Dog Moon's Creatures [Updated 5/16]

Angel Tarragon

Dawn Dragon
Just curious if you take any requests. There are two tauric creatures I'd like to see (I'd do it myself, but I am no good at creating monsters):

1) A cross between an elf (high) and a unicorn
2) A cross between a gorgon and a minotaur
 

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Dog Moon

Adventurer
Basic Elf/Unicorn

Technically, the Unicorn should lose the horn with its head and thus the abilities associated with it, but I decided to keep the horn anyway. This is the basic, generic version, their race, if you will. Although what's better, a High Elf Unicorn, or a Celestial Centaur? ;)

High Elf Unicorn (CR: 4)
Large Monstrous Humanoid
HD:
5d8+25 ; hp 57
Init +3
Spd: 60 ft.
AC: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15

BA/Grapple: +5/+14
Attack: Horn +13 melee (1d8+8) and 2 hooves +5 melee (1d4+2)
S/R: 10ft/5ft
SA: -
SQ: Darkvision 60ft, magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy, immunity to magic sleep, +2 racial saving throw bonus against enchantment spells or effects, Auto Search on secret door within 5 feet

AL Chaotic Good
Fort 6, Ref 7, Will 4
Str 20, Dex 17, Con 21, Int 10, Wis 10, Cha 10

Skills: Jump +8, Listen +7, Move Silently +6, Spot +7, Survival +7
Languages: Sylvan, Common, Elf

Feats: Alertness, Skill Focus (Survival)

Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.

Spell-Like Abilities: Unicorns can use detect evil at will as a free action.
Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside. A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 14, caster level 8th) with a touch of its horn. The save DC is Charisma-based.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.

Skills: Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest. Elves get a +2 racial bonus on Listen, Search and Spot checks.

Note: The horn is considered as a +3 weapon.
 
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Cheiromancer

Adventurer
Dog_Moon2003 said:
....
Spell-Like Abilities: (3/day each): Dancing lights, darkness, detect good, detect magic, faerie fire, levitate.
....
Feats:
Highborn Drow: You may use detect good, detect magic, and levitate once per day as spell-like abilities, with a caster equal to your character level.
Magic in the Blood: You can use your racial spell-like abilities more often than you otherwise could. Any ability that is otherwise usable once per day is now usable three times per day.
....

These feats are from Underdark, right? Do the spells from Highborn Drow count as racial spell-like abilities? I would have thought that spell-like abilities from classes or feats wouldn't count.
 

Angel Tarragon

Dawn Dragon
Cool, I like the High Elf Unicorn lots. Thanks. I fully intend to use it in an upcoming adventure. Really Cool! Thanks!

When you have the time to do another, here one that I thought up while crawling into bed last night: A tauric Hornsaw Unicorn/Drow
 


Eremite

Explorer
Frukathka said:
(snip)
2) A cross between a gorgon and a minotaur
(snip)

Here's one I used in a campaign that went into the Labyrinth in the Underdark of the Silver Marches:

THE IRON BEAST
Tauric minotaur gorgon: CR 14; Large Magical Beast; HD 16d10+112 (Magical Beast); hp 200; Init +5 (+1 Dex, +4 Improved Initiative); Spd 60 ft; AC 29 (-1 Size, +1 Dex, +11 natural, +8 armour); BAB: +16/+11/+6/+1 (NB: -1 Size); Atk: +26/+21/+16/+11 melee (3d6+14 plus 1d6 fire plus 1d6 sonic/19-20/x3, +2 flaming screaming greataxe]) and +19 melee (2d6+4/20/x2, gore); Space/Reach: 10 ft/10 ft; SA: Breath Weapon, powerful charge 8d6+24; SQ: darkvision 60 ft, natural cunning, scent; AL CE; SV Fort +17, Ref +11, Will +11; Str 26, Dex 13, Con 24, Int 8, Wis 13, Cha 8 (32 points).
Deity: Baphomet. Region: Underdark. Languages: Giant, Undercommon.
Skills: Listen +8 (7), Spot +8 (7), Survival +6 (5).
Feats: Improved Critical: greataxe, Improved Initiative, Improved Natural Attack: gore, Ride-by Attack, Spirited Charge, Weapon Focus: greataxe.
Breath Weapon (Su): petrification gas, Fort save DC 25, 60 ft cone, once per 1d4 rounds up to 5 times per day.
Possessions: (all Large) +2 flaming screaming greataxe, +3 adamantine breastplate (damage reduction 2/-), horseshoes of speed.
 

Angel Tarragon

Dawn Dragon
Thanks for the post Erumite! Will definetely be using The Iron Beast. Wit a tweak to its alignment, it'll be paired up with the High Elf Unicorn, and become formidable opponents for my evil campaign. It