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Author Topic: Time To Design Some Monsters  (Read 1055 times)
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bkdubs123
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« on: October 09, 2009, 08:28:32 PM »

Okay, so I've only worked on monster design in a very, very fleeting capacity, but I think it's probably time I approached the bench and delved into this area of game design a bit more. Mostly... I'm bored. Anyway, without further ado - let's get it on!

Size & Type/Subtypes
Hit Dice:
Initiative:
Speed:
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Level Adjustment:

Hag King

Large Monstrous Humanoid
Hit Dice: 12d8+48 (Improved Toughness) (108hp)
Initiative: +7
Speed: 50ft (10 squares) land, 30ft (6 squares) climb
Armor Class: 32 (-1 size, +3 Dex, +15 Natural, +5 Deflection), touch 17, flat-footed 29
Base Attack/Grapple: +12/+25
Attack: Bite +20 melee (1d8+14), Claw +20 melee (1d6+9), Fellblade +22 melee (1d12+11, +2d6 vs Good)
Full Attack: Fellblade +22/+17/+12, Claw +15, Bite +15
Space/Reach: 10ft/10ft
Special Attacks: Awful Presence, Fellvenom, Improved Grab, Poison, Sneak Attack +2d6, Steal Spell (3rd), Steal Spell-like Ability, Throat Slit
Special Qualities: Damage Reduction 10/good and magic, Darkvision 120ft, Spell Resistance 23
Saves: Fort +7, Ref +11, Will +13
Abilities: Str 28, Dex 16, Con 16, Int 20, Wis 10, Cha 20
Skills: Appraise +10, Diplomacy, +10, Hide +18, Intimidate +20, Jump +14, Knowledge (History) +10, Knowledge (Arcane) +10, Listen +15, Move Silently +18, Spot +15, Tumble +13
Feats: Improved Initiative, Force of Personality, Leadership, Improved Toughness, Telling Blow
Environment: Marshes
Organization: Solitary or Hagdom (1 Hag King, 1 Cohort, 3-9 hags of any kind, 2-4 ogre mages, 4-12 ogres, Hag King's followers)
Challenge Rating: 10?
Treasure: Double coins, standard goods and items
Alignment: Always Lawful Evil
Advancement: By character class
Level Adjustment: --
Equipment: 2 Vials of Drow Sleep Poison, 1 Vial of Giant Centipede Venom

The figure before you reeks of decay, resembling a regal, if ancient, human man standing imposingly tall. Its dry gray skin cracks and flakes as it moves, though this doesn't appear to bother it. It flexes an empty clawed hand menacingly as you approach, while in its other hand it wields a terrible sword of dark power.

It has long been a topic of discussion what evil stirs together coveys of Hags and bends their powers to its will. The Hag King appears to be a domineering male specimen of the Hag species, previously thought to be an asexual, albeit female appearing, race. His commanding presence and raw power make him a suitable tyrant and he is often found lording over small hordes of Hags and other evil humanoids. While Hags in general may be encountered alongside evil Giants, Hag Kings harbor a fierce animosity toward Giants, and will brook none as rivals to his authority.

Hag Kings stand around 10ft tall, and weigh anywhere from 400 to 500 lbs.

Combat
Unlike his Hag underlings, a Hag King prefers a more direct melee approach to combat. His physical prowess however, does not detract from his supernatural and magical power, and he is capable of cunning battlefield control if pressed by multiple elusive opponents.

The Hag King's Fellblade functions as a +2 Large Keen Unholy Bastard Sword, although it is conjured by some dark force. As such, when the Hag King is slain the Fellblade is reduced to ash and vile smoke. A Hag King may elect not to wield his Fellblade in combat, if he does he instead makes use of his Claws as a primary attack, gaining two Claw attacks at +20 to hit, and his Bite attack as a secondary at +15 to hit.

Awful Presence (Su): Hag Kings are terrible and awe inspiring to behold. As such they add their Charisma modifier to their armor class as a deflection bonus. Further, any time the Hag King makes a charge attack, or uses a Spell-like Ability, all creatures within 15ft of the Hag King must succeed on a Will saving throw (DC 21) or become Shaken for 1d4+1 rounds. The save DC is charisma based.

Fellvenom (Su): The save DC of any poison applied to a Hag King's Fellblade is increased by his Charisma modifier, and the secondary effects of any contact or injury poisons delivered by a Fellblade's attack take effect 1d4 rounds after being delivered rather than 1 minute later.

