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<blockquote data-quote="Knight Otu" data-source="post: 3731729" data-attributes="member: 192"><p><span style="font-size: 15px"><strong>Avian Creature</strong></span></p><p>Avian creatures are birds that share some features of a particular creature. Though they have wings, they do not necessarily fly - many are in fact flightless.</p><p></p><p><span style="font-size: 12px"><strong>Creating an Avian Creature</strong></span></p><p>An avian creature uses all the base creature’s statistics and special abilities except as noted here. Also, if the base creature did not have the ability to fly, you may choose to grant it a flight ability regardless, changing some of its abilities.</p><p><strong>Size and Type:</strong> If the base creature was a vermin, its type changes to Animal. It does not gain the Augmented subtype.</p><p><strong>Speed:</strong> If you chose to grant the avian creature a fly speed, it gains one equal to twice its base land speed (or 60 ft., if it does not have a base land speed). Its maneuverability is average.</p><p>Otherwise, its base land speed increases by 10 feet.</p><p><strong>Attacks:</strong> If it has any limbs apart from fins, an avian creature gets two claw attacks with (one of) its pair of hind limbs (which become bird talons) if it does not have such attacks already. If it has natural attacks with its hands or front limbs, those become the talon attacks instead. A small or larger avian creature also gets a bite attack with its beak if it does not have one, already.</p><p><strong>Damage:</strong> Natural weapons deal damage normally. Both bite and claw attacks deals damage depending on the avian creature's size (If the base creature already had bite and claw/talon attacks, use the avian creature damage only if it’s better).</p><p>[code][b]Size Damage Size Damage Size Damage[/b]</p><p>Fine 1 Small 1d4 Huge 2d6</p><p>Dimin. 1d2 Medium 1d6 Garg. 2d8</p><p>Tiny 1d3 Large 1d8 Col. 3d8[/code]</p><p><strong>Special Qualities:</strong> The avian creature gains low-light vision if the base creature did not already have it.</p><p><strong>Saves:</strong> If the creature becomes an animal, its base Reflex save becomes 2 plus 1/2 of its Hit Dice.</p><p><strong>Abilities:</strong> The avian creature gets -2 to Strength, +2 to Dexterity, and -2 to Constitution. If it received a fly speed, it gets another -2 to Strength and -2 to Constitution.</p><p><strong>Skills:</strong> An avian creature receives a +4 circumstance bonus on Spot checks either in regions of shadowy illumination or bright illumination.</p><p><strong>Feats:</strong> If the creature did not gain a fly speed, it receives Run as a bonus feat.</p><p><strong>Challenge Rating:</strong> +0, or +1 if the creature gained a fly speed.</p><p><strong>Level Adjustment:</strong> +0, or +2 if the creature gained a fly speed.</p><p></p><p><span style="font-size: 12px"><strong>Combat</strong></span></p><p>The tactics of a flightless avian typically do not change much, though its new speed definitely impacts its hunting ability However, as it also is more fragile, it will take some care on which creatures it will hunt.</p><p>The tactics of an avian capable of flight, however, change drastically as a whole new dimension opens up for it. It will typically employ hit and run tactics, utilizing diving charges to weaken its prey. Many flying avians will replace one of their feats for the Flyby Attack feat to further improve this tactic.</p><p></p><p><span style="font-size: 12px"><strong>Anatomy and Ecology</strong></span></p><p>As evidenced by its name, the avian template turns the base creature into a bird. That means that, typically, it becomes a warm-blooded creature that lays eggs. It has a bone skeleton even if the original creature didn't, and usually hollow bones. Most of the creature's body is covered in feathers with a coloration that is reminiscent of the coloration of the base creature. In those body regions where the base creature had large amounts of hair or fur (such as a lion's mane) or a crest (such as many lizards), the avian creature typically has a similar decoration of feathers, though combs like that of a chicken are possible as well. The new body structure and the hollow bones may affect the creature's weight and height. As a rule of thumb, an avian has probably a height of 2/3s the original length, and a weight of 9/10s the original weight.