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Monster Madness: Golcodulus

November 9, 6:31 AMRPG ExaminerMichael Tresca
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Golcodulus
Bad dog! (Courtesy PhyrePh0X)

If you think Ondoculi are dangerous, wait to you see their pet dogs!

Golcoduli are canines with sharp teeth, muscular bodies, and a long, whip-like tail. They also have a keen sense of smell, because they're dog-like.

In combat, Golcoduli bite and slap people with their four-foot-long tails.  But that's not enough for the pets of two-headed, four-armed, three-legged bald dudes.  Oh no. You'd think that Golcoduli would have eight eyes and seventeen paws, but they are versatile in a much more subtle way: they have a breath weapon that inflicts two different damage types.

Golcoduli can breathe, at a very short range, a combination of fire and acid. Since the range is so short, their favorite method to take down opponents is bite and then puke on them.  Then they lock their jaws onto the opponent and keep on puking.  Its like The Fly meets Beverly Hills Chihuahua.

You can tell that the Golcoduli aren't really fond of the Ondoculi either, because they aren't content to be just pets.  

The larger and more intelligent members of this species can walk partially upright on two legs and speak a rough form of Ondocolum.

ONDOCULUS: "Attack those adventurers, my furry hounds!"

GOLCODULUS: "Who you calling a dog, BIATCH?"

Every Ondoculus comes with up to six Golcoduli. Since you can encounter up to 40 Ondoculi, it's possible to have 240 Golcoduli.  And trust me, you do not want 240 Golcoduli.  One of the benefits of requiring miniatures in the more recent versions of Dungeons & Dragons is that it keeps game masters from doing stupid crap like generating impossibly large numbers of monsters that could never fit in a room – when you use a battle map you actually have to keep track of how many there are.  And who has 240 of the same miniature anyway?

An Ondoculus cleric can supposedly summon large numbers of Golcoduli "if in trouble." But I'm pretty sure 240 is enough, thanks.

Golcodulus          (CR 3, HD 2d10+2)
LE Medium Magical Beast
Init +1 Spd 40
Senses Scent (Ex); Darkvision (Ex): 60 ft.; Low-light Vision (Ex) | Listen +1, Spot +1

AC 17 (FF 16, Touch 11)
hp 13 (Disabled -1/Dying -13/Injury 13)
Saves: Fort +4, Ref +4, Will +3

Atk +3 base melee, +3 base ranged; Grapple +3;
        +3 Melee (Bite 1d6+1/crit 20/x2) and +1 Melee (Tail Slap 1d4/crit 20/x2);
        +3 Melee (Tail Slap 1d4+1/crit 20/x2);
SA: Breath Weapon (Su) , Breath Weapon DC: 13 , Fiery Bite (Su) , Breath Weapon Type: 5 ft. Cone of Fire , Breath Weapon Type: 5 ft. Cone of Acid , Attach (Ex)

Abilities STR 13, DEX 13, CON 13, INT 6, WIS 10, CHA 6
Feats: Multiattack, Track.
Skills: Hide + 7, Jump + 5, Listen + 1, Move Silently + 7, Spot + 1, Survival + 1.

Breath Weapon (Su): 5-foot cone, once every 1d4 rounds, damage 1d3 fire plus 1d3 acid, Reflex DC 13 half. The save DC is Constitution-based. The fiery breath also ignites any flammable materials within the cone. Golcoduli an use their breath weapon while biting.

Caustic Bite (Su): A Golcoduli deals an extra 1d3 points of fire plus 1d3 points of acid damage every time it bites an opponent.

Attach (Ex): If a Golcodulus hits with a bite attack, it uses its powerful jaws to latch onto the opponent's body and automatically deals bite damage each round it remains attached. An attached Golcodulus loses its Dexterity bonus to Armor Class and has an AC of 12. An attached Golcodulus can be struck with a weapon or grappled itself. To remove an attached Golcodulus through grappling, the opponent must achieve a pin against the creature.

Skills: Golcoduli have a +5 racial bonus on Hide and Move Silently checks. They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.

For more info: See the Open Game License declaration.

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