Improved Grab (Ex): To use this ability the Hag King must hit a Large or smaller opponent with a Claw attack. It can then attempt to start a grapple with the struck creature as a free action without provoking an attack of opportunity.

Poison (Ex): A Hag King's Claw attacks carry a powerful natural poison (Fort save DC 19). Injury, initial damage Paralysis 1d4 rounds and 1d6 strength, secondary damage 2d6 strength. The save DC is constitution based.

Sneak Attack (Ex): A Hag King deals 2d6 extra damage anytime his attack qualifies for a Sneak Attack, as a Rogue of 12th level.

Spell-like Abilities (Sp): At Will---Jump, Obscuring Mist, Shock and Awe, Swim; 3/day---Fog Cloud, Confusion (DC 18); 1/day---Solid Fog, Fear (DC 19). Caster level 12th. Save DCs are intelligence based.

Steal Spell (Su): A Hag King can sacrifice 1d6 Sneak Attack damage to steal spells up to 3rd level as a Spellthief.

Steal Spell-like Ability (Su): A Hag King can sacrifice 1d6 Sneak Attack damage to steal spell-like abilities as a Spellthief.

Throat Slit (Ex): A Hag King may make a Coup de Grace attack against any helpless creature he has grabbed or is grappling as a swift action and without provoking attacks of opportunity.

-----------

Can't find art for the above. Sad Hopefully, I'll make some more monsters soon. Smile
« Last Edit: July 02, 2011, 03:01:32 PM by bkdubs123 » Logged
Radmelon
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« Reply #1 on: October 09, 2009, 10:54:46 PM »

Nice!  Big Grin

Title sounds like a game show...  Tongue
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bhu
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« Reply #2 on: October 10, 2009, 05:43:44 AM »

Why cant it bite during a full attack?
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bkdubs123
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« Reply #3 on: October 10, 2009, 05:49:05 AM »

Okay, so why don't I begin an installment I'd like to call, "Deities That Don't Suck?" Sound good to anyone else? Good. No more 40th level characters with Divine Rank bull. These deities are going to be all about divine supremacy and unique and overwhelmingly powerful abilities. Divine Rank will remain, but will be slightly modified, domains and portfolios are good. Most deities will not have class levels at all, they will simply possess their own incredible features, but some deities who have ascended from mortality to godhood (Vecna) will have class levels and Deific features that build upon and enhance their existing class features.

Bahamut - Bahamut isn't that bad. He's already designed as a unique sort of creature, although all those lame spells and SLAs bother me. I'll come back to Bahamut after I've finished a couple of the other deities. He'll need to be amped up, but at least there's a decent foundation to work with.

Boccob, Lord of All Mages (Near Complete)
Medium Deity*
Divine Rank: 17
Hit Dice: 85d12+1530 (2550hp)
Initiative: +37
Speed: 60ft (12 squares) land; 120ft (24 squares) fly, average maneuverability; 30ft (6 squares) teleportation
Armor Class: 139 (+20 Armor, +17 Divine, +17 Dex, +14 Deflection, +33 Insight, +28 Natural), touch 91, flat-footed 89
Attacks: Staff of Boccob +79 (14d6+31)
Full Attack: Staff of Boccob +79/+79/+74/+69/+64
Space/Reach: 5ft/5ft
Special Attacks: Spells, Doublecast, Boccob's Counterspell, Boccob's Dysjunction, Boccob's Gaze, Infinite Contingencies, Nailed to the Sky, Momento Mori, Spell Worm
Special Qualities: Deity Traits*, Arcane Immunity, Universal Specialist, Spellcasting Supremacy
Saves: Fort +68 Ref +83 Will +77
Abilities: Str 39 Dex 45 Con 46 Int 77 Wis 67 Cha 39
Skills: Do skills even matter at this point?
Feats: Spell Focus (All), Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximize Spell, Quicken Spell, Silent Spell, Widen Spell, Chain Spell, Energy Admixture, Energy Substitution, Explosive Spell, Persistent Spell, Repeat Spell, Sculpt Spell, Transdimensional Spell, Magic Device Attunement, Metamagic School Focus (All), Metamagic Spell Trigger, Scribe Scroll, Brew Potion, Craft Wand, Craft Staff, Craft Epic Staff, Enhance Spell, Improved Heighten Spell, Improved Metamagic, Multispell, Supreme Initiative
Environment: The Outlands
Organization: Solitary
Challenge Rating: ?
Treasure: Quadruple Standard
Alignment: Neutral
Advancement: --
Level Adjustment: --
Equipment: The Staff of Boccob, Boccob's Spellbook, Boccob's Robe, Talisman of True Annihilation

Spells (Sp): Boccob knows every Arcane spell, and can cast these spells at-will able to apply his metamagic feats to these spells for slots up to 19th level.

