DungeonMaster Dungeon Master
Number of posts : 35 Registration date : 2008-02-24
Player Info Level: ??? Exp: (190000/190000) HP: (9999/9999)
| Subject: Grasslands Beastiary Sun Feb 24, 2008 9:28 pm | |
| CHEETAH Medium Animal Hit Dice: 3d8+6 (30 hp) Initiative: +4 Speed: 50 ft. (10 squares) Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11 Base Attack/Grapple: +2/+5 Attack: Bite +6 melee Full Attack: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d2+1) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent, sprint Saves: Fort +5, Ref +7, Will +2 Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6 Skills: Hide +6, Listen +4, Move Silently +6, Spot +4 Feats: Alertness, Weapon Finesse Environment: Warm plains Organization: Solitary, pair, or family (3–5) Challenge Rating: 2 Advancement: 4–5 HD (Medium) Level Adjustment: — Cheetahs are swift feline predators of the plains. A cheetah is 3 to 5 feet long and weighs 110 to 130 pounds. Combat Cheetahs make sudden sprints to bring down prey. Trip (Ex): A cheetah that hits with a claw or bite attack can attempt to trip the opponent (+3 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 cheetah. Sprint (Ex): Once per hour, a cheetah can move ten times its normal speed (500 feet) when it makes a charge.
HYENA Medium Animal Hit Dice: 2d8+4 (20 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +1/+3 Attack: Bite +3 melee (1d6+3) Full Attack: Bite +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6 Skills: Hide +3*, Listen +6, Spot +4 Feats: Alertness Environment: Warm deserts Organization: Solitary, pair, or pack (7–16) Challenge Rating: 1 Advancement: 3 HD (Medium); 4–5 HD (Large) Level Adjustment: — Hyenas are pack hunters infamous for their cunning and their unnerving vocalizations. The statistics presented here are for a striped hyena, which is about 3 feet long and weighs about 120 pounds. Combat A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear. Solitary Hyenas like to hide and stalk their prey making sure they can get a jump on them. Pairs of Hyenas like to send one in to distract while the other one hides and goes in for a flank. Trip (Ex): A hyena that hits with its bite attack can attempt to trip the opponent (+2 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 hyena. Skills: *Hyenas have a +4 racial bonus
LION Large Animal Hit Dice: 5d8+10 (50 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 Base Attack/Grapple: +3/+12 Attack: Claw +7 melee (1d4+5) Full Attack: 2 claws +7 melee (1d4+5) and bite +2 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, improved grab, rake 1d4+2 Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +7, Will +2 Abilities: Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6 Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5 Feats: Alertness, Run Environment: Warm plains Organization: Solitary, pair, or pride (6–10) Challenge Rating: 3 Advancement: 6–8 HD (Large) Level Adjustment: — The statistics presented here describe a male African lion, which is 5 to 8 feet long and weighs 330 to 550 pounds. Females are slightly smaller but use the same statistics. Combat Lions like to stalk their prey by hiding and then pouncing on unsuspecting prey. Lions prefer stealth over full frontal attacks. Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks. Improved Grab (Ex): To use this ability, a lion must hit with its 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 can rake. Rake (Ex): Attack bonus +7 melee, damage 1d4+2. Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
RHINOCEROS Large Animal Hit Dice: 8d8+40 (104 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 16 (–1 size, +7 natural), touch 9, flat-footed 16 Base Attack/Grapple: +6/+18 Attack: Gore +13 melee (2d6+12) Full Attack: Gore +13 melee (2d6+12) Space/Reach: 10 ft./5 ft. Special Attacks: Powerful charge Special Qualities: Low-light vision Saves: Fort +11, Ref +6, Will +3 Abilities: Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2 Skills: Listen +14, Spot +3 Feats: Alertness, Endurance, Improved Natural Attack (gore) Environment: Warm plains Organization: Solitary or herd (2–12) Challenge Rating: 4 Advancement: 9–12 HD (Large); 13–24 HD (Huge) Level Adjustment: — The rhinoceros is infamous for its bad temper and willingness to charge intruders. The statistics presented here are based on the African black rhino, which is 6 to 14 feet long, 3 to 6 feet high at the shoulder, and weighs up to 6,000 pounds. These statistics can describe any herbivore of similar size and similar natural weapons (antlers, horns, tusks, or the like). Combat When it is harassed or annoyed, a rhinoceros lowers its head and charges. Powerful Charge (Ex): A rhinoceros deals 4d6+24 points of damage when it makes a charge.
