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Advancing animals: Does awaken affect CR ?
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<blockquote data-quote="frankthedm" data-source="post: 2459812" data-attributes="member: 1164"><p>Awaken bestows 2 HD along with an average Int [3d6] and a 1d3 charisma bump to an animal. </p><p></p><p>How would awakening affect CR? A boost on its own, say +1[couting a 3d6 int as = a HD in animals since the normally are brainless beatsticks] , or just 2 more HD towards the +1CR for every 3HD.</p><p></p><p>Should this be kept seperate from animal's HD as advancement is concerned?[like animal compainion does] Or would awakening an animal move it down the path to lager size based on HD? [Princess Mononoke's animal gods did inspire the spell after all] </p><p></p><p></p><p><span style="color: lime"></span></p><p><span style="color: lime">DIRE BOAR</span></p><p><span style="color: lime">Large Animal Hit Dice: 7d8+21 (52 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 15 (–1 size, +6 natural), touch 9, flat-footed 15 Base Attack/Grapple: +5/+17 Attack: Gore +12 melee (1d8+12) Full Attack: Gore +12 melee (1d8+12) Space/Reach: 10 ft./5 ft. Special Attacks: Ferocity Special Qualities: Low-light vision, scent Saves: Fort +8, Ref +5, Will +8 Abilities: Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8 Skills: Listen +8, Spot +8 Feats: Alertness, Endurance, Iron Will Environment: Temperate forests Organization: Solitary or herd (5–8) Challenge Rating: 4 Treasure: None Alignment: Always neutral <strong>Advancement: 8–16 HD (Large); 17–21 HD (Huge) </strong></span></p><p><span style="color: lime"></span></p><p><span style="color: lime">Dire boars are omnivorous and spend most of their time rooting around, much as ordinary pigs do. They viciously attack anything that approaches them, however.</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">Dire boars grow up to 12 feet long and weigh as much as 2,000 pounds.</span></p><p><span style="color: lime">Combat</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">A dire boar charges its opponent, trying to rip the target open with its tusks.</span></p><p><span style="color: lime"></span></p><p><span style="color: lime">Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.</span></p><p> <span style="color: lime"></span></p><p><span style="color: lime"></span></p><p><span style="color: lime"><em>Table: Improved Monster CR Increase</em></span></p><p><span style="color: lime"><em>Creature’s Original Type CR Increase</em></span></p><p><span style="color: lime"><em>Aberration, construct, elemental, fey, giant, humanoid, ooze, plant, undead, vermin +1 per 4 HD added</em></span></p><p><span style="color: lime"><em>Animal, magical beast, monstrous humanoid +1 per 3 HD added</em></span></p><p><span style="color: lime"><em>Dragon, outsider, nonassociated class levels +1 per 2 HD or 2 levels added</em></span></p><p><span style="color: lime"><em>Directly associated class levels +1 per level added</em></span></p><p><span style="color: lime"><em>Other Modifiers: </em></span></p><p><span style="color: lime"><em>Size increased to Large or larger +1 to CR</em></span></p><p><span style="color: lime"><em>Monster’s ability scores based on elite array* +1 to CR</em></span></p><p><span style="color: lime"><em>Monster possesses special attacks or qualities that significantly improve combat effectiveness +2 to CR</em></span></p><p><span style="color: lime"><em>Monster possesses special attacks or qualities that improve combat effectiveness in a minor way +1 to CR</em></span></p><p><span style="color: lime"><em>Template added + template CR modifier</em></span></p><p><span style="color: lime"><em>* Do not apply this increase if you advance a monster by class levels. (Monsters advanced by class levels are assumed to use the elite array.)</em></span></p><p></p><p>Yes I know CR is more of an Art. I began thinning about this after i statted up some demonicly infused dire boars.</p><p><em><span style="color: red"></span></em></p><p><em><span style="color: red">....The priesthood of orcus has taken the shoes from the mount of a fallen hero and placed them on the Beast.</span></em></p><p><em><span style="color: red"></span></em></p><p><em><span style="color: red">For parties who don't bother with tactics, here is one that could provide a more tactical challenge. Not that smart, but wise enough to hit, take cover, and hit again. Familiarize yourself with the "ready action" before this fight and don't forget it has spell resitance.</span></em></p><p><em><span style="color: red"></span></em></p><p><em><span style="color: red">Advanced Feindish Boar -Magic beast extraplanar</span></em></p><p><em><span style="color: red">Hit Dice: 16d8+48 [120] + Ferocity</span></em></p><p><em><span style="color: red">Initiative: +1</span></em></p><p><em><span style="color: red">Speed: 40 ft. enhanced to 70 FT.(14 squares)</span></em></p><p><em><span style="color: red">Armor Class: 17 (–1 size, +2 dex, +6 natural), touch 10, flat-footed 15</span></em></p><p><em><span style="color: red">Base Attack/Grapple: +12/+24</span></em></p><p><em><span style="color: red">Attack: Gore +19 melee (2d6+12)</span></em></p><p><em><span style="color: red">Full Attack: Gore +19 melee (2d6+12)</span></em></p><p><em><span style="color: red">Space/Reach: 10 ft./5 ft.