</p><p>An avian creature almost always has wings (the exception being certain flightless avians that may lose the limbs entirely). If the base creature already had wings, those simply become bird wings. If the base creature had arms or similar manipulators, one pair of those becomes the wing pair. If the creature had a rake attack or the ability to carry equipment in its hands, it retains fingers or claws on the folds or tips of the wings for that purpose. If the base creature only had legs or fins, the front leg or fin pair becomes the wing pair. Finally, if the base creature had no limbs at all, it grows a wing pair as its only usable limbs.</p><p>Any leg or fin pairs that did not become wings become bird legs. On most creatures, they become talons like those of a bird of prey, but if it doesn't gain a talon attack, they usually resemble duck legs (if you want to turn a different creature into a more duck-like creature, simply don't give it talon attacks). As most avian creatures will become bipedal, the placement of the limbs and center of gravity must shift, placing more weight directly above the legs.</p><p>The length of the neck as well as the shape of the beak strongly depend on the avian creature's diet and whether it is flightless or not. Flightless hunters typically have longer necks and stronger beaks than other avians. Fish-eating birds typically have longer beaks, and birds of prey have hooked beaks. An avian's dietary habits do not necessarily change (though this can provide interesting results), though they may be broader than those of the base creature.</p><p>If the base creature could handle equipment, the avian creature can hold equipment with its wing hands while on the ground, or in its talons while in flight. An avian creature cannot use bracers or gloves. It can only use armor, boots, and clothing specifically made for avians.</p><p></p><p><span style="font-size: 12px"><strong>Avians as Characters</strong></span></p><p>Flightless avians cause little problems as potential player characters, but they tend to be rather fragile. Though typically, their favored class should not change, they may find themselves less suited for that class. If their favored class was based strongly on Constitution and/or Strength (such as many fighting classes), you may consider changing it to a more Dexterity-based class.</p><p>Avians capable of flight, on the other hand, can cause more problems in a campaign, and their extreme frailty makes them easy to drop. They are most likely unsuited to any combat-related class, and make better scouts and spellcasters. The level adjustment of +2 is inflated to better account for unpredictable combinations, might be lowered for certain combinations.</p><p></p><p>[sblock=Sample Creatures]<span style="font-size: 12px"><strong>Sample Creature: Avicorn</strong></span></p><p><strong>Large Magical Beast</strong></p><p><strong>Hit Dice:</strong> 4d10+12 (34 hp) </p><p><strong>Initiative:</strong> +4</p><p><strong>Speed:</strong> 60 ft. (12 squares), fly 120 ft (average)</p><p><strong>Armor Class:</strong> 19 (-1 size, +4 Dex, +6 natural), touch 12, flat-footed 15</p><p><strong>Base Attack/Grapple:</strong> +4/+11</p><p><strong>Attack:</strong> Horn +9 melee (1d8+6)</p><p><strong>Full Attack:</strong> Horn +9 melee (1d8+6), bite +1 melee (1d8+1), and 2 talons +1 melee (1d8+1)</p><p><strong>Space/Reach:</strong> 10 ft./5 ft.