Doublecast (Ex): With a single standard action, Boccob can cast any two Arcane spells of 12th level or lower at the same time.

Boccob's Counterspell (Ex): Boccob need not ready an action to counterspell, but can attempt to counterspell once each round as an immediate action. He can use this ability to ruin spell-like and supernatural abilities that mimic spells.

Boccob's Dysjunction (Su): Whenever Boccob strikes a foe with The Staff of Boccob that foe loses all spellcasting ability for 24 hours, and is subject to the effects of the Mage's Dysjunction spell along with all of its equipment.

Boccob's Gaze (Su): Boccob detects magical auras at all times as though under the constant influence of the Greater Arcane Sight spell, and pierces all unnatural veils as if under the constant influence of the True Seeing spell. Boccob knows the caster level of any creature he looks upon and knows all spells that creature knows.

Infinite Contingencies (Ex): Boccob can cast any 9th level or lower Arcane spell as an immediate action.

Arcane Immunity (Su): Boccob is immune to all Arcane spells of 9th level and lower.

Universal Specialist (Ex): Any effect, feat, feature Boccob possesses or uses that references a single school of magic applies to all schools of magic for Boccob whenever that would be beneficial to him.

Spellcasting Supremacy (Ex): Boccob automatically overcomes the Spell Resistance of mortals, and gains a +37 bonus to his caster level to overcome the SR of other creatures. Further, he never provokes attacks of opportunity for casting spells while threatened. Finally, he ignores all components of any Arcane spells he casts.

(Obviously this is incomplete, but I'll come back to it. Deity traits need fully outlined, and his other special attacks need explained.)

Corellon, Creator of the Elves (In Progress)
Medium Deity
Divine Rank: 19
Hit Dice: 95d12+1805 (2945hp)
Initiative: +27
Speed: 120ft (24 squares) land, 60ft (12 squares) teleportation
Armor Class: 163 (+33 Armor, +19 Divine, +27 Dex, +30 Deflection, +13 Dodge, +20 Insight, +31 Natural), touch 99, flat-footed 123
Attacks: Simblemyrna +160 (14d6+60), Silverymoon +160 (17d6+35)
Full Attack: Simblemyrna +160/+155/+150/+150/+145/+140 or Silverymoon +160/+150/+145/+140
Space/Reach: 5ft/15ft
Special Attacks: Maneuvers, Doubleslash, Moonstrike,
Special Qualities: Deity Traits, Weapon Aptitude, Supreme Uncanny Dodge, Impossible Alacrity, Initiating Supremacy
Saves: Fort +82 Ref +90 Will +93
Abilities: Str 56 Dex 64 Con 48 Int 50 Wis 56 Cha 70
Skills: Do skills even matter at this point?
Feats: Weapon Finesse, Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Melee Weapon Mastery, Ranged Weapon Mastery, Weapon Supremacy, ? ? ? ?...
Environment: Arborea
Organization: Solitary
Challenge Rating: ?
Treasure: Quadruple Standard
Alignment: Chaotic Good
Advancement: --
Level Adjustment: --
Equipment: Simblemyrna, Silverymoon

Impossible Alacrity (Ex): Corellon is able to make a full attack as a standard action. Further, during his turn he may take two swift actions, two move actions, and two standard actions. He may take a full-round action by sacrificing one swift, one move, and one standard action. Finally, he may use an immediate action even if he has used one or two swift actions during his turn.

Island in Time (Ex): Once per encounter, Corellon may take an extra turn as an immediate action.

To be continued...
« Last Edit: October 14, 2009, 06:12:49 AM by bkdubs123 » Logged
bkdubs123
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« Reply #4 on: October 10, 2009, 05:50:28 AM »

Why cant it bite during a full attack?

