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<blockquote data-quote="Knight Otu" data-source="post: 3731751" data-attributes="member: 192"><p><span style="font-size: 15px"><strong>Reptilian Creature</strong></span></p><p>Reptilian creatures are lizards, dinosaurs, crocodiles and similar reptiles that share some features of a particular creature.</p><p></p><p><span style="font-size: 12px"><strong>Creating a Reptilian Creature</strong></span></p><p>A reptilian creature uses all the base creature’s statistics and special abilities except as noted here. In addition, if the base creature did not already have a tail attack, you may choose to give it a powerful tail. Finally, if it wasn't already aquatic or semi-aquatic, you may choose to make the reptilian creature semi-aquatic.</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. If it was humanoid, it gains the Reptilian subtype.</p><p><strong>Speed:</strong> If the base did not have a base land speed, the reptilian creature has a base land speed of 5 feet.</p><p><strong>Attacks:</strong> A reptilian creature gets a bite attack. Also, if the reptilian creature has any natural attacks with its limbs, those attacks become claw attacks dealing the same amount of damage. Finally, if you chose to give the creature a powerful tail</p><p><strong>Damage:</strong> Natural weapons deal damage normally. Bite and tail slam attacks deals damage depending on the reptilian creature's size (If the base creature already had those attacks, use the reptilian 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 reptilian creature gains low-light vision if the base creature did not already have it. If the base creature was aquatic, it gets the Amphibious special quality. If you chose to make the creature semi-aquatic, it gets the Hold Breath special quality.</p><p><em>Amphibious</em>: An aquatic reptilian creature can remain out of water indefinitely, even if the base creature couldn't.</p><p><em>Hold Breath:</em> A semi-aquatic reptilian creature can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.</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 reptilian creature gets +2 to Constitution and -4 to Charisma. If you chose to give it a powerful tail, it gets a further +2 to Strength.</p><p><strong>Skills:</strong> A reptilian creature receives a total +8 racial bonus on checks for a number of Strength-, Dexterity-, or Wisdom-based skills, distributed as you choose (for example, you could choose to give it a +4 racial bonus on Climb checks, and a +2 racial bonus on Listen and Spot checks). If one of the chosen skills is Hide, double the bonus inside of the creature's normal habitat, to a maximum of +8. If you chose to make the creature semi-aquatic, it gets a +4 racial bonus on Swim checks.</p><p><strong>Challenge Rating:</strong> +0, or +1 if you chose one or both of making the creature semi-aquatic or giving it a powerful tail.</p><p><strong>Level Adjustment:</strong> +1, and a further +1 if you either chose to make the creature semi-aquatic or give it a powerful tail.</p><p></p><p><span style="font-size: 12px"><strong>Combat</strong></span></p><p>The tactics of a reptilian creature do not particularly change compared to the base creature. Usually, they will have more natural attacks, making them dangerous melee combatants, which is enhanced by their increased hit points (and possibly Strength). Semi-aquatic reptilian creatures usually become ambush predators similar to crocodiles, lying in wait for suitable prey to come to drink.</p><p></p><p><span style="font-size: 12px"><strong>Anatomy and Ecology</strong></span></p><p>Reptilian are usually cold-blooded, egg-laying creatures. They have a bone skeleton and a dry, scaly hide. They have a head with nostrils, small ears, and eyes, and many sport frills, crests, or horns. All reptilian creatures have tails, and a few reptilians that do not attack with their tails can lose them to escape predators.