</p><p><strong>Special Attacks:</strong> -</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy</p><p><strong>Saves:</strong> Fort +7, Ref +8, Will +6</p><p><strong>Abilities:</strong> Str 16, Dex 19, Con 17, Int 10, Wis 21, Cha 24</p><p><strong>Skills:</strong> Jump +19, Listen +11, Move Silently +10, Spot +11*, Survival +8**</p><p><strong>Feats:</strong> Alertness, Skill Focus (Survival)</p><p><strong>Environment:</strong> Temperate forests</p><p><strong>Organization:</strong> Solitary, pair, or grace (3-6)</p><p><strong>Challenge Rating:</strong> 4</p><p><strong>Treasure:</strong> None </p><p><strong>Alignment:</strong> Always chaotic good </p><p><strong>Advancement:</strong> 5-8 HD (Large)</p><p><strong>Level Adjustment:</strong> +6 (cohort)</p><p><em>A very large, probably man-high, parrot with bright white feathers sits among the branches, looking at you with fiery golden eyes. A golden horn spirals out of its forehead.</em></p><p>An avicorn has deep sea-blue, violet, brown, or fiery gold eyes. A typical adult avicorn grows to 6 feet in height, and weighs 1000 pounds. Females are slightly smaller and slimmer than males.</p><p>Avicorn speak Sylvan and Common.</p><p>Avicorns normally attack only when defending themselves or their forests. They either charge, impaling foes with their horns like lances, or strike with their talons. The horn is a +3 magic weapon, though its power fades if removed from the avicorn.</p><p><strong>Magic Circle against Evil (Su):</strong> This ability continuously duplicates the effect of the spell. An avicorn cannot suppress this ability.</p><p><strong>Spell-Like Abilities:</strong> Avicorns can use <em>detect evil</em> at will as a free action. Once per day an avicorn can use <em>greater teleport</em> to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.</p><p>An avicorn can use <em>cure light wounds</em> three times per day and <em>cure moderate wounds</em> once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use <em>neutralize poison</em> (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.</p><p><strong>Wild Empathy (Ex):</strong> This power works like the druid’s wild empathy class feature, except that an avicorn has a +6 racial bonus on the check.</p><p><strong>Skills</strong>: Avicorns have a +4 racial bonus on Move Silently checks. *In areas of bright illumination, avicorns have a +4 competence bonus on Spot checks. **Avicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.</p><p></p><p><span style="font-size: 12px"><strong>Sample Creature: Leornis</strong></span></p><p><strong>Large Animal</strong></p><p><strong>Hit Dice:</strong> 5d8+5 (27 hp)</p><p><strong>Initiative:</strong> +4</p><p><strong>Speed:</strong> 50 ft. (10 squares)</p><p><strong>Armor Class:</strong> 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12</p><p><strong>Base Attack/Grapple:</strong> +3/+11</p><p><strong>Attack:</strong> Talon +6 melee (1d8+4)</p><p><strong>Full Attack:</strong> 2 talons +6 melee (1d8+4) and bite +1 melee (1d8+2)</p><p><strong>Space/Reach:</strong> 10 ft./5 ft.</p><p><strong>Special Attacks:</strong> Pounce, improved grab, rake 1d4+2</p><p><strong>Special Qualities:</strong> Low-light vision, scent</p><p><strong>Saves:</strong> Fort +5, Ref +8, Will +2</p><p><strong>Abilities:</strong> Str 19, Dex 19, Con 13, Int 2, Wis 12, Cha 6</p><p><strong>Skills:</strong> Balance +8, Hide +6*, Jump +12, Listen +5, Move Silently +14, Spot +5**</p><p><strong>Feats:</strong> Alertness, Run[sup]<strong>B</strong>[/sup], Stealthy</p><p><strong>Environment:</strong> Warm plains</p><p><strong>Organization:</strong> Solitary, pair, or flock (6-10)</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 6-8 HD (Large)</p><p><strong>Level Adjustment:</strong> -</p><p><em>The creature pouncing out of hiding is a large bird with pale yellow feathers and a wicked beak. Its wings are small and probably cannot carry it aloft, but they are topped with sharp claws, though these are dwarfed by the talons on the creature's powerful legs. The creature's head is framed with several rows of large feathers spread backwards.</em></p><p>Leornithes are large flightless birds that hunt other animals for food. They are about nine feet high, and live in small flocks. When hunting in a flock, they often attack animals much larger than themselves, but alone or in pairs, they only attack smaller creatures and occasionally resort to scaring away smaller predators from their prey, or eat carrion.