Wow. I don't know. Earlier the line of thought was that creatures can't use more than one form of secondary attack, but now that I actually put any thought into it I realize how false that is.
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bhu
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Convincing the rich whale fat enemas are healthy


« Reply #5 on: October 10, 2009, 06:36:16 AM »

Also: Wisdom 10?

Not nitpicking just curious  Tongue

he does have to ride herd over that harem after all...
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Radmelon
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« Reply #6 on: October 14, 2009, 09:33:38 PM »

Update plox?  Rolls Eyes
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bkdubs123
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« Reply #7 on: November 02, 2009, 01:51:26 PM »

Kryptonian Bruiser
Medium Outsider
Hit Dice: 20d8+300 (400hp)
Initiative: +10
Speed: 300,000ft (land), 60,000ft (fly)
Armor Class: 39 (10, +10 Dex, +15 Natural, +2 Insight, +2 Deflection)
Base Attack/Grapple: +20/+45
Attack: Unarmed Strike +45 2d8+25, Slam +45 5d10+37
Full Attack: +45/+40/+35/+30 Unarmed Strike, or +45 Slam
Space/Reach: 5ft/5ft
Special Attacks: Superior Bull Rush, Heat Vision, Super Breath, Super Senses, Super Speed
Special Qualities: Powerful Build, Starmetal Vulnerability, Damage Reduction 40/Starmetal or Magic and Cold Iron/Adamantine, Acid/Cold/Fire/Electricity Resistance 30, Regeneration 20/Starmetal
Saves: Fort +27, Ref +22, Will +14
Abilities: Str 60, Dex 30, Con 40, Int 12, Wis 14, Cha 14
Skills: Climb +48, Diplomacy +25, Intimidate +25, Jump +48, Knowledge (Planes) +24, Listen +43, Search +43, Spot +43
Feats: Improved Unarmed Strike, Power Attack, Run, Improved Bull Rush, Hover, Superior Unarmed Strike, Flyby Attack, Improved Flyby Attack
Environment: Krypton or Material Plane
Organization: Solitary
Challenge Rating: 18
Treasure: 1/2 Standard
Alignment: Usually Neutral Good
Advancement: By character class
Level Adjustment: --

Superior Bull Rush (Ex): Whenever a Kryptonian Bruiser successfully Bull Rushes a foe he may make a single Slam attack at his highest attack bonus dealing 5d10 damage +1.5 x his Strength bonus. If he bull rushes a foe into a solid surface he deals the creature and the surface an extra 5d10 damage +3 x his Strength bonus (Fort DC 37 halves). If enough damage is dealt to destroy the surface, the Kryptonian Bruiser may continue moving his foe if he has movement left from his Bull Rush check.

Heat Vision (Su): As a standard action, a Kryptonian Bruiser can release either one highly concentrated line of fire from his eyes, or may sweep through a cone area with fire from his eyes, albeit with less raw power. The single line effects an area 200ft long, 5ft wide and deals 15d6 fire damage to all creatures in the area (Reflex DC 37 halves). The second option effects a cone-shaped area 60ft long and deals 12d6 fire damage to all creatures in the area (Reflex DC 35 halves). After using Heat Vision, a Kryptonian Bruiser must wait 1d4 rounds before he is able to use it again.

Super Breath (Ex): As a full round action that provokes attacks of opportunity, a Kryptonian Bruiser can take in his deepest breath and release it as an enormous quantity of compressed air. This ability effects a cone-shaped area 100ft long and deals 8d6 cold damage to all creatures in the area and Large or smaller creatures are Blown Away, Huge creatures are Knocked Down, and Gargantuan or Colossal creatures are Checked (Fort DC 35 halves damage and negates the wind effect). After using Super Breath, a Kryptonian Bruiser must wait 1d4 rounds before he is able to use it again.

Super Senses (Ex): Kryptonian Bruisers get a +20 racial bonus to Listen, Search and Spot checks, and have Blindsense out to 120ft, Low-light Vision out to 600ft, and Darkvision out to 240ft. Kryptonian Brusiers don't take penalties to Listen, Search or Spot checks for distance. Further, as a move action, a Kryptonian Bruiser can see through any materials he chooses, except Lead, Adamantium, or Starmetal, out to 120ft as if with X-Ray Vision.