</p><p>The limbs of a reptilian are armed with non-retractable claws, but they are not necessarily suitable for attacking. Otherwise, the reptilian creature has the same number and configuration of limbs as the base creature. A reptilian creature's wings are bat-like in shape. In a few cases, you might decide that a normally quadrupedal creature would become a bipedal reptilian creature. In that case, its carrying capacity is still calculated as if it were a quadruped.</p><p>The scales of a reptilian creature are usually colored in a way similar to the base creature. Some reptilian creatures have a limited ability to change the color of their scales in reaction to environmental or emotional stimuli.</p><p></p><p><span style="font-size: 12px"><strong>Reptilians as Characters</strong></span></p><p>Reptilian creatures are perfectly suitable as player characters if the player is willing to accept the level adjustment. Their reduced Charisma score makes them bad sorcerers, bards, and paladins, but otherwise, few careers are barred to them.</p><p>Most reptilian races substitute Draconic for their standard language.</p><p></p><p>[sblock=Sample Creatures]<span style="font-size: 12px"><strong>Sample Creature: Bull Lizardfolk</strong></span></p><p><strong>Large Monstrous Humanoid</strong></p><p><strong>Hit Dice:</strong> 6d8+18 (45 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 14 (–1 size, +5 natural), touch 9, flat-footed — (see text)</p><p><strong>Base Attack/Grapple:</strong> +6/+14</p><p><strong>Attack:</strong> Greataxe +9 melee (3d6+6/x3); or gore +9 melee (1d8+4); or bite +9 melee (1d8+4)</p><p><strong>Full Attack:</strong> Greataxe +9/+4 melee (3d6+6/x3) and gore +4 melee (1d8+2) and bite +4 melee (1d8+2) </p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p><strong>Special Attacks:</strong> Powerful charge 4d6+6</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., hold breath, low-light vision, natural cunning, scent</p><p><strong>Saves:</strong> Fort +7, Ref +5, Will +5</p><p><strong>Abilities:</strong> Str 19, Dex 10, Con 17, Int 7, Wis 10, Cha 4</p><p><strong>Skills:</strong> Balance +4, Intimidate +0, Jump +8, Listen +7, Search +2, Spot +7, Swim +8</p><p><strong>Feats:</strong> Great Fortitude, Power Attack, Track</p><p><strong>Environment:</strong> Underground</p><p><strong>Organization:</strong> Solitary, pair, or gang (3–4)</p><p><strong>Challenge Rating:</strong> 5</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually chaotic evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +4</p><p><em>A large reptilian humanoid with dark brown scales charges forwards, its hands gripping a huge axe. A colorful frill adorns its head and back, and two straight horns jut forwards from its head.</em></p><p>A bull lizardfolk stands more than 7 feet tall and weighs about 700 pounds. Bull lizardfolk speak Draconic. Bull lizardfolk prefer melee combat, where their great strength serves them well.</p><p><strong>Powerful Charge (Ex):</strong> A bull lizardfolk typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.</p><p><strong>Hold Breath:</strong> A bull lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score (68 rounds, or almost 7 minutes, for a typical bull lizardfolk) before it risks drowning.</p><p><strong>Natural Cunning (Ex):</strong> Although bull lizardfolk are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.</p><p><strong>Skills:</strong> Bull lizardfolk have a +4 racial bonus on Balance, Jump, Listen, Search, Spot, and Swim checks.</p><p>The bull lizardfolk uses a minotaur as the base creature.</p><p></p><p><span style="font-size: 12px"><strong>Sample Creature: Gluing Saurian</strong></span></p><p><strong>Huge Animal</strong></p><p><strong>Hit Dice:</strong> 8d8+24 (60 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 30 ft. (6 squares), climb 20 ft.