</p><p><strong>Pounce (Ex):</strong> If a leornis charges a foe, it can make a full attack, including two rake attacks.</p><p><strong>Improved Grab (Ex):</strong> To use this ability, a leornis 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.</p><p><strong>Rake (Ex):</strong> Attack bonus +7 melee, damage 1d4+2.</p><p><strong>Skills:</strong> Leornithes 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. **In areas of bright illumination, leornithes have a +4 circumstance bonus on Spot checks.</p><p></p><p><span style="font-size: 12px"><strong>Sample Creature: Titan Gannet</strong></span></p><p><strong>Huge Animal</strong></p><p><strong>Hit Dice:</strong> 9d8+30 (70 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> Swim 50 ft. (10 squares), fly 60 ft. (average)</p><p><strong>Armor Class:</strong> 17 (-2 size, +3 Dex, +6 natural), touch 11, flat-footed 14</p><p><strong>Base Attack/Grapple:</strong> +6/+20</p><p><strong>Attack:</strong> Bite +12 melee (2d6+9)</p><p><strong>Full Attack:</strong> Bite +12 melee (2d6+9)</p><p><strong>Space/Reach:</strong> 15 ft./10 ft.</p><p><strong>Special Attacks:</strong> -</p><p><strong>Special Qualities:</strong> Blindsight 120 ft., hold breath, low-light vision</p><p><strong>Saves:</strong> Fort +9, Ref +9, Will +5</p><p><strong>Abilities:</strong> Str 23, Dex 17, Con 17, Int 2, Wis 14, Cha 6</p><p><strong>Skills:</strong> Listen +14*, Spot +14*/**, Swim +16</p><p><strong>Feats:</strong> Alertness, Endurance, Flyby Attack, Toughness</p><p><strong>Environment:</strong> Cold aquatic</p><p><strong>Organization:</strong> Solitary or pod (6-11)</p><p><strong>Challenge Rating:</strong> 6</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 10-13 HD (Huge); 14-27 HD (Gargantuan)</p><p><strong>Level Adjustment:</strong> -</p><p><em>A vast black-and-white shape rises from the waters, but if you expected it to drop down again, you find yourself disappointed, as its massive flippers turn out to be functional wings. From its long, black beak, a loud kaw-kaw sound is heard.</em></p><p>Titan gannets are ferocious creatures that are about 30 feet long. They eat fish, squid, seals, and whales.</p><p><strong>Blindsight (Ex):</strong> Titan gannets can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the titan gannet to rely on its vision, which is somewhat better than a human’s.</p><p><strong>Hold Breath (Ex):</strong> A titan gannet can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning (136 rounds for a typical titan gannet, or almost 14 minutes).</p><p><strong>Skills:</strong> A titan gannet 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. *A titan gannet has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated. **In areas of shadowy illumination, a titan gannet has a +4 circumstance bonus on Spot checks.</p><p></p><p><span style="font-size: 12px"><strong>Sample Creature: Torostrich</strong></span></p><p><strong>Huge Animal</strong></p><p><strong>Hit Dice:</strong> 16d8+108 (180 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 40 ft. (8 squares)</p><p><strong>Armor Class:</strong> 19 (-2 size, +11 natural), touch 8, flat-footed 19</p><p><strong>Base Attack/Grapple:</strong> +12/+30</p><p><strong>Attack:</strong> Gore +19 melee (2d8+9)</p><p><strong>Full Attack:</strong> Gore +19 melee (2d8+9), bite +14 melee (2d6+4), 2 claws +14 melee (2d6+4)</p><p><strong>Space/Reach:</strong> 15 ft./10 ft.</p><p><strong>Special Attacks:</strong> Powerful charge, trample 2d12+13</p><p><strong>Special Qualities:</strong> Low-light vision, scent</p><p><strong>Saves:</strong> Fort +18, Ref +10, Will +6</p><p><strong>Abilities:</strong> Str 28, Dex 11, Con 23, Int 1, Wis 12, Cha 7</p><p><strong>Skills:</strong> Listen +13, Spot +12*</p><p><strong>Feats:</strong> Alertness, Great Fortitude, Run[sup]<strong>B</strong>[/sup], Toughness (4)</p><p><strong>Environment:</strong> Temperate plains</p><p><strong>Organization:</strong> Solitary, pair, or flock (5-8)</p><p><strong>Challenge Rating:</strong> 9</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 17-32 HD (Huge); 33-48 HD (Gargantuan)</p><p><strong>Level Adjustment:</strong> -</p><p><em>An enormous wingless bird stands at the tree, eating off whole branches with its hooked beak. From that beak, a long, sharp horn juts out, and the long head is adorned two structures that make the bird look as if it had two more horns. Its gray-feathered body is held by two enormous feet with scythe-like talons. Suddenly, it raises its head and begins to sniff as it is has caught a scent, then looks into your direction.