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« Reply #40 on: February 15, 2011, 03:33:13 AM » |
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I've slowed down unforgivably I know. Let me fix my computer problems and more will be o nthe way.
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« Reply #41 on: February 16, 2011, 12:18:30 AM » |
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Goblins are done. I can do the races that only receive brief mention such as the Moon Men, or I can move on to monsters your choice.
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« Reply #42 on: February 26, 2011, 01:53:16 AM » |
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ooookay I guess Monsters it is then.
You guys still reading this?
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« Reply #43 on: March 11, 2011, 03:59:16 AM » |
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Razorback Large Animal Hit Dice: 5d8+20 (42 hp) Initiative: +0 Speed: 50 ft. (10 squares) Armor Class: 15 (-1 Size, +6 Natural), touch 9, flat-footed 15 Base Attack/Grapple: +3/+13 Attack: Gore +8 melee (1d8+9) Full Attack: Gore +8 melee (1d8+9) Space/Reach: 10 ft./5 ft. Special Attacks: Ferocity Special Qualities: Low Light Vision, Scent Saves: Fort +7, Ref +4, Will +2 Abilities: Str 22, Dex 10, Con 17, Int 2, Wis 13, Cha 4 Skills: Listen +4, Spot +4 Feats: Alertness, Improved Toughness Environment: Cold or Temperate Forests Organization: Solitary or Herd (6-30) Challenge Rating: 2 Treasure: None Alignment: Always Neutral Advancement: 6-7 HD (Large), 8-10 HD (Huge) Level Adjustment: ---
Savage creatures vaguely resembling boars, the Razorbacks are mountains of muscle as large as the largest cattle. Domesticated (barely) by the Barbarian tribes, the Razorbacks will attack and eat anything. If pressed they'll devour bone and strip trees.
Ferocity (Ex): Razorbacks can fight normally even when disabled or dying. Combat: Razorbacks generally charge, and then rip into their opponent. Some of them begin eating opponents even before they're dead.
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« Last Edit: March 23, 2011, 08:56:48 PM by bhu »
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« Reply #44 on: March 23, 2011, 08:56:28 PM » |
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Tusker Huge Animal Hit Dice: 8d8+40 (76 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 14 (-2 Size, +6 Natural), touch 8, flat-footed 14 Base Attack/Grapple: +6/+22 Attack: Gore +12 melee (1d8+12/19-20) Full Attack: Gore +12 melee (1d8+12/19-20) Space/Reach: 15 ft./10 ft. Special Attacks: Powerful Charge Special Qualities: Low Light Vision, Scent Saves: Fort +11, Ref +6, Will +3 Abilities: Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2 Skills: Listen +9, Spot +8 Feats: Alertness, Improved Critical (Gore), Improved Toughness Environment: Cold or Temperate Forests Organization: Solitary or Herd (6-30) Challenge Rating: 4 Treasure: None Alignment: Always Neutral Advancement: 9-13 HD (Huge), 14-24 HD (Gargantuan) Level Adjustment: ---
Tuskers are larger, more ill-tempered cousins of the Razorbacks with nose horns and smaller tusks.
Powerful Charge (Ex): A Tusker does 2d8+16 damage with a successful Charge attack.
Combat: TUskers aren't all that much difference from Razorbacks.
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« Last Edit: March 23, 2011, 09:11:27 PM by bhu »
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« Reply #45 on: March 23, 2011, 09:27:34 PM » |
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Behemoth Huge Animal Hit Dice: 11d8+55 (104 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 15 (-2 Size, +7 Natural), touch 8, flat-footed 15 Base Attack/Grapple: +6/+22 Attack: Gore +14 melee (2d8+15) Full Attack: Gore +14 melee (2d8+15) Space/Reach: 15 ft./10 ft. Special Attacks: Powerful Charge, Frightful Presence Special Qualities: Low Light Vision, Scent Saves: Fort +12, Ref +7, Will +5 Abilities: Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 2 Skills: Listen +10, Spot +10 Feats: Alertness, Improved Natural Attack (Gore), Improved Toughness, Iron Will Environment: Cold or Temperate Forests Organization: Solitary or Herd (6-30) Challenge Rating: 6 Treasure: None Alignment: Always Neutral Advancement: 9-13 HD (Huge), 14-24 HD (Gargantuan) Level Adjustment: ---
Distant cousins of the Razorbacks, the Behemoths are mountains of muscle and bone. Think of giant carnivorous rhinos with tusks instead of horns.