Super Speed (Ex): Once per hour a Kryptonian Bruiser may move at 5 times his normal speeds. He may do this for up to 10 rounds per hour. At the end of which he must make a Fort save DC 25 +2/round used consecutively. If he succeeds he is fatigued for the rest of the hour. If he fails he is exhausted for the rest of the hour, then fatigued for the rest of the day. While fatigued or exhausted he cannot use Super Speed.

Starmetal Vulnerability (Ex): Kryptonian Bruisers are notoriously vulnerable to Starmetal. While within 10ft of any quantity of Starmetal a Kryptonian Bruiser is sickened. If he is brought into contact with Starmetal he must succeed on a Fort saving throw (DC 32 +2/6 cubic inches of Starmetal, or +1/value of enhancement bonus of a Starmetal weapon) or become nauseated for 1 round. Further, Starmetal weapons deal 1.5 times as much damage to a Kryptonian Bruiser than normal weapons (in addition to dealing lethal damage and overcoming his Damage Reduction).
« Last Edit: March 24, 2011, 03:24:28 AM by bkdubs123 » Logged
Radmelon
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« Reply #8 on: November 04, 2009, 09:03:02 PM »

Quote
Kryptonian Bruiser
Rolls Eyes
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bkdubs123
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« Reply #9 on: November 09, 2009, 11:13:01 AM »

@Radmelon: Would you rather I named it something different? Wink

Frigid Damsel (As of now, incomplete, will get back to this)
Medium Undead [Humanoid, Incorporeal]
Hit Dice: 18d12+54 (176 hp)
Initiative: +6
Speed: 30ft land, 15ft fly (clumsy)
Armor Class: 31 (10 +6 Dex +9 Natural +6 Deflection)
Base Attack/Grapple: +9/+17
Attack: Incorporeal Touch +17 (3d6+6 Cold), Icicle Edge +19 (2d6+14 +3d6+6 Cold)
Full Attack: Incorporeal Touch +17/+12, or Icicle Edge +19/+14
Space/Reach: 5ft/5ft
Special Attacks: Freezing Aura, Glacial Reaver, Icicle Edge, Spell-like Abilities
Special Qualities: Undead Traits, Regeneration 10/fire, Cold Immunity
Saves: Fort +6 Ref +12 Will +17
Abilities: Str 27 Dex 22 Con -- Int 12 Wis 8 Cha 22
Skills: Bluff +28, Climb +30, Knowledge (Arcane) +23, Knowledge (Religion) +23, Swim +30
Feats: Force of Personality, Sudden Extend, Sudden Maximize, Sudden Piercing Cold, Unnatural Will
Environment: Cold Mountains, or Plane of Shadows
Organization: Solitary or Shroud (4-6)
Challenge Rating: 14
Treasure: Standard
Alignment: Neutral Evil
Advancement: 26 HD (Large)
Level Adjustment: --

This white-blue, spectral maiden, in long tattered garments looks much more solid than other wraiths, the ectoplasm of her form is joined by the frost of unnatural cold. She appears fair to the eye until she lashes out, the truth of her unlife suddenly borne forth for all to see, as in her ire her features and limbs seem to corrode and rot instantly. Frigid Damsels prefer to deceive their prey with their charm and appearance and attack when least expected.

The saving throw DC against the Frigid Damsel's special attacks is 23.


Freezing Aura (Su): 30ft. At the beginning of each other creature's turn within 30ft of the Damsel, that creature is dealt 2d6 Cold damage and must make a Fort save. Failure means fatigue. Two failures means exhaustion. Three failures means frozen solid. A creature this is frozen solid is immobilized and begins to be trapped by a sheath of ice. The first round after having been frozen the sheath is one inch think. Every round thereafter the ice grows by 2 additional inches. A creature that is frozen solid continues to take cold damage from this aura. A creature can be broken free by attacking the ice physically, or by melting it with fire (either can be dangerous). Follow the standard damage for attacking an object made of ice. Any excess damage dealt to the ice is dealt to the frozen creature.

Glacial Reaver (Su): Standard Action. Deals 4d6 slashing/piercing damage and 4d6 cold damage to a 15ft cone-shaped area. Fort save negates the cold damage. The area becomes difficult terrain. Creatures that failed their Fort saves are also pushed to an empty square adjacent to the edge of the area, or if there are no such squares are pushed to the closest empty square and dealt 2d6 bludgeoning damage and knocked prone. After using Glacial Reaver, Damsel must wait 1d4 rounds before using it again.