</p><p><strong>Armor Class:</strong> 16 (–2 size, +3 Dex, +5 natural), touch 11, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> +6/+18</p><p><strong>Attack:</strong> Bite +9 melee (2d6+6 plus poison)</p><p><strong>Full Attack:</strong> Bite +9 melee (2d6+6 plus poison)</p><p><strong>Space/Reach:</strong> 15 ft./10 ft.</p><p><strong>Special Attacks:</strong> Glue sheet, poison</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., low-light vision, tremorsense 60 ft., vermin traits</p><p><strong>Saves:</strong> Fort +9, Ref +9, Will +2</p><p><strong>Abilities:</strong> Str 19, Dex 17, Con 16, Int —, Wis 10, Cha 1</p><p><strong>Skills:</strong> Balance +7, Climb +12, Hide –1*, Jump +8, Move Silently +3*, Spot +4</p><p><strong>Feats:</strong> —</p><p><strong>Environment:</strong> Temperate forests</p><p><strong>Organization:</strong> Solitary or colony (2–5)</p><p><strong>Challenge Rating:</strong> 5</p><p><strong>Treasure:</strong> 1/10 coins; 50% goods; 50% items</p><p><strong>Advancement:</strong> 9–15 HD (Huge)</p><p><strong>Level Adjustment:</strong> —</p><p><em>A huge, black-scaled lizard is hanging overhead, suspended on eight long legs, with claws adapted for climbing. From its mouth, a viscous substance drops, solidifying quickly.</em></p><p>Gluing saurians are aggressive predators that use their poisonous bites to subdue or kill prey. They usually attempt to trap prey with their glue sheets.</p><p>Gluing saurians are almost entirely ruled by instinct, even more so than crocodiles. They have almost no capacity of learning, and act purely on outside stimuli.</p><p><strong>Glue Sheet (Ex):</strong> Gluing saurians often wait in web-like sheets of glue or in trees, then lower themselves silently on glue strands and leap onto prey passing beneath. A single strand is strong enough to support the saurian and one creature of the same size. They can throw a glue sheet eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the saurian.</p><p>An entangled creature can escape with a successful Escape Artist check (DC 17) or burst it with a Strength check (DC 21), both as a standard action. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.</p><p>Gluing saurians often create sheets of sticky, near-transparent glue from 5 to 60 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a sheet; otherwise they stumble into it and become trapped as though by a successful glue sheet attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 14 hit points, and sheets have damage reduction 5/—.</p><p>A gluing saurian can move across its own glue sheet at its climb speed and can pinpoint the location of any creature touching its web.</p><p><strong>Poison (Ex):</strong> A gluing saurian has a poisonous bite. Initial and secondary damage 1d8 Strength, Fortitude save DC 17. The save DC is Constitution-based.</p><p><strong>Tremorsense (Ex):</strong> A gluing saurian can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with its sheet.</p><p><strong>Skills:</strong> Gluing have a +4 racial bonus on Balance, Hide, Jump and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Gluing saurians have a +8 racial bonus on Hide and Move Silently checks when using their glue sheets.</p><p>The gluing saurian uses a huge monstrous spider as the base creature.</p><p></p><p><span style="font-size: 12px"><strong>Sample Creature: Riding Lizard</strong></span></p><p><strong>Large Animal</strong></p><p><strong>Hit Dice:</strong> 3d8+12 (25 hp)</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 60 ft. (12 squares)</p><p><strong>Armor Class:</strong> 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> +2/+9</p><p><strong>Attack:</strong> Claw +4 melee (1d4+3)</p><p><strong>Full Attack:</strong> 2 claws +4 melee (1d4+3) and bite –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> Low-light vision, scent</p><p><strong>Saves:</strong> Fort +7, Ref +4, Will +2</p><p><strong>Abilities:</strong> Str 16, Dex 13, Con 19, Int 2, Wis 13, Cha 2</p><p><strong>Skills:</strong> Climb +7, Jump +19, Listen +4, Spot +4</p><p><strong>Feats:</strong> Endurance, Run</p><p><strong>Environment:</strong> Temperate plains</p><p><strong>Organization:</strong> Domesticated</p><p><strong>Challenge Rating:</strong> 1</p><p><strong>Advancement:</strong> —</p><p><strong>Level Adjustment:</strong> —</p><p><em>This large bipedal creature resembles a brown-scaled velociraptor, but its teeth seem more horselike.