Powerful Charge (Ex): A Behemoth does 4d8+20 damage with a successful Charge attack.
Frightful Presence (Ex): Whenever a Behemoth bellows or performs a Charge attack, all living opponents within 30' must make a DC 15 Willpower Save (Save DC is Charisma based with a +4 Racial Bonus) or be Shaken for the duration of the encounter.
Combat: Again, the Behemoths aren't much different from their smaller cousins.
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« Last Edit: September 13, 2011, 03:58:45 AM by bhu »
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« Reply #46 on: March 23, 2011, 09:28:31 PM » |
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Lo I am returned  Orc critters coming up next
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« Reply #47 on: April 01, 2011, 03:53:32 AM » |
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Carnodon Large Animal Hit Dice: 4d8+12 (30 hp) Initiative: +3 Speed: 50 ft. (10 squares) Armor Class: 14 (-1 Size, +3 Dex, +2 Natural), touch 12, flat-footed 11 Base Attack/Grapple: +3/+11 Attack: Bite +6 melee (1d6+4) Full Attack: Bite +6 melee (1d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Quick Special Qualities: Low Light Vision, Scent, Light Boned Saves: Fort +7, Ref +7, Will +2 Abilities: Str 18, Dex 16, Con 16, Int 2, Wis 13, Cha 2 Skills: Listen +4, Spot +5 Feats: Endurance , Run Environment: Warm Plains or Swamps Organization: Solitary or Herd (6-30) Challenge Rating: 1 Treasure: None Alignment: Always Neutral Advancement: 6-7 HD (Large), 8-10 HD (Huge) Level Adjustment: ---
Carnodons are vicious reptilian predators ridden into battle by the Goblins, little more than a stomach and massive horned head on two clawed legs.
Quick (Ex): Carnodons take no Armor Class Penalty when performing a Charge Attack.
Light Boned (Ex): Carnodons take an additional 1d6 damage from Bludgeoning weapons or impacts such as falling.
Combat: Carnodons are simple creatures. They charge at anything within range that might be food.
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« Last Edit: August 26, 2011, 01:45:19 AM by bhu »
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« Reply #48 on: April 01, 2011, 04:07:24 AM » |
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Necrodon Large Animal Hit Dice: 5d8+20 (42 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 15 (-1 Size, +6 Natural), touch 15, flat-footed 15 Base Attack/Grapple: +3/+13 Attack: Bite +8 melee (1d8+6/19-20) Full Attack: Bite +8 melee (1d8+6/10-20) Space/Reach: 10 ft./5 ft. Special Attacks: Savage Bite Special Qualities: Low Light Vision, Scent Saves: Fort +7, Ref +4, Will +2 Abilities: Str 22, Dex 10, Con 17, Int 2, Wis 13, Cha 4 Skills: Listen +5, Spot +5 Feats: Improved Toughness, Run Environment: Warm Plains or Swamps Organization: Solitary or Herd (6-30) Challenge Rating: 2 Treasure: None Alignment: Always Neutral Advancement: 6-7 HD (Large), 8-10 HD (Huge) Level Adjustment: ---
Necrodons lack the horn of their Necrodon cousins, but are far, far bulkier, which enables them to carry Orc riders.
Savage Bite (Ex): The Necrodons Bite Attack threatens a Critical on a Natural 19-20.
Combat: Necrodons pretty much share the tactics of their smaller Carnodon cousins.
