Creatures further away but within 200 feet must succeed on a Will save or become frightened for 2d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected again by the same dochar’s fear for one day. A dochar is immune to its own fear effect and the fear effect of other dochars. — Weakness Gaze (Su): Any creature within 30 feet that meets the creature’s gaze takes 1d4+1 points of Strength or Dexterity damage (the ability damage type is chosen when the dochar takes the attack and can never be changed). A successful Fortitude save negates the damage. This ability can be used twice per day and one more time per day per 5 HD of the dochar. A dochar is immune to its own weakness gaze and the weakness gaze of other dochars. Group C - Special Attacks (17th + level) — Ability Damage (Su): This special attack functions only when the dochar is in hybrid form. The dochar can, by making a loud sound appropriate to its natural animal form (roaring, barking, braying, or the like), deal 1d4+1 points of Intelligence, Wisdom, or Charisma damage to all creatures within 30 feet that hear it. The ability damage type is chosen when the dochar takes the attack and can never be changed. This ability can be used once per day and then one additional time per day per 5 HD of the dochar. A successful Will save negates the ability damage. This is a sonic, mind-affecting effect. A creature that successfully saves cannot be affected again by the same dochar’s ability damaging attack for one day. A dochar is immune to its own ability damage effect and the ability damage effect of other dochars. — Despair (Su): This special attack functions only when the dochar is in hybrid form. The dochar can, by making a loud noise appropriate to its natural form (roaring, barking, braying, or the like), instill despair in all creatures within 30 feet. Affected creatures must succeed on a Will save or be paralyzed with fear for a number of rounds equal to half the dochar’s HD (maximum 10 rounds). This is a sonic, mind-affecting fear effect. Whether or not the save is successful, a creature cannot be affected again by the same dochar’s despair ability for one day. A dochar is immune to its own despair ability and the despair ability of other dochars. — Gaze of Ruin (Su): Any creature within 30 feet that meets the creature’s gaze takes 1d6 points of damage per HD of the dochar (maximum 20d6). Affected creatures can attempt a Will save for half. A creature that successfully saves cannot be affected by that dochar’s gaze of ruin again for one day. A dochar is immune to its own gaze of ruin and the gaze of ruin of other dochars. — Petrifying Gaze (Su): Any creature within 30 feet that meets the creature’s gaze turns permanently to stone unless it succeeds on a Fortitude saving throw. A dochar is immune to its own petrifying gaze and the petrifying gaze of other dochars. |