</em></p><p>These animals are similar to velociraptors, but are herbivores and are readily trained and ridden. A riding lizard can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.</p><p><strong>Skills:</strong> Riding lizards have a+4 racial bonus on Climb and Jump checks.</p><p><strong>Carrying Capacity:</strong> The carrying capacity of a riding lizard is determined as if it were a quadruped. A light load for a riding lizard is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A riding lizard can drag 3,450 pounds.</p><p>The riding lizard uses a light warhorse as the base creature</p><p></p><p><span style="font-size: 12px"><strong>Sample Creature: Sea Monster</strong></span></p><p><strong>Gargantuan Magical Beast (Aquatic)</strong></p><p><strong>Hit Dice:</strong> 20d10+200 (310 hp)</p><p><strong>Initiative:</strong> +4</p><p><strong>Speed:</strong> 5 ft (1 square), Swim 20 ft.</p><p><strong>Armor Class:</strong> 20 (–4 size, +14 natural), touch 6, flat-footed 20</p><p><strong>Base Attack/Grapple:</strong> +20/+44</p><p><strong>Attack:</strong> Tentacle +28 melee (2d8+12/19–20)</p><p><strong>Full Attack:</strong> 2 tentacles +28 melee (2d8+12/19–20) and 6 claws +23 melee (1d6+6) and bite +23 melee (4d6+6)</p><p><strong>Space/Reach:</strong> 20 ft./15 ft. (60 ft. with tentacle, 30 ft. with claw)</p><p><strong>Special Attacks:</strong> Constrict 2d8+12 or 1d6+6, improved grab</p><p><strong>Special Qualities:</strong> Amphibious, darkvision 60 ft., ink cloud, jet, low-light vision, spell-like abilities</p><p><strong>Saves:</strong> Fort +22, Ref +12, Will +13</p><p><strong>Abilities:</strong> Str 34, Dex 10, Con 31, Int 21, Wis 20, Cha 16</p><p><strong>Skills:</strong> Concentration +22, Diplomacy +5, Hide +0, Intimidate +14, Knowledge (geography) +17, Knowledge (nature) +16, Listen +34, Search +28, Sense Motive +17, Spot +34, Survival +5 (+7 following tracks), Swim +20, Use Magic Device +14</p><p><strong>Feats:</strong> Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will</p><p><strong>Environment:</strong> Temperate aquatic</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 12</p><p><strong>Treasure:</strong> Triple standard</p><p><strong>Alignment:</strong> Usually neutral evil</p><p><strong>Advancement:</strong> 21–32 HD (Gargantuan); 33–60 HD (Colossal)</p><p><strong>Level Adjustment:</strong> —</p><p><em>A vast shape rises from the depths, pale scales glistening wet. An alligator head, flanked by two long and barbed tentacles begins crashing down towards you.</em></p><p>The beast has six arms about 30 feet long that end in claws; its head is flanked by two long, flexible tentacles that are nearly 60 feet long and covered with barbs. Sea monsters speak Common and Aquan.</p><p>Sea monsters strike their opponents with their barbed tentacles, then grab and crush with their claws or drag victims into their huge jaws. An opponent can make sunder attempts against a sea monster’s tentacles or arms as if they were weapons. A sea monster’s tentacles have 20 hit points, and its arms have 10 hit points. If a kraken is currently grappling a target with one tentacle or claw, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a sea monster’s tentacle or arm deals damage to the kraken equal to half the limb’s full normal hit points. A sea monster usually withdraws from combat if it loses both tentacles or three of its claws. A sea monster regrows severed limbs in 1d10+10 days.</p><p><strong>Constrict (Ex):</strong> A sea monster deals automatic claw or tentacle damage with a successful grapple check.