Kitsunekaboom
First Post
I am rather fond of the Legendary Animals presented in Masters of the Wild. However, there was no unifying ability gain, hit dice, etc, so I winged it. These won't produce an exact copy of any of the Legendary Animals.
Legendary Animal
Animals of great strength.
Creating a Legendary Animal
Legendary animal is a template that can be added to any animal or beast, referred to here after as the base creature. Their type remains unchanged.
Hit Dice: Double hit dice and add 10 to a minimum of 12.
Speed: One movement type goes up by +20, this is always the most often used movement type. Any secondary movement types go up by +10.
AC: +3 Natural
Attack: A legendary animal retains all of the base creature’s attack forms. The damage however goes up by two die types, as though it changed size twice. Attack bonus changes as per their hit dice.
Special Attack: A Legendary Animal retains all of the special attacks of the base creature. Poisons add +4 to save DC and the damage die is upped by two die types.
Special Qualities: A legendary animal retains all of the special qualities of the base creature. Legendary Animals are counted as Dire Animals for spell effects.
Saves: Go up as if they had gained level in animal.
Abilities: A legendary animals abilities change as the following.
+14 to the highest physical attribute
+4 to the two lowest physical attribute
In case of a tie for first all tied abilities get +14.
Intelligence is unchanged.
+2 Wisdom
Charisma is doubled.
Skills: Same as base creature, if there are any racial bonuses to skills they are doubled.
Feats: Same as base creature.
Climate/Terrain: Same as base creature
Organization: Same as base creature
CR: As base creature +4
Treasure: Same as base creature
Alignment: Same as base creature
Advancement: Add the new hit die total to the base creature’s advancement. (Ex: A creature that became 14 HD with an advancement of 2-4 becomes 16-18)
Legendary Cheetah
Medium Animal
Hit Dice: 16d8+64 (136)
Initiative: +11 (Dex)
Speed: 70 Ft
AC: 25 (+11 Dex, +4 Natural)
Attacks: Bite +23 melee, 2 Claws +18 melee
Damage: Bite 2d6+5, claw 1d4+2
Face/Reach: 5 Ft. By 5 Ft./5 Ft.
Special Attacks: Trip
Special Qualities: Sprint
Saves: Fort: +14, Ref: +21, Will: +7
Abilities: Str:20, Dex:33, Con:19, Int:2, Wis:14, Cha:12
Skills: Hide +14, Listen +6, Move Silently +15, Spot +6
Feats: Weapon Finesse (Claw, Bite)
Climate/Terrain: Warm Plains
Organization: Solitary, Pair, or Family (3-5)
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral
Advancement: 17-18 HD (Medium)
Combat
Trip (Ex): A half cheetah that hits with a claw or bite attack can attempt to trip an opponent 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 an hour a half cheetah can take a charge action to move ten times its normal speed. (700 feet)
Legendary Animal
Animals of great strength.
Creating a Legendary Animal
Legendary animal is a template that can be added to any animal or beast, referred to here after as the base creature. Their type remains unchanged.
Hit Dice: Double hit dice and add 10 to a minimum of 12.
Speed: One movement type goes up by +20, this is always the most often used movement type. Any secondary movement types go up by +10.
AC: +3 Natural
Attack: A legendary animal retains all of the base creature’s attack forms. The damage however goes up by two die types, as though it changed size twice. Attack bonus changes as per their hit dice.
Special Attack: A Legendary Animal retains all of the special attacks of the base creature. Poisons add +4 to save DC and the damage die is upped by two die types.
Special Qualities: A legendary animal retains all of the special qualities of the base creature. Legendary Animals are counted as Dire Animals for spell effects.
Saves: Go up as if they had gained level in animal.
Abilities: A legendary animals abilities change as the following.
+14 to the highest physical attribute
+4 to the two lowest physical attribute
In case of a tie for first all tied abilities get +14.
Intelligence is unchanged.
+2 Wisdom
Charisma is doubled.
Skills: Same as base creature, if there are any racial bonuses to skills they are doubled.
Feats: Same as base creature.
Climate/Terrain: Same as base creature
Organization: Same as base creature
CR: As base creature +4
Treasure: Same as base creature
Alignment: Same as base creature
Advancement: Add the new hit die total to the base creature’s advancement. (Ex: A creature that became 14 HD with an advancement of 2-4 becomes 16-18)
Legendary Cheetah
Medium Animal
Hit Dice: 16d8+64 (136)
Initiative: +11 (Dex)
Speed: 70 Ft
AC: 25 (+11 Dex, +4 Natural)
Attacks: Bite +23 melee, 2 Claws +18 melee
Damage: Bite 2d6+5, claw 1d4+2
Face/Reach: 5 Ft. By 5 Ft./5 Ft.
Special Attacks: Trip
Special Qualities: Sprint
Saves: Fort: +14, Ref: +21, Will: +7
Abilities: Str:20, Dex:33, Con:19, Int:2, Wis:14, Cha:12
Skills: Hide +14, Listen +6, Move Silently +15, Spot +6
Feats: Weapon Finesse (Claw, Bite)
Climate/Terrain: Warm Plains
Organization: Solitary, Pair, or Family (3-5)
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral
Advancement: 17-18 HD (Medium)
Combat
Trip (Ex): A half cheetah that hits with a claw or bite attack can attempt to trip an opponent 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 an hour a half cheetah can take a charge action to move ten times its normal speed. (700 feet)
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