Legendary Animal Template

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)
 
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Interresting, personally I just do the same as what I do with Dire Animals.

Animal => Dire Animal: Advance to max, add one HD. Make sure to change size categories.

Animal => Legendary Animal: Advance Animal to Max, Add one HD to get Dire animal, Advance Dire Animal to max, add one HD. Reduce size to that of the base animal without changing physical stats...

It's not perfect, but it usually works. :D

But I like your template.
 







Hence it being the Rat of Legend.

Legendary Rat (Rat + Legendary Animal)
Tiny Animal
Hit Dice: 10d8+40 (85)
Initiative: +9 (Dex)
Speed: 15 Ft, Climb 15 ft.
AC: 24 (+2 Size, +9 Dex, +3 Natural)
Attacks: Bite +11 Melee
Damage: Bite 1d3-2
Face/Reach: 2½ Ft. By 2½ft/0ft
Special Attacks: Nil
Special Qualities: Scent
Saves: Fort: +4, Ref: +11, Will: +2
Abilities: Str:6, Dex:29, Con:14, Int:2, Wis:14, Cha:4
Skills: Balance +25, Climb +19, Hide +29, Move Silently +21
Feats: Weapon Finesse (bite)
Climate/Terrain: Any land and underground
Organization: Swarm (10-100)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: Nil

Combat


Skills: A rat receives a +8 racial bonus to Hide and Move Silently checks and a +16 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks.
 


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