Icicle Edge (Su): Move Action. Can alter her means of attack from her default Incorporeal Touch to a corporeal greatsword which delivers the normal cold damage of her touch as well as the powerful blow of the greatsword itself. Attacks with Icicle Edge are considered to be a +2 Ghost Touch Cold Iron Greatsword, and as such are not resolved as touch attacks. Can revert back to Incorporeal Touch as a free action.

Spell-like Abilities (Sp): At-Will - Lesser Shivering Touch, Sleet Storm; 3/day - Cold of Cold (DC 21), Gelid Blood (DC 20); 1/day - Heartfreeze (DC 22).
« Last Edit: March 14, 2011, 04:04:18 AM by bkdubs123 » Logged
Radmelon
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« Reply #10 on: November 09, 2009, 07:41:02 PM »

I like this Ice undead thing, CR seems a bit low.
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bkdubs123
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« Reply #11 on: November 10, 2009, 07:33:04 PM »

I like this Ice undead thing, CR seems a bit low.

Mm. Probably right there. Raised to 12 for now. The spell-likes do make her more of a threat.
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bkdubs123
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« Reply #12 on: July 02, 2011, 02:02:40 PM »

Garmoa
Medium Animal
Hit Dice: 6d8+18 (49)
Initiative: +7
Speed: 40ft land
Armor Class: 19 (+3 Dex, +6 Natural), touch 13, flat-footed 16
Base Attack/Grapple: +4/+12
Attack: Bite +8 melee (2d6+6)
Full Attack: Bite +8 melee (2d6+6)
Space/Reach: 5ft/5ft
Special Attacks: Improved Grab, Powerful Jaws, Swallow Whole, Talon Pounce, Trip
Special Qualities: Low-Light Vision
Saves: Fort +8, Ref +8, Will +4
Abilities: Str 19, Dex 17, Con 17, Int 1, Wis 14, Cha 11
Skills: Listen +11, Spot +11
Feats: Improved Grapple, Improved Initiative, Run
Environment: Warm Plains
Organization: Solitary or Pack (3-9)
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Level Adjustment: --

The Garmoa sports powerful hind legs which it stands on, two stubby unclawed arms, and a massive toucan-like beak larger than a human head. It's arms and legs are scaled and durable, built like a raptor's, while the rest of its body is covered in shaggy fur in shades of brown, white, and grey. Even more strangely are the feathers that sprout from the Garmoa's shoulders and hind-quarters, though no wings or tail are to be seen. Garmoas are deadly hunters with a natural cunning. They often organize into packs to dart into humanoid settlements and snatch up children.

Improved Grab (Ex): To use this ability, a Garmoa must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.

Powerful Jaws (Ex): A Garmoa's bite attack deals damage as if it were one size category larger, threatens a critical on a roll of 19-20, and has a critical multiplier of x3.

Swallow Whole (Ex): A Garmoa can try to swallow a grabbed opponent at least one size smaller by making a successful grapple check. The swallowed creature takes 1d8+4 points of bludgeoning damage and 2 points of acid damage per round from the Garmoa’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 14 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Medium Garmoa’s gizzard can hold 1 Small, 2 Tiny, or 8 Diminutive or smaller opponents. A Garmoa with a full gizzard moves at half speed and takes a -4 penalty to Dexterity.

Talon Pounce (Ex): Though a Garmoa's arms are unclawed, the talons on its hind legs are designed specifically for raking foes and rending through armor. On a charge, a Garmoa may make a special Rake attack with the talons on its hind legs, in addition to its bite attack. This attack is made at the Garmoa's highest attack bonus and deals 2d4+2 damage both to the foe and any armor worn by the foe. Every 5 points dealt to a foe with natural armor reduces that natural armor by 1 point. Reduced natural armor is recovered at the same rate as ability score damage.

Trip (Ex): A Garmoa that hits with a bite attack can attempt to trip the opponent (+4 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Garmoa.
« Last Edit: July 02, 2011, 05:12:39 PM by bkdubs123 » Logged
bhu
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Convincing the rich whale fat enemas are healthy


« Reply #13 on: July 02, 2011, 03:58:43 PM »

not all 3 no
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bkdubs123
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« Reply #14 on: July 02, 2011, 05:09:34 PM »

Well, there you have it.
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