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« Last Edit: August 26, 2011, 01:53:17 AM by bhu »
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« Reply #49 on: April 01, 2011, 04:14:37 AM » |
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Carnosaur Huge Animal Hit Dice: 11d8+66 (115 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 15 (-2 Size, +7 Natural), touch 8, flat-footed 15 Base Attack/Grapple: +6/+22 Attack: 1 Bite +14 melee (2d6+10) Full Attack: 1 Bite +14 melee (2d6+10) and 2 Claws +9 melee (1d8+5) Space/Reach: 15 ft./10 ft. Special Attacks: Frightful Presence, Frenzy Special Qualities: Low Light Vision, Scent Saves: Fort +12, Ref +7, Will +4 Abilities: Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 2 Skills: Listen +8, Spot +8 Feats: Endurance, Improved Natural Attack (Bite), Improved Toughness, Iron Will Environment: Warm Plains or Swamps Organization: Solitary or Herd (3-10) Challenge Rating: 6 Treasure: None Alignment: Always Neutral Advancement: 12-16 HD (Huge), 17-24 HD (Gargantuan) Level Adjustment: ---
Carnosaurs are massive bipedal reptiles with immense clawed forearms, spiked backs, and horrible breath. They are equally famous for their incredible endurance, and their hair trigger temper, sometimes going berserk in battle. Surgical operations to remove their back spikes to fit howdahs for their riders don't improve this much.
Frightful Presence (Ex): Whenever a Carnosaur bellows or performs a Charge attack, all living opponents within 30' must make a DC 15 Willpower Save (Save DC is Charisma based with a +4 Racial Bonus) or be Shaken for the duration of the encounter.
Frenzy (Ex): If a Carnosaur is injured in battle and has no rider to restrain it it immediately becomes subject to Frenzy (see Complete Warrior page 35). Combat: Carnosaurs roar and charge. Honestly the frutes are too dumb for much else.
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« Last Edit: September 13, 2011, 03:58:30 AM by bhu »
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« Reply #50 on: April 15, 2011, 03:29:00 AM » |
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Necrosaur Gargantuan Animal Hit Dice: 32d8+224 (368 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 21 (-4 Size, +15 Natural), touch 6, flat-footed 21 Base Attack/Grapple: +24/+48 Attack: Bite +34 melee (2d8+12) or Tail +34 melee (2d6+12) Full Attack: Bite +34 melee (2d8+12) or Tail +34 melee (2d6+12) Space/Reach: 20 ft./15 ft. (20 ft. w/tail) Special Attacks: Frightful Presence, Stench Special Qualities: Low Light Vision, Scent, DR 5/- Saves: Fort +21, Ref +18, Will +11 Abilities: Str 35, Dex 10, Con 25, Int 2, Wis 13, Cha 2 Skills: Listen +18, Spot +19 Feats: Ability Focus (Frightful Presence), Awesome Blow, Diehard, Endurance, Epic Fortitude, Great Fortitude, Improved Natural Attack (Bite), Improved Toughness, Improved Bull Rush, Iron Will, Power Attack Environment: Warm Plains or Swamps Organization: Solitary or Herd (3-10) Challenge Rating: Treasure: None Alignment: Always Neutral Advancement: 33-44 HD (Gargantuan), 45-54 HD (Colossal) Level Adjustment: ---
Necrosaurs are gigantic quadrupedal reptiles with heavy bony armor and an overpowering stench crewed by a howdah of Orc warriors.
Frightful Presence (Ex): Whenever a Necrosaur bellows or performs a Charge attack, all living opponents within 30' must make a DC 28 Willpower Save (Save DC is Charisma based with a +4 Racial Bonus) or be Shaken for the duration of the encounter.
Stench(Ex): Any living creature (other than Orcs an Goblins they've grown used to this) within 10' of a Necrosaur must make a DC 33 Fortitude Save (Save DC is Constitution based) or be Sickened 1d6+4 minutes. Creatures immune to poison do not need to Save, and Remove or Neutralize Poison will help victims of this ability.
Combat: Necrosaurs generally wade into melee attacking as many opponents as they can with their bite and tail. They're too difficult to control to get them to do otherwise.