</em></p><p>A torostrich has a body about 25 feet long and weighs about 18,000 pounds. These creatures are likely to charge and skewer any creature of at least Large size that infringes on their territory. A torostrich uses its trample attack on smaller opponents.</p><p><strong>Powerful Charge (Ex):</strong> When a torostrich charges, its gore attack deals 4d8+18 points of damage.</p><p><strong>Trample (Ex):</strong> Reflex half DC 27. The save DC is Strength-based.</p><p><strong>Skills:</strong> *In areas of bright illumination, torostriches have a +4 circumstance bonus on Spot checks.[/sblock]</p></blockquote><p></p>
[QUOTE="Knight Otu, post: 3731729, member: 192"] [size=4][B]Avian Creature[/B][/size] Avian creatures are birds that share some features of a particular creature. Though they have wings, they do not necessarily fly - many are in fact flightless. [size=3][B]Creating an Avian Creature[/B][/size] An avian creature uses all the base creature’s statistics and special abilities except as noted here. Also, if the base creature did not have the ability to fly, you may choose to grant it a flight ability regardless, changing some of its abilities. [b]Size and Type:[/b] If the base creature was a vermin, its type changes to Animal. It does not gain the Augmented subtype. [b]Speed:[/b] If you chose to grant the avian creature a fly speed, it gains one equal to twice its base land speed (or 60 ft., if it does not have a base land speed). Its maneuverability is average. Otherwise, its base land speed increases by 10 feet. [b]Attacks:[/b] If it has any limbs apart from fins, an avian creature gets two claw attacks with (one of) its pair of hind limbs (which become bird talons) if it does not have such attacks already. If it has natural attacks with its hands or front limbs, those become the talon attacks instead. A small or larger avian creature also gets a bite attack with its beak if it does not have one, already. [b]Damage:[/b] Natural weapons deal damage normally. Both bite and claw attacks deals damage depending on the avian creature's size (If the base creature already had bite and claw/talon attacks, use the avian creature damage only if it’s better). [code][b]Size Damage Size Damage Size Damage[/b] Fine 1 Small 1d4 Huge 2d6 Dimin. 1d2 Medium 1d6 Garg. 2d8 Tiny 1d3 Large 1d8 Col. 3d8[/code] [b]Special Qualities:[/b] The avian creature gains low-light vision if the base creature did not already have it. [b]Saves:[/b] If the creature becomes an animal, its base Reflex save becomes 2 plus 1/2 of its Hit Dice. [b]Abilities:[/b] The avian creature gets -2 to Strength, +2 to Dexterity, and -2 to Constitution. If it received a fly speed, it gets another -2 to Strength and -2 to Constitution. [b]Skills:[/b] An avian creature receives a +4 circumstance bonus on Spot checks either in regions of shadowy illumination or bright illumination. [b]Feats:[/b] If the creature did not gain a fly speed, it receives Run as a bonus feat. [b]Challenge Rating:[/b] +0, or +1 if the creature gained a fly speed. [b]Level Adjustment:[/b] +0, or +2 if the creature gained a fly speed. [size=3][B]Combat[/B][/size] The tactics of a flightless avian typically do not change much, though its new speed definitely impacts its hunting ability However, as it also is more fragile, it will take some care on which creatures it will hunt. The tactics of an avian capable of flight, however, change drastically as a whole new dimension opens up for it. It will typically employ hit and run tactics, utilizing diving charges to weaken its prey. Many flying avians will replace one of their feats for the Flyby Attack feat to