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<blockquote data-quote="the Jester" data-source="post: 6071601" data-attributes="member: 1210"><p>Here's the revised bunyip.</p><p></p><p><strong><span style="font-size: 18px">BUNYIP </span></strong></p><p><strong></strong></p><p><strong>Source:</strong> 1e Fiend Folio.</p><p></p><p>A bunyip is an aquatic, seal-like beast known for its loud roar. Dwelling in sluggish rivers, swamps and lakes, the bunyip tends to have a curious, playful nature, but if attacked, a bunyip responds viciously. Bunyips are carnivores, primarily eating fish and water-dwelling mammals such as beavers. However, some take to the flavor of human, halfling or other sentient flesh, and some of these learn to attack boats in order to get at the (relatively) easy prey within.</p><p></p><p><strong><span style="font-size: 15px">Bunyip --- Level 3 Skirmisher </span></strong></p><p>Medium natural beast (aquatic) --- XP 150 </p><p>HP 47; Bloodied 23 Initiative +5 </p><p>AC 17; Fortitude 17; Reflex 15; Will 15 Perception +3 </p><p>Speed 6, swim 6 Low-light vision</p><p></p><p><strong>TRAITS</strong></p><p><strong> </strong></p><p><strong>Aquatic</strong></p><p> The bunyip can hold its breath for up to ten minutes. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong> </strong></p><p><strong>(mbasic) Bite * At Will </strong></p><p> Attack: Melee 1 (one creature); +8 vs. AC.</p><p> Hit: 1d10+6 damage, or 1d10+8 if the target is in the water and does not have the aquatic keyword.</p><p></p><p><strong>(melee) Underwater Attack * Recharge 4 5 6 </strong></p><p> Requirement: The target must be in the water and must not have the aquatic keyword.</p><p> Effect: The bunyip swims 4 squares underwater without provoking opportunity attacks.</p><p> Attack: Melee 1 (one creature); +8 vs. AC.</p><p> Hit: 1d10+8 damage and the bunyip slides the target 1 square.</p><p></p><p><strong>(close) Roar (fear) * Recharges when first bloodied</strong></p><p> Attack: Close blast 5 (each creature in blast); +4 vs. Will. </p><p> Hit: The target is dazed (save ends).</p><p> Miss: The target suffers a -1 penalty on attack rolls until the end of its next turn.</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong> </strong></p><p><strong>Underwater Escape * Encounter </strong></p><p> Requirement: The bunyip must be in water.</p><p> Trigger: An enemy without the aquatic keyword hits the bunyip with a melee, close or area attack.</p><p> Effect (Immediate Interrupt): The bunyip ducks under the water and gains resist 5 against the triggering attack.</p><p>---</p><p>Str 18 Dex 15 Wis 15 </p><p>Con 15 Int 6 Cha 13 </p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Giant Bunyip --- Level 15 Brute </span></strong></p><p>Large natural beast (aquatic) --- XP 1,200 </p><p>HP 175; Bloodied 87 Initiative +12 </p><p>AC 27; Fortitude 29; Reflex 27; Will 27 Perception +12 </p><p>Speed 6, swim 6 Low-light vision </p><p></p><p><strong>TRAITS</strong></p><p><strong> </strong></p><p><strong>Aquatic</strong></p><p> The bunyip can hold its breath for up to ten minutes. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong></strong></p><p><strong>(mbasic) Bite * At Will </strong></p><p> Attack: Melee 1 (one creature); +20 vs. AC.</p><p> Hit: 3d10+13 damage, or 4d10+13 if the target is in the water and does not have the aquatic keyword.</p><p></p><p><strong>(close) Roar (fear, thunder) * Recharges when first bloodied</strong></p><p> Attack: Close blast 5 (each creature in blast); +16 vs. Will. </p><p> Hit: 4d8+10 thunder damage, and the target is dazed (save ends).</p><p> Miss: The target suffers a -1 penalty on attack rolls until the end of its next turn.</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong> </strong></p><p><strong>Underwater Escape * Encounter </strong></p><p> Requirement: The bunyip must be in water.