</span></em></p><p><em><span style="color: red">Special Attacks: Ferocity, Smite good {+16 damage 1/day</span></em></p><p><em><span style="color: red">Special Qualities: Low-light vision, scent, SR 19, Cold & fire resist 10, DR10 magic</span></em></p><p><em><span style="color: red">Saves: Fort +14, Ref +10, Will +13</span></em></p><p><em><span style="color: red">Abilities: Str 27, Dex 13, Con 17, Int 3, Wis 13, Cha 8</span></em></p><p><em><span style="color: red">Skills: Listen +11, Hide +1, Spot +11</span></em></p><p><em><span style="color: red">Feats: <strong>Power attack, Endurance, Iron Will, Dodge, mobility, spring attack.<strong></strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Environment: Temperate forests</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Challenge Rating: 9-ish</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Treasure: Horseshoes of zyphyr [3000gp] + scattered treasure and gear from victims = an encounter level 9 treasure</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Alignment: Chaotic evil</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Advancement: 8–16 HD (Large); 17–21 HD (Huge)</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Level Adjustment: —</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong></strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>If the previous beast was not enogh to be a threat, here is a beast that should be a deadly fight. it is smart enough to use its feats effectivly. The Cult has equipped it with the magical chain barding of a Huge beast</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>as well. The have given it bloated, enchanted ticks that act as potions when they are consumed. Add other potions as needed to challenge the party. A beast this ferocious has left great ruin in the woods, one could get rich looting the woods, though the cult has rounded up the enchanted items they can find.</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong></strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Hogzilla!</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Advanced /awakened /fiendish/ Boarbarian1: Magical beast, extraplanar</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Hit Dice: 22d8 + 1d12 +con= 267HP [313 Raging] &Ferocity</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Initiative: +4</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Speed: 50 ft.enhanced to 80 ft. 16 squares.</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Armor Class: 27 [25] (–2 size, +4 dex,,+6 armour, +9 natural), touch 13, flat-footed 23.</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Base Attack/Grapple: +17/+39[41]</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Attack: Gore +29[31] melee (2d6+21[24] magic</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Full Attack: Gore + melee (2d6+21[24] Magic</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Space/Reach: 15ft./10t.</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Special Attacks: Ferocity, Rage 1/day[stats], smite good {+23 damage 1/day</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Special Qualities: Low-light vision, 60' darkvision scent, SR 19, Cold & fire resist 10, DR10 magic</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Saves: Fort +23[25], Ref +17, Will +17[19]</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Abilities: Str 38,[42] Dex 18, Con 24[28], Int 10, Wis 14, Cha 8</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Skills: Listen +11, Hide -1 Spot +11, survival +8</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Feats: Iron will, Endurance, weapon focus, dodge, power attack, improved critical, mobility, spring attack</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Environment: Temperate forests</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Organization: Solitary or with Orcus cultists</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Challenge Rating: 13 to 15</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Treasure: +2 huge chain ’shirt’ barding{6550gp], Horseshoes of zyphyr [3000gp], potion tick of flight[750]</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong></strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>[ scattered in forest] 50,000 copper,10,000 silver, 500gp 100 platinum, 2000 in goods and gear [more if PC skilled in armour and weapon smithing]</strong></strong></span></em></p><p><em><span style="color: red"><strong><strong>Alignment: Chaotic evil</strong></strong></span></em></p></blockquote><p></p>