</p><p><strong>Improved Grab (Ex):</strong> To use this ability, the sea monster must hit with a claw or tentacle 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 constrict.</p><p><strong>Amphibious:</strong> A sea monster can remain out of water indefinitely, even though it rarely does.</p><p><strong>Ink Cloud (Ex):</strong> A sea monster can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the sea monster normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.</p><p><strong>Jet (Ex):</strong> A sea monster can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.</p><p><strong>Spell-Like Abilities:</strong> Caster level 9th. The save DC is Charisma-based.</p><p>1/day—<em>control weather</em>, <em>control winds</em>, <em>dominate animal</em> (DC 16), <em>resist energy</em>.</p><p><strong>Skills:</strong> A sea monster has a +4 racial bonus on Listen and Spot checks. A sea monster 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.</p><p>The sea monster uses a kraken as the base creature.[/sblock]</p></blockquote><p></p>
[QUOTE="Knight Otu, post: 3731751, member: 192"] [SIZE=4][b]Reptilian Creature[/b][/SIZE] Reptilian creatures are lizards, dinosaurs, crocodiles and similar reptiles that share some features of a particular creature. [SIZE=3][b]Creating a Reptilian Creature[/b][/SIZE] A reptilian creature uses all the base creature’s statistics and special abilities except as noted here. In addition, if the base creature did not already have a tail attack, you may choose to give it a powerful tail. Finally, if it wasn't already aquatic or semi-aquatic, you may choose to make the reptilian creature semi-aquatic. [b]Size and Type:[/b] If the base creature was a vermin, its type changes to Animal. It does not gain the Augmented subtype. If it was humanoid, it gains the Reptilian subtype. [b]Speed:[/b] If the base did not have a base land speed, the reptilian creature has a base land speed of 5 feet. [b]Attacks:[/b] A reptilian creature gets a bite attack. Also, if the reptilian creature has any natural attacks with its limbs, those attacks become claw attacks dealing the same amount of damage. Finally, if you chose to give the creature a powerful tail [b]Damage:[/b] Natural weapons deal damage normally. Bite and tail slam attacks deals damage depending on the reptilian creature's size (If the base creature already had those attacks, use the reptilian 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 reptilian creature gains low-light vision if the base creature did not already have it. If the base creature was aquatic, it gets the Amphibious special quality. If you chose to make the creature semi-aquatic, it gets the Hold Breath special quality. [i]Amphibious[/i]: An aquatic reptilian creature can remain out of water indefinitely, even if the base creature couldn't. [i]Hold Breath:[/i] A semi-aquatic reptilian creature can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning. [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 reptilian creature gets +2 to Constitution and -4 to Charisma. If you chose to give it a powerful tail, it gets a further +2 to Strength. [b]Skills:[/b] A reptilian creature receives a total +8 racial bonus on checks for a number of Strength-, Dexterity-, or Wisdom-based skills, distributed as you choose (for example, you could choose to give it a +4 racial bonus on Climb checks, and a +2 racial bonus on Listen and Spot checks). If one of the chosen skills is Hide, double the bonus inside of the creature's normal habitat, to a maximum of +8. If you chose to make the creature semi-aquatic, it gets a +4 racial bonus on Swim checks. [b]Challenge Rating:[/b] +0, or +1 if you chose one or both of making the creature semi-aquatic or giving it a powerful tail. [b]Level Adjustment:[/b] +1, and a further +1 if you either chose to make the creature semi-aquatic or give it a powerful tail. [SIZE=3][b]Combat[/b][/SIZE] The tactics of a reptilian creature do not particularly change compared to the base creature. Usually, they will have