further improve this tactic. [size=3][B]Anatomy and Ecology[/B][/size] As evidenced by its name, the avian template turns the base creature into a bird. That means that, typically, it becomes a warm-blooded creature that lays eggs. It has a bone skeleton even if the original creature didn't, and usually hollow bones. Most of the creature's body is covered in feathers with a coloration that is reminiscent of the coloration of the base creature. In those body regions where the base creature had large amounts of hair or fur (such as a lion's mane) or a crest (such as many lizards), the avian creature typically has a similar decoration of feathers, though combs like that of a chicken are possible as well. The new body structure and the hollow bones may affect the creature's weight and height. As a rule of thumb, an avian has probably a height of 2/3s the original length, and a weight of 9/10s the original weight. An avian creature almost always has wings (the exception being certain flightless avians that may lose the limbs entirely). If the base creature already had wings, those simply become bird wings. If the base creature had arms or similar manipulators, one pair of those becomes the wing pair. If the creature had a rake attack or the ability to carry equipment in its hands, it retains fingers or claws on the folds or tips of the wings for that purpose. If the base creature only had legs or fins, the front leg or fin pair becomes the wing pair. Finally, if the base creature had no limbs at all, it grows a wing pair as its only usable limbs. Any leg or fin pairs that did not become wings become bird legs. On most creatures, they become talons like those of a bird of prey, but if it doesn't gain a talon attack, they usually resemble duck legs (if you want to turn a different creature into a more duck-like creature, simply don't give it talon attacks). As most avian creatures will become bipedal, the placement of the limbs and center of gravity must shift, placing more weight directly above the legs. The length of the neck as well as the shape of the beak strongly depend on the avian creature's diet and whether it is flightless or not. Flightless hunters typically have longer necks and stronger beaks than other avians. Fish-eating birds typically have longer beaks, and birds of prey have hooked beaks. An avian's dietary habits do not necessarily change (though this can provide interesting results), though they may be broader than those of the base creature. If the base creature could handle equipment, the avian creature can hold equipment with its wing hands while on the ground, or in its talons while in flight. An avian creature cannot use bracers or gloves. It can only use armor, boots, and clothing specifically made for avians. [size=3][B]Avians as Characters[/B][/size] Flightless avians cause little problems as potential player characters, but they tend to be rather fragile. Though typically, their favored class should not change, they may find themselves less suited for that class. If their favored class was based strongly on Constitution and/or Strength (such as many fighting classes), you may consider changing it to a more Dexterity-based class. Avians capable of flight, on the other hand, can cause more problems in a campaign, and their extreme frailty makes them easy to drop. They are most likely unsuited to any combat-related class, and make better scouts and spellcasters. The level adjustment of +2 is inflated to better account for unpredictable combinations, might be lowered for certain combinations. [sblock=Sample Creatures][size=3][B]Sample Creature: Avicorn[/B][/size] [B]Large Magical Beast Hit Dice:[/B] 4d10+12 (34 hp) [B]Initiative:[/B] +4 [B]Speed:[/B] 60 ft. (12 squares), fly 120 ft (average) [B]Armor Class:[/B] 19 (-1 size, +4 Dex, +6 natural), touch 12, flat-footed 15 [B]Base Attack/Grapple:[/B] +4/+11 [B]Attack:[/B] Horn +9 melee (1d8+6) [B]Full Attack:[/B] Horn +9 melee (1d8+6), bite +1 melee (1d8+1), and 2 talons +1 melee (1d8+1) [B]Space/Reach:[/B] 10 ft./5 ft. [B]Special Attacks:[/B] - [B]Special