ELEPHANT Huge Animal Hit Dice: 11d8+55 (143 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 15 (–2 size, +7 natural), touch 8, flat-footed 15 Base Attack/Grapple: +8/+26 Attack: Gore +16 melee (2d8+15) Full Attack: Slam +16 melee (2d6+10) and 2 stamps +11 melee (2d6+5); or gore +16 melee (2d8+15) Space/Reach: 15 ft./10 ft. Special Attacks: Trample 2d8+15 Special Qualities: Low-light vision, scent Saves: Fort +12, Ref +7, Will +6 Abilities: Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7 Skills: Listen +12, Spot +10 Feats: Alertness, Endurance, Iron Will, Skill Focus (Listen) Environment: Warm plains Organization: Solitary or herd (6–30) Challenge Rating: 7 Advancement: 12–22 HD (Huge) Level Adjustment: — Massive herbivores of tropical lands, elephants are unpredictable creatures but nevertheless are sometimes used as mounts or beasts of burden. This entry describes an African elephant. Indian elephants are slightly smaller and weaker (Strength 28), but more readily trained (Wisdom 15). These statistics can also represent prehistoric creatures such as mammoths and mastodons. Combat Elephants tend to charge at threatening creatures. Trample (Ex): Reflex half DC 25. The save DC is Strength-based.
BUNNY Tiny Animal Hit Dice: 1/4 d8 (2 hp) Initiative: +2 Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft. Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/–12 Attack: Bite +4 melee (1d3–4) Full Attack: Bite +4 melee (1d3–4) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +2, Ref +4, Will +1 Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2 Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10 Feats: Weapon Finesse Environment: Any Organization: Plague (10–100) Challenge Rating: 1/8 Advancement: — Level Adjustment: — These herbivorous rodents thrive almost anywhere. Combat Bunnies usually run away. They bite only as a last resort. Skills: Bunny have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A bunny can always choose to take 10 on Climb checks, even if rushed or threatened. A bunny uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A bunny has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
For People Who Do Not Know The Rules of Charging:
CHARGE Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. However, it carries tight restrictions on how you can move. Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). Here’s what it means to have a clear path. First, you must move to the closest space from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can’t charge.) Second, if any line from your starting space to the ending space passes through a square that blocks movement (such as a wall), slows movement (such as difficult terrain), or contains a creature (even an ally), you can’t charge. (Helpless creatures don’t stop a charge.) If you don’t have line of sight to the opponent at the start of your turn, you can’t charge that opponent. You can’t take a 5-foot step in the same round as a charge. If you are able to take only a standard action or a move action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a standard action or move action on your turn (such as during a surprise round). Attacking on a Charge: After moving, you may make a single melee attack. Since you can use the momentum of the charge in your favor, you get a +2 bonus on the attack roll. Since a charge is a bit reckless, you also take a –2 penalty to your AC until the start of your next turn. A charging character gets a +2 bonus on the Strength check made to bull rush an opponent (see Bull Rush, above). Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge. Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge. Weapons Readied against a Charge: Spears, tridents, and certain other piercing weapons deal double damage when readied (set) and used against a charging character (see Table 7–5: Weapons, page 116, and Ready, page 160).
Last edited by DungeonMaster on Thu Feb 28, 2008 10:35 pm; edited 6 times in total | |
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Admin Admin
Number of posts : 16 Registration date : 2008-02-24
Player Info Level: Own You Upside Down Exp: (190000/190000) HP: (9999999/9999999)
| Subject: Elite Mobs Tue Feb 26, 2008 11:21 pm | |
| BUNNY CLERIC Tiny Animal Hit Dice: 1/4 d8 + 2d8 (18 hp) Initiative: +6 Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft. Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/–12 Attack: Bite +4 melee (1d3–4) Full Attack: Bite +4 melee (1d3–4) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +4, Ref +4, Will +3 Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2 Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10 Feats: Weapon Finesse, Improved Initiative Environment: Any Organization: Plague (10–100) Challenge Rating: 3 Advancement: — Level Adjustment: — These herbivorous rodents thrive almost anywhere. Combat Bunny Clerics are the bane of the confident Lord Lopez. They fight to the death and abuse power gaming tattoos. Skills: Bunny have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A bunny can always choose to take 10 on Climb checks, even if rushed or threatened. A bunny uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A bunny has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Items: Tattoos of Infinite (Acid Splash - 1d3 Acid Damage, Ray of Frost - 1d3 Cold Damage, Touch of Fatigue)
0-Level Spells Inflict Minor Wounds Cure Minor Wounds Create Water Resistance
1st-Level Spells Doom Shield of Faith Summon Monster I 1st-Level Domain Spell Cause Fear (Death Touch of 2d6) | |
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