more natural attacks, making them dangerous melee combatants, which is enhanced by their increased hit points (and possibly Strength). Semi-aquatic reptilian creatures usually become ambush predators similar to crocodiles, lying in wait for suitable prey to come to drink. [SIZE=3][b]Anatomy and Ecology[/b][/SIZE] Reptilian are usually cold-blooded, egg-laying creatures. They have a bone skeleton and a dry, scaly hide. They have a head with nostrils, small ears, and eyes, and many sport frills, crests, or horns. All reptilian creatures have tails, and a few reptilians that do not attack with their tails can lose them to escape predators. The limbs of a reptilian are armed with non-retractable claws, but they are not necessarily suitable for attacking. Otherwise, the reptilian creature has the same number and configuration of limbs as the base creature. A reptilian creature's wings are bat-like in shape. In a few cases, you might decide that a normally quadrupedal creature would become a bipedal reptilian creature. In that case, its carrying capacity is still calculated as if it were a quadruped. The scales of a reptilian creature are usually colored in a way similar to the base creature. Some reptilian creatures have a limited ability to change the color of their scales in reaction to environmental or emotional stimuli. [SIZE=3][b]Reptilians as Characters[/b][/SIZE] Reptilian creatures are perfectly suitable as player characters if the player is willing to accept the level adjustment. Their reduced Charisma score makes them bad sorcerers, bards, and paladins, but otherwise, few careers are barred to them. Most reptilian races substitute Draconic for their standard language. [sblock=Sample Creatures][SIZE=3][b]Sample Creature: Bull Lizardfolk[/b][/SIZE] [b]Large Monstrous Humanoid Hit Dice:[/b] 6d8+18 (45 hp) [b]Initiative:[/b] +0 [b]Speed:[/b] 30 ft. (6 squares) [b]Armor Class:[/b] 14 (–1 size, +5 natural), touch 9, flat-footed — (see text) [b]Base Attack/Grapple:[/b] +6/+14 [b]Attack:[/b] Greataxe +9 melee (3d6+6/x3); or gore +9 melee (1d8+4); or bite +9 melee (1d8+4) [b]Full Attack:[/b] Greataxe +9/+4 melee (3d6+6/x3) and gore +4 melee (1d8+2) and bite +4 melee (1d8+2) [b]Space/Reach:[/b] 10 ft./10 ft. [b]Special Attacks:[/b] Powerful charge 4d6+6 [b]Special Qualities:[/b] Darkvision 60 ft., hold breath, low-light vision, natural cunning, scent [b]Saves:[/b] Fort +7, Ref +5, Will +5 [b]Abilities:[/b] Str 19, Dex 10, Con 17, Int 7, Wis 10, Cha 4 [b]Skills:[/b] Balance +4, Intimidate +0, Jump +8, Listen +7, Search +2, Spot +7, Swim +8 [b]Feats:[/b] Great Fortitude, Power Attack, Track [b]Environment:[/b] Underground [b]Organization:[/b] Solitary, pair, or gang (3–4) [b]Challenge Rating:[/b] 5 [b]Treasure:[/b] Standard [b]Alignment:[/b] Usually chaotic evil [b]Advancement:[/b] By character class [b]Level Adjustment:[/b] +4 [i]A large reptilian humanoid with dark brown scales charges forwards, its hands gripping a huge axe. A colorful frill adorns its head and back, and two straight horns jut forwards from its head.[/i] A bull lizardfolk stands more than 7 feet tall and weighs about 700 pounds. Bull lizardfolk speak Draconic. Bull lizardfolk prefer melee combat, where their great strength serves them well. [b]Powerful Charge (Ex):[/b] A bull lizardfolk typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage. [b]Hold Breath:[/b] A bull lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score (68 rounds, or almost 7 minutes, for a typical bull lizardfolk) before it risks drowning. [b]Natural Cunning (Ex):[/b] Although bull lizardfolk are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed. [b]Skills:[/b] Bull lizardfolk have a +4 racial bonus on Balance, Jump, Listen, Search, Spot, and Swim checks. The bull lizardfolk uses a minotaur as the base creature. [SIZE=3][b]Sample Creature: Gluing Saurian[/b][/SIZE] [b]Huge Animal Hit Dice:[/b] 8d8+24 (60 hp) [b]Initiative:[/b] +3 [b]Speed:[/b] 30 ft. (6 