</p><p> Trigger: An enemy without the aquatic keyword hits the bunyip with a melee, close or area attack.</p><p> Effect (Immediate Interrupt): The bunyip ducks under the water and gains resist 15 against the triggering attack.</p><p>---</p><p>Str 25 Dex 20 Wis 20 </p><p>Con 15 Int 9 Cha 18 </p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Dire Bunyip --- Level 15 Elite Brute </span></strong> </p><p>Large natural beast (aquatic) --- XP 2,400 </p><p>HP 350; Bloodied 175 Initiative +12 </p><p>AC 27; Fortitude 29; Reflex 27; Will 27 Perception +12 </p><p>Speed 6, swim 6 Low-light vision </p><p></p><p><strong>TRAITS </strong></p><p><strong> </strong></p><p><strong>Aquatic</strong></p><p> The bunyip can hold its breath for up to ten minutes. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong></strong></p><p><strong>(mbasic) Bite * At Will </strong></p><p> Attack: Melee 1 (one creature); +20 vs. AC.</p><p> Hit: 3d10+13 damage, or 4d10+13 if the target is in the water and does not have the aquatic keyword.</p><p></p><p><strong>(close) Roar (fear, thunder) * Recharges when first bloodied</strong></p><p> Attack: Close blast 5 (each creature in blast); +16 vs. Will. </p><p> Hit: 4d8+10 thunder damage, and the target is dazed (save ends).</p><p> Miss: The target suffers a -1 penalty on attack rolls until the end of its next turn.</p><p></p><p><strong>(melee) Drowning Worry * Encounter</strong> </p><p> Requirement: The dire bunyip must be bloodied and in the water, and the target must not have the aquatic keyword.</p><p> Attack: Melee 1 (one creature); +20 vs. AC.</p><p> Hit: 4d12+13 damage, and the dire bunyip grabs the target (escape DC 25). As long as the dire bunyip maintains the grab, the target takes 15 points of damage and loses a healing surge at the start of its turn. If it has no healing surges remaining, the creature instead falls unconscious (until healed).</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong> </strong></p><p><strong>Underwater Escape * Encounter </strong></p><p> Requirement: The bunyip must be in water.</p><p> Trigger: An enemy without the aquatic keyword hits the bunyip with a melee, close or area attack.</p><p> Effect (Immediate Interrupt): The bunyip ducks under the water and gains resist 15 against the triggering attack.</p><p>---</p><p>Str 25 Dex 20 Wis 20 </p><p>Con 15 Int 9 Cha 18 </p><p>Alignment unaligned Languages -</p></blockquote><p></p>
[QUOTE="the Jester, post: 6071601, member: 1210"] Here's the revised bunyip. [B][SIZE=5]BUNYIP [/SIZE] Source:[/B] 1e Fiend Folio. A bunyip is an aquatic, seal-like beast known for its loud roar. Dwelling in sluggish rivers, swamps and lakes, the bunyip tends to have a curious, playful nature, but if attacked, a bunyip responds viciously. Bunyips are carnivores, primarily eating fish and water-dwelling mammals such as beavers. However, some take to the flavor of human, halfling or other sentient flesh, and some of these learn to attack boats in order to get at the (relatively) easy prey within. [B][SIZE=4]Bunyip --- Level 3 Skirmisher [/SIZE][/B] Medium natural beast (aquatic) --- XP 150 HP 47; Bloodied 23 Initiative +5 AC 17; Fortitude 17; Reflex 15; Will 15 Perception +3 Speed 6, swim 6 Low-light vision [B]TRAITS Aquatic[/B] The bunyip can hold its breath for up to ten minutes. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures. [B]STANDARD ACTIONS (mbasic) Bite * At Will [/B] Attack: Melee 1 (one creature); +8 vs. AC. Hit: 1d10+6 damage, or 1d10+8 if the target is in the water and does not have the aquatic keyword. [B](melee) Underwater Attack * Recharge 4 5 6 [/B] Requirement: The target must be in the water and must not have the aquatic keyword. Effect: The bunyip swims 4 squares underwater without provoking opportunity attacks. Attack: Melee 1 (one creature); +8 vs. AC. Hit: 1d10+8 damage and the bunyip slides the target 1 square. [B](close) Roar (fear) * Recharges when first bloodied[/B] Attack: Close blast 5 (each creature in blast); +4 vs. Will. Hit: The target is dazed (save ends). Miss: The target suffers a -1 penalty on attack rolls until the end of its next turn. [B]TRIGGERED ACTIONS Underwater Escape * Encounter [/B] Requirement: The bunyip must be in water. Trigger: An enemy without the aquatic keyword hits the bunyip with a melee, close or area attack. Effect (Immediate Interrupt): The bunyip ducks under the water and gains resist 5 against the triggering attack. --- Str 18 Dex 15 Wis 15 Con 15 Int 6 Cha 13 Alignment unaligned Languages - [B][SIZE=4]Giant Bunyip --- Level 15 Brute [/SIZE][/B] Large natural beast (aquatic) --- XP 1,200 HP 175; Bloodied 87 Initiative +12 AC 27; Fortitude 29; Reflex 27; Will 27 Perception +12 Speed 6, swim 6 Low-light vision [B]TRAITS Aquatic[/B] The bunyip can hold its breath for up to ten minutes. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures. [B]STANDARD ACTIONS (mbasic) Bite * At Will [/B] Attack: Melee 1 (one creature); +20 vs. AC. Hit: 3d10+13 damage, or 4d10+13 if the target is in the water and does not have the aquatic keyword. [B](close) Roar (fear, thunder) * Recharges when first bloodied[/B] Attack: Close blast 5 (each creature in blast); +16 vs. Will. Hit: 4d8+10 thunder damage, and the target is dazed (save ends). Miss: The target suffers a -1 penalty on attack rolls until the end of its next turn. [B]TRIGGERED ACTIONS Underwater Escape * Encounter [/B] Requirement: The bunyip must be in water. Trigger: An enemy without the aquatic keyword hits the bunyip with a melee, close or area attack. Effect (Immediate Interrupt): The bunyip ducks under the water and gains resist 15 against the triggering attack. --- Str 25 Dex 20 Wis 20 Con 15 Int 9 Cha 18 Alignment unaligned Languages - [B][SIZE=4]Dire Bunyip --- Level 15 Elite Brute [/SIZE][/B] Large natural beast (aquatic) --- XP 2,400 HP 350; Bloodied 175 Initiative +12 AC 27; Fortitude 29; Reflex 27; Will 27 Perception +12 Speed 6, swim 6 Low-light vision [B]TRAITS Aquatic[/B] The bunyip can hold its breath for up to ten minutes. In aquatic combat, it gains a +2 bonus to attack rolls againt nonaquatic creatures. [B]STANDARD ACTIONS (mbasic) Bite * At Will [/B] Attack: Melee 1 (one creature); +20 vs. AC. Hit: 3d10+13 damage, or 4d10+13 if the target is in the water and does not have the aquatic keyword. [B](close) Roar (fear, thunder) * Recharges when first bloodied[/B] Attack: Close blast 5 (each creature in blast); +16 vs. Will. Hit: 4d8+10 thunder damage, and the target is dazed (save ends). Miss: The target suffers a -1 penalty on attack rolls until the end of its next turn. [B](melee) Drowning Worry * Encounter[/B] Requirement: The dire bunyip must be bloodied and in the water, and the target must not have the aquatic keyword. Attack: Melee 1 (one creature); +20 vs. AC. Hit: 4d12+13 damage, and the dire bunyip grabs the target (escape DC 25). As long as the dire bunyip maintains the grab, the target takes 15 points of damage and loses a healing surge at the start of its turn. If it has no healing surges remaining, the creature instead falls unconscious (until healed). [B]TRIGGERED ACTIONS Underwater Escape * Encounter [/B] Requirement: The bunyip must be in water. Trigger: An enemy without the aquatic keyword hits the bunyip with a melee, close or area attack. Effect (Immediate Interrupt): The bunyip ducks under the water and gains resist 15 against the triggering attack. --- Str 25 Dex 20 Wis 20 Con 15 Int 9 Cha 18 Alignment unaligned Languages - [/QUOTE]
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