[QUOTE="frankthedm, post: 2459812, member: 1164"] Awaken bestows 2 HD along with an average Int [3d6] and a 1d3 charisma bump to an animal. How would awakening affect CR? A boost on its own, say +1[couting a 3d6 int as = a HD in animals since the normally are brainless beatsticks] , or just 2 more HD towards the +1CR for every 3HD. Should this be kept seperate from animal's HD as advancement is concerned?[like animal compainion does] Or would awakening an animal move it down the path to lager size based on HD? [Princess Mononoke's animal gods did inspire the spell after all] [color=lime] DIRE BOAR Large Animal Hit Dice: 7d8+21 (52 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 15 (–1 size, +6 natural), touch 9, flat-footed 15 Base Attack/Grapple: +5/+17 Attack: Gore +12 melee (1d8+12) Full Attack: Gore +12 melee (1d8+12) Space/Reach: 10 ft./5 ft. Special Attacks: Ferocity Special Qualities: Low-light vision, scent Saves: Fort +8, Ref +5, Will +8 Abilities: Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8 Skills: Listen +8, Spot +8 Feats: Alertness, Endurance, Iron Will Environment: Temperate forests Organization: Solitary or herd (5–8) Challenge Rating: 4 Treasure: None Alignment: Always neutral [b]Advancement: 8–16 HD (Large); 17–21 HD (Huge) [/b] Dire boars are omnivorous and spend most of their time rooting around, much as ordinary pigs do. They viciously attack anything that approaches them, however. Dire boars grow up to 12 feet long and weigh as much as 2,000 pounds. Combat A dire boar charges its opponent, trying to rip the target open with its tusks. Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. [i]Table: Improved Monster CR Increase Creature’s Original Type CR Increase Aberration, construct, elemental, fey, giant, humanoid, ooze, plant, undead, vermin +1 per 4 HD added Animal, magical beast, monstrous humanoid +1 per 3 HD added Dragon, outsider, nonassociated class levels +1 per 2 HD or 2 levels added Directly associated class levels +1 per level added Other Modifiers: Size increased to Large or larger +1 to CR Monster’s ability scores based on elite array* +1 to CR Monster possesses special attacks or qualities that significantly improve combat effectiveness +2 to CR Monster possesses special attacks or qualities that improve combat effectiveness in a minor way +1 to CR Template added + template CR modifier * Do not apply this increase if you advance a monster by class levels. (Monsters advanced by class levels are assumed to use the elite array.)[/i][/color] Yes I know CR is more of an Art. I began thinning about this after i statted up some demonicly infused dire boars. [i][color=red] ....The priesthood of orcus has taken the shoes from the mount of a fallen hero and placed them on the Beast. For parties who don't bother with tactics, here is one that could provide a more tactical challenge. Not that smart, but wise enough to hit, take cover, and hit again. Familiarize yourself with the "ready action" before this fight and don't forget it has spell resitance. Advanced Feindish Boar -Magic beast extraplanar Hit Dice: 16d8+48 [120] + Ferocity Initiative: +1 Speed: 40 ft. enhanced to 70 FT.(14 squares) Armor Class: 17 (–1 size, +2 dex, +6 natural), touch 10, flat-footed 15 Base Attack/Grapple: +12/+24 Attack: Gore +19 melee (2d6+12) Full Attack: Gore +19 melee (2d6+12) Space/Reach: 10 ft./5 ft. Special Attacks: Ferocity, Smite good {+16 damage 1/day Special Qualities: Low-light vision, scent, SR 19, Cold & fire resist 10, DR10 magic Saves: Fort +14, Ref +10, Will +13 Abilities: Str 27, Dex 13, Con 17, Int 3, Wis 13, Cha 8 Skills: Listen +11, Hide +1, Spot +11 Feats: [b]Power attack, Endurance, Iron Will, Dodge, mobility, spring attack.[b] Environment: Temperate forests Challenge Rating: 9-ish Treasure: Horseshoes of zyphyr [3000gp] + scattered treasure and gear from victims = an encounter level 9 treasure Alignment: Chaotic evil Advancement: 8–16 HD (Large); 17–21 HD (Huge) Level Adjustment: — If the previous beast was not enogh to be a threat, here is a beast that should be a deadly fight. it is smart enough to use its feats effectivly. The Cult has equipped it with the magical chain barding of a Huge beast as well. The have given it bloated, enchanted ticks that act as potions when they are consumed. Add other potions as needed to challenge the party. A beast this ferocious has left great ruin in the woods, one could get rich looting the woods, though the cult has rounded up the enchanted items they can find. Hogzilla! Advanced /awakened /fiendish/ Boarbarian1: Magical beast, extraplanar Hit Dice: 22d8 + 1d12 +con= 267HP [313 Raging] &Ferocity Initiative: +4 Speed: 50 ft.enhanced to 80 ft. 16 squares. Armor Class: 27 [25] (–2 size, +4 dex,,+6 armour, +9 natural), touch 13, flat-footed 23. Base Attack/Grapple: +17/+39[41] Attack: Gore +29[31] melee (2d6+21[24] magic Full Attack: Gore + melee (2d6+21[24] Magic Space/Reach: 15ft./10t. Special Attacks: Ferocity, Rage 1/day[stats], smite good {+23 damage 1/day Special Qualities: Low-light vision, 60' darkvision scent, SR 19, Cold & fire resist 10, DR10 magic Saves: Fort +23[25], Ref +17, Will +17[19] Abilities: Str 38,[42] Dex 18, Con 24[28], Int 10, Wis 14, Cha 8 Skills: Listen +11, Hide -1 Spot +11, survival +8 Feats: Iron will, Endurance, weapon focus, dodge, power attack, improved critical, mobility, spring attack Environment: Temperate forests Organization: Solitary or with Orcus cultists Challenge Rating: 13 to 15 Treasure: +2 huge chain ’shirt’ barding{6550gp], Horseshoes of zyphyr [3000gp], potion tick of flight[750] [ scattered in forest] 50,000 copper,10,000 silver, 500gp 100 platinum, 2000 in goods and gear [more if PC skilled in armour and weapon smithing] Alignment: Chaotic evil[/b][/b][/color][b][b][/b][/b][/i][b][b][/b][/b] [/QUOTE]
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Advancing animals: Does awaken affect CR ?
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