squares), climb 20 ft. [b]Armor Class:[/b] 16 (–2 size, +3 Dex, +5 natural), touch 11, flat-footed 13 [b]Base Attack/Grapple:[/b] +6/+18 [b]Attack:[/b] Bite +9 melee (2d6+6 plus poison) [b]Full Attack:[/b] Bite +9 melee (2d6+6 plus poison) [b]Space/Reach:[/b] 15 ft./10 ft. [b]Special Attacks:[/b] Glue sheet, poison [b]Special Qualities:[/b] Darkvision 60 ft., low-light vision, tremorsense 60 ft., vermin traits [b]Saves:[/b] Fort +9, Ref +9, Will +2 [b]Abilities:[/b] Str 19, Dex 17, Con 16, Int —, Wis 10, Cha 1 [b]Skills:[/b] Balance +7, Climb +12, Hide –1*, Jump +8, Move Silently +3*, Spot +4 [b]Feats:[/b] — [b]Environment:[/b] Temperate forests [b]Organization:[/b] Solitary or colony (2–5) [b]Challenge Rating:[/b] 5 [b]Treasure:[/b] 1/10 coins; 50% goods; 50% items [b]Advancement:[/b] 9–15 HD (Huge) [b]Level Adjustment:[/b] — [i]A huge, black-scaled lizard is hanging overhead, suspended on eight long legs, with claws adapted for climbing. From its mouth, a viscous substance drops, solidifying quickly.[/i] Gluing saurians are aggressive predators that use their poisonous bites to subdue or kill prey. They usually attempt to trap prey with their glue sheets. Gluing saurians are almost entirely ruled by instinct, even more so than crocodiles. They have almost no capacity of learning, and act purely on outside stimuli. [b]Glue Sheet (Ex):[/b] Gluing saurians often wait in web-like sheets of glue or in trees, then lower themselves silently on glue strands and leap onto prey passing beneath. A single strand is strong enough to support the saurian and one creature of the same size. They can throw a glue sheet eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the saurian. An entangled creature can escape with a successful Escape Artist check (DC 17) or burst it with a Strength check (DC 21), both as a standard action. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Gluing saurians often create sheets of sticky, near-transparent glue from 5 to 60 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a sheet; otherwise they stumble into it and become trapped as though by a successful glue sheet attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 14 hit points, and sheets have damage reduction 5/—. A gluing saurian can move across its own glue sheet at its climb speed and can pinpoint the location of any creature touching its web. [b]Poison (Ex):[/b] A gluing saurian has a poisonous bite. Initial and secondary damage 1d8 Strength, Fortitude save DC 17. The save DC is Constitution-based. [b]Tremorsense (Ex):[/b] A gluing saurian can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with its sheet. [b]Skills:[/b] Gluing have a +4 racial bonus on Balance, Hide, Jump and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Gluing saurians have a +8 racial bonus on Hide and Move Silently checks when using their glue sheets. The gluing saurian uses a huge monstrous spider as the base creature. [SIZE=3][b]Sample Creature: Riding Lizard[/b][/SIZE] [b]Large Animal Hit Dice:[/b] 3d8+12 (25 hp) [b]Initiative:[/b] +1 [b]Speed:[/b] 60 ft. (12 squares) [b]Armor Class:[/b] 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 [b]Base Attack/Grapple:[/b] +2/+9 [b]Attack:[/b] Claw +4 melee (1d4+3) [b]Full Attack:[/b] 2 claws +4 melee (1d4+3) and bite –1 melee (1d8+1) [b]Space/Reach:[/b] 10 ft./5 ft. [b]Special Attacks:[/b] — [b]Special Qualities:[/b] Low-light vision, scent [b]Saves:[/b] Fort +7, Ref +4, Will +2 [b]Abilities:[/b] Str 16, Dex 13, Con 19, Int 2, Wis 13, Cha 2 [b]Skills:[/b] Climb +7, Jump +19, Listen +4, Spot +4 [b]Feats:[/b] Endurance, Run [b]Environment:[/b] Temperate plains [b]Organization:[/b] Domesticated [b]Challenge Rating:[/b] 1 [b]Advancement:[/b] — [b]Level Adjustment:[/b] — [i]This large bipedal creature resembles a brown-scaled velociraptor, but its teeth seem more horselike.