Qualities:[/B] Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy [B]Saves:[/B] Fort +7, Ref +8, Will +6 [B]Abilities:[/B] Str 16, Dex 19, Con 17, Int 10, Wis 21, Cha 24 [B]Skills:[/B] Jump +19, Listen +11, Move Silently +10, Spot +11*, Survival +8** [B]Feats:[/B] Alertness, Skill Focus (Survival) [B]Environment:[/B] Temperate forests [B]Organization:[/B] Solitary, pair, or grace (3-6) [B]Challenge Rating:[/B] 4 [B]Treasure:[/B] None [B]Alignment:[/B] Always chaotic good [B]Advancement:[/B] 5-8 HD (Large) [B]Level Adjustment:[/B] +6 (cohort) [I]A very large, probably man-high, parrot with bright white feathers sits among the branches, looking at you with fiery golden eyes. A golden horn spirals out of its forehead.[/I] An avicorn has deep sea-blue, violet, brown, or fiery gold eyes. A typical adult avicorn grows to 6 feet in height, and weighs 1000 pounds. Females are slightly smaller and slimmer than males. Avicorn speak Sylvan and Common. Avicorns normally attack only when defending themselves or their forests. They either charge, impaling foes with their horns like lances, or strike with their talons. The horn is a +3 magic weapon, though its power fades if removed from the avicorn. [B]Magic Circle against Evil (Su):[/B] This ability continuously duplicates the effect of the spell. An avicorn cannot suppress this ability. [B]Spell-Like Abilities:[/B] Avicorns can use [I]detect evil[/I] at will as a free action. Once per day an avicorn can use [I]greater teleport[/I] to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside. An avicorn can use [I]cure light wounds[/I] three times per day and [I]cure moderate wounds[/I] once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use [I]neutralize poison[/I] (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based. [B]Wild Empathy (Ex):[/B] This power works like the druid’s wild empathy class feature, except that an avicorn has a +6 racial bonus on the check. [B]Skills[/B]: Avicorns have a +4 racial bonus on Move Silently checks. *In areas of bright illumination, avicorns have a +4 competence bonus on Spot checks. **Avicorns have a +3 competence bonus on Survival checks within the boundaries of their forest. [size=3][B]Sample Creature: Leornis[/B][/size] [B]Large Animal Hit Dice:[/B] 5d8+5 (27 hp) [B]Initiative:[/B] +4 [B]Speed:[/B] 50 ft. (10 squares) [B]Armor Class:[/B] 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12 [B]Base Attack/Grapple:[/B] +3/+11 [B]Attack:[/B] Talon +6 melee (1d8+4) [B]Full Attack:[/B] 2 talons +6 melee (1d8+4) and bite +1 melee (1d8+2) [B]Space/Reach:[/B] 10 ft./5 ft. [B]Special Attacks:[/B] Pounce, improved grab, rake 1d4+2 [B]Special Qualities:[/B] Low-light vision, scent [B]Saves:[/B] Fort +5, Ref +8, Will +2 [B]Abilities:[/B] Str 19, Dex 19, Con 13, Int 2, Wis 12, Cha 6 [B]Skills:[/B] Balance +8, Hide +6*, Jump +12, Listen +5, Move Silently +14, Spot +5** [B]Feats:[/B] Alertness, Run[sup][b]B[/b][/sup], Stealthy [B]Environment:[/B] Warm plains [B]Organization:[/B] Solitary, pair, or flock (6-10) [B]Challenge Rating:[/B] 3 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] 6-8 HD (Large) [B]Level Adjustment:[/B] - [I]The creature pouncing out of hiding is a large bird with pale yellow feathers and a wicked beak. Its wings are small and probably cannot carry it aloft, but they are topped with sharp claws, though these are dwarfed by the talons on the creature's powerful legs. The creature's head is framed with several rows of large feathers spread backwards.[/I] Leornithes are large flightless birds that hunt other animals for food. They are about nine feet high, and live in small flocks. When hunting in a flock, they often attack animals much larger than themselves, but alone or in pairs, they only attack smaller creatures and occasionally resort to scaring away smaller predators from their prey, or eat carrion. [B]Pounce (Ex):[/B] If a leornis charges a foe, it can make a full attack, including two rake attacks. [B]Improved Grab (Ex):[/B] To use this ability, a leornis 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. [B]Rake (Ex):[/B] Attack bonus +7 