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« Last Edit: September 19, 2011, 02:33:42 AM by bhu »
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« Reply #51 on: April 15, 2011, 03:35:59 AM » |
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Gorathosaur Huge Magical Beast Hit Dice: 16d10+112 (200 hp) Initiative: +0 Speed: 50 ft. (10 squares) Armor Class: 16 (-2 Size, +8 Natural), touch 8, flat-footed 16 Base Attack/Grapple: +16/+36 Attack: Bite +26 melee (2d8+12) Full Attack: Bite +26 melee (2d8+12) and 2 Claws +21 melee (1d10+6) Space/Reach: 15 ft./10 ft. Special Attacks: Frightful Presence, Rage, Spit Acid Special Qualities: Low Light Vision, Scent Saves: Fort +17, Ref +10, Will +9 Abilities: Str 36, Dex 10, Con 24, Int 6, Wis 15, Cha 2 Skills: Listen +11, Spot +12 Feats: Ability Focus (Frightful Presence, Spit Acid), Endurance, Improved Natural Attack (Bite), Improved Toughness, Iron Will Environment: Warm Plains or Swamps Organization: Solitary or Herd (3-10) Challenge Rating: 9 Treasure: None Alignment: Usually Chaotic Neutral or Evil Advancement: 17-32 HD (Huge), 33-54 (Gargantuan) Level Adjustment: ---
Gorathosaurs are Carnosaurs infused with the power of the Orcs foul God, enabling to spit blinding gobs of acid, and gifting them with intelligence close to that of the Orcs.
Frightful Presence (Ex): Whenever a Gorathosaur bellows or performs a Charge attack, all living opponents within 30' must make a DC 18 Willpower Save (Save DC is Charisma based with a +4 Racial Bonus) or be Shaken for the duration of the encounter.
Rage (Ex): When wounded in battle a Gorathosaur is subject to Rage (see page 25 of the PHB).
Spit Acid (Ex): Once every 1d4 rounds a Gorathosaur may spit a ball of acid affecting one 5' square at a range of up to 60'. Victims in the square take 8d6 acid damage (DC 25 Reflex Save for half damage, Save DC is Constitution based).
Combat: Gorathosaurs tend to open with their acid before charging. Unless the rage takes them they are capable of rudimentary tactics, making them far more problematic than the average beast.
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« Last Edit: September 13, 2011, 04:02:08 AM by bhu »
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« Reply #52 on: April 15, 2011, 04:14:18 AM » |
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Titanosaur Gargantuan Animal Hit Dice: 32d8+224 (368 hp) Initiative: +0 Speed: 50 ft. (10 squares) Armor Class: 21 (-4 Size, +15 Natural), touch 6, flat-footed 21 Base Attack/Grapple: +24/+48 Attack: Bite +34 melee (2d8+12) or Tail +34 melee (2d6+12) Full Attack: 1 Bite +34 melee (2d8+12), 2 Stamps +29 melee (2d6+6), and 1 Tail +29 melee (2d6+6) Space/Reach: 20 ft./15 ft. (20 ft. w/tail) Special Attacks: Frightful Presence, Trample (2d12+24) Special Qualities: Low Light Vision, Scent, DR 5/- Saves: Fort +29, Ref +18, Will +15 Abilities: Str 35, Dex 10, Con 25, Int 2, Wis 13, Cha 2 Skills: Listen +18, Spot +19 Feats: Ability Focus (Frightening Presence, Trample), Awesome Blow, Endurance, Epic Fortitude, Epic Will, Improved Bull Rush, Improved Natural Attack (Bite), Improved Toughness, Iron Will, Power Attack Environment: Warm Plains or Swamps Organization: Solitary or Herd (2-8) Challenge Rating: Treasure: None Alignment: Always Neutral Advancement: 33-44 HD (Gargantuan), 45-54 HD (Colossal) Level Adjustment: ---
Titanosaurs are the biggest of the Orc warbeasts, often large enough to carry siege equipment, and paired together as a charging engine of destruction. Their bodies are often reinforced with metal armor and spikes to enhance their already incredible power. They appear as enormous 4 legged versions of the Carnodons.