[/i] These animals are similar to velociraptors, but are herbivores and are readily trained and ridden. A riding lizard can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. [b]Skills:[/b] Riding lizards have a+4 racial bonus on Climb and Jump checks. [b]Carrying Capacity:[/b] The carrying capacity of a riding lizard is determined as if it were a quadruped. A light load for a riding lizard is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A riding lizard can drag 3,450 pounds. The riding lizard uses a light warhorse as the base creature [SIZE=3][b]Sample Creature: Sea Monster[/b][/SIZE] [b]Gargantuan Magical Beast (Aquatic) Hit Dice:[/b] 20d10+200 (310 hp) [b]Initiative:[/b] +4 [b]Speed:[/b] 5 ft (1 square), Swim 20 ft. [b]Armor Class:[/b] 20 (–4 size, +14 natural), touch 6, flat-footed 20 [b]Base Attack/Grapple:[/b] +20/+44 [b]Attack:[/b] Tentacle +28 melee (2d8+12/19–20) [b]Full Attack:[/b] 2 tentacles +28 melee (2d8+12/19–20) and 6 claws +23 melee (1d6+6) and bite +23 melee (4d6+6) [b]Space/Reach:[/b] 20 ft./15 ft. (60 ft. with tentacle, 30 ft. with claw) [b]Special Attacks:[/b] Constrict 2d8+12 or 1d6+6, improved grab [b]Special Qualities:[/b] Amphibious, darkvision 60 ft., ink cloud, jet, low-light vision, spell-like abilities [b]Saves:[/b] Fort +22, Ref +12, Will +13 [b]Abilities:[/b] Str 34, Dex 10, Con 31, Int 21, Wis 20, Cha 16 [b]Skills:[/b] Concentration +22, Diplomacy +5, Hide +0, Intimidate +14, Knowledge (geography) +17, Knowledge (nature) +16, Listen +34, Search +28, Sense Motive +17, Spot +34, Survival +5 (+7 following tracks), Swim +20, Use Magic Device +14 [b]Feats:[/b] Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will [b]Environment:[/b] Temperate aquatic [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 12 [b]Treasure:[/b] Triple standard [b]Alignment:[/b] Usually neutral evil [b]Advancement:[/b] 21–32 HD (Gargantuan); 33–60 HD (Colossal) [b]Level Adjustment:[/b] — [i]A vast shape rises from the depths, pale scales glistening wet. An alligator head, flanked by two long and barbed tentacles begins crashing down towards you.[/i] The beast has six arms about 30 feet long that end in claws; its head is flanked by two long, flexible tentacles that are nearly 60 feet long and covered with barbs. Sea monsters speak Common and Aquan. Sea monsters strike their opponents with their barbed tentacles, then grab and crush with their claws or drag victims into their huge jaws. An opponent can make sunder attempts against a sea monster’s tentacles or arms as if they were weapons. A sea monster’s tentacles have 20 hit points, and its arms have 10 hit points. If a kraken is currently grappling a target with one tentacle or claw, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a sea monster’s tentacle or arm deals damage to the kraken equal to half the limb’s full normal hit points. A sea monster usually withdraws from combat if it loses both tentacles or three of its claws. A sea monster regrows severed limbs in 1d10+10 days. [b]Constrict (Ex):[/b] A sea monster deals automatic claw or tentacle damage with a successful grapple check. [b]Improved Grab (Ex):[/b] To use this ability, the sea monster must hit with a claw or tentacle 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 constrict. [b]Amphibious:[/b] A sea monster can remain out of water indefinitely, even though it rarely does. [b]Ink Cloud (Ex):[/b] A sea monster can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the sea monster normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness. [b]Jet (Ex):[/b] A sea monster can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. [b]Spell-Like Abilities:[/b] Caster level 9th. The save DC is Charisma-based. 1/day—[I]control weather[/I], [I]control winds[/I], [I]dominate animal[/I] (DC 16), [I]resist energy[/I]. [b]Skills:[/b] A sea monster has a +4 racial bonus on Listen and Spot checks. A sea monster 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. The sea monster uses a kraken as the base creature.[/sblock] [/QUOTE]
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