melee, damage 1d4+2. [B]Skills:[/B] Leornithes 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. **In areas of bright illumination, leornithes have a +4 circumstance bonus on Spot checks. [size=3][B]Sample Creature: Titan Gannet[/B][/size] [B]Huge Animal Hit Dice:[/B] 9d8+30 (70 hp) [B]Initiative:[/B] +3 [B]Speed:[/B] Swim 50 ft. (10 squares), fly 60 ft. (average) [B]Armor Class:[/B] 17 (-2 size, +3 Dex, +6 natural), touch 11, flat-footed 14 [B]Base Attack/Grapple:[/B] +6/+20 [B]Attack:[/B] Bite +12 melee (2d6+9) [B]Full Attack:[/B] Bite +12 melee (2d6+9) [B]Space/Reach:[/B] 15 ft./10 ft. [B]Special Attacks:[/B] - [B]Special Qualities:[/B] Blindsight 120 ft., hold breath, low-light vision [B]Saves:[/B] Fort +9, Ref +9, Will +5 [B]Abilities:[/B] Str 23, Dex 17, Con 17, Int 2, Wis 14, Cha 6 [B]Skills:[/B] Listen +14*, Spot +14*/**, Swim +16 [B]Feats:[/B] Alertness, Endurance, Flyby Attack, Toughness [B]Environment:[/B] Cold aquatic [B]Organization:[/B] Solitary or pod (6-11) [B]Challenge Rating:[/B] 6 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] 10-13 HD (Huge); 14-27 HD (Gargantuan) [B]Level Adjustment:[/B] - [I]A vast black-and-white shape rises from the waters, but if you expected it to drop down again, you find yourself disappointed, as its massive flippers turn out to be functional wings. From its long, black beak, a loud kaw-kaw sound is heard.[/I] Titan gannets are ferocious creatures that are about 30 feet long. They eat fish, squid, seals, and whales. [B]Blindsight (Ex):[/B] Titan gannets can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the titan gannet to rely on its vision, which is somewhat better than a human’s. [B]Hold Breath (Ex):[/B] A titan gannet can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning (136 rounds for a typical titan gannet, or almost 14 minutes). [B]Skills:[/B] A titan gannet 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. *A titan gannet has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated. **In areas of shadowy illumination, a titan gannet has a +4 circumstance bonus on Spot checks. [size=3][B]Sample Creature: Torostrich[/B][/size] [B]Huge Animal Hit Dice:[/B] 16d8+108 (180 hp) [B]Initiative:[/B] +0 [B]Speed:[/B] 40 ft. (8 squares) [B]Armor Class:[/B] 19 (-2 size, +11 natural), touch 8, flat-footed 19 [B]Base Attack/Grapple:[/B] +12/+30 [B]Attack:[/B] Gore +19 melee (2d8+9) [B]Full Attack:[/B] Gore +19 melee (2d8+9), bite +14 melee (2d6+4), 2 claws +14 melee (2d6+4) [B]Space/Reach:[/B] 15 ft./10 ft. [B]Special Attacks:[/B] Powerful charge, trample 2d12+13 [B]Special Qualities:[/B] Low-light vision, scent [B]Saves:[/B] Fort +18, Ref +10, Will +6 [B]Abilities:[/B] Str 28, Dex 11, Con 23, Int 1, Wis 12, Cha 7 [B]Skills:[/B] Listen +13, Spot +12* [B]Feats:[/B] Alertness, Great Fortitude, Run[sup][b]B[/b][/sup], Toughness (4) [B]Environment:[/B] Temperate plains [B]Organization:[/B] Solitary, pair, or flock (5-8) [B]Challenge Rating:[/B] 9 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] 17-32 HD (Huge); 33-48 HD (Gargantuan) [B]Level Adjustment:[/B] - [I]An enormous wingless bird stands at the tree, eating off whole branches with its hooked beak. From that beak, a long, sharp horn juts out, and the long head is adorned two structures that make the bird look as if it had two more horns. Its gray-feathered body is held by two enormous feet with scythe-like talons. Suddenly, it raises its head and begins to sniff as it is has caught a scent, then looks into your direction.[/I] A torostrich has a body about 25 feet long and weighs about 18,000 pounds. These creatures are likely to charge and skewer any creature of at least Large size that infringes on their territory. A torostrich uses its trample attack on smaller opponents. [B]Powerful Charge (Ex):[/B] When a torostrich charges, its gore attack deals 4d8+18 points of damage. [B]Trample (Ex):[/B] Reflex half DC 27. The save DC is Strength-based. [B]Skills:[/B] *In areas of bright illumination, torostriches have a +4 circumstance bonus on Spot checks.[/sblock] [/QUOTE]
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