Frightful Presence (Ex): Whenever a Titanosaur bellows or performs a Charge attack, all living opponents within 30' must make a DC 28 Willpower Save (Save DC is Charisma based with a +4 Racial Bonus) or be Shaken for the duration of the encounter.
Trample (Ex): DC 40 Reflex Save for half damage, Save DC is Strength Based.
Combat: Titanosaurs are held in reserve as siege engines. If they must enter battles they tend to charge the front lines and begin trampling foes.
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« Last Edit: September 19, 2011, 02:56:47 AM by bhu »
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« Reply #53 on: April 15, 2011, 04:43:21 AM » |
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Darkwing Large Animal Hit Dice: 4d8+8 (26 hp) Initiative: +1 Speed: 20 ft. (4 squares), Fly 80 ft. (Poor) Armor Class: 12 (-1 Size, +1 Dex, +2 Natural), touch 10, flat-footed 11 Base Attack/Grapple: +3/+10 Attack: Bite +5 melee (1d6+3) Full Attack: Bite +5 melee (1d6+3) Space/Reach: 10 ft./5 ft. Special Attacks: Tear Special Qualities: Low Light Vision, Scent, Dark Vision 60' Saves: Fort +6, Ref +5, Will +3 Abilities: Str 16, Dex 12, Con 14, Int 2, Wis 14, Cha 2 Skills: Listen +7, Spot +8 Feats: Alertness, Endurance Environment: Warm Plains or Swamps Organization: Solitary or Flock (6-30) Challenge Rating: 2 Treasure: None Alignment: Always Neutral Advancement: 5-8 HD (Large) Level Adjustment: ---
Darkwings are leathery winged toadlike reptiles with vicious beaks and stubby legs. They have a reputation for always being hungry, and sometimes they love flesh so much their riders cannot control them well enough to prevent them eating downed opponents.
Tear (Ex): When a Darkwing successfully attacks an opponent Denied their Dexterity Bonus to AC they do +1d6 damage.
Combat: Dark wings attack and retreat until their opponent is weakened and then they swoop in for the kill, devouring it while it is still alive sometimes.
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« Last Edit: September 13, 2011, 04:04:28 AM by bhu »
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« Reply #54 on: April 23, 2011, 05:15:25 AM » |
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I just need to do CR and fill out the abilities and that batch of critters is done.
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« Reply #55 on: July 27, 2011, 11:52:56 PM » |
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okay i have time to work on this again, anyone object to my finishing it?
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« Reply #56 on: September 13, 2011, 03:57:06 AM » |
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just need to figure feats on necrosaur and titanosaur and add CR and they're done
Darklions and Megadons are mentioned occasionally but there is nothing to hint what they are besides dangerous animals. I can make something up if you wish.
Undead coming up next. It's mentioned that spirits possess dead bodies so here we go:
Corpse Spirit Medium Undead (Evil, Incorporeal) Hit Dice: 10d12+30 (95 hp) Initiative: +4 Speed: Fly 40 ft. (8 squares) Armor Class: 17 (+4 Dex, +3 Deflection), touch 17, flat-footed 13 Base Attack/Grapple: +5/- Attack: Touch +8 melee touch (Possess) Full Attack: Touch +8 melee touch (Possess) Space/Reach: 5 ft./5 ft. Special Attacks: Possess Special Qualities: Dark Vision 60', Undead traits Saves: Fort +6, Ref +7, Will +10 Abilities: Str -, Dex 18, Con -, Int 12, Wis 16, Cha 16 Skills: Feats: Environment: Any Organization: Solitary, or Group (3-6) Challenge Rating: Treasure: None Alignment: Neutral or Chaotic Evil Advancement: Level Adjustment: ---
Possess (Su):
Dark Power (Ex) Corpse Spirits substitute their Charisma Modifier for all things that would normally use their Constitution Modifier.
Skills (Su):
Combat:
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« Last Edit: September 19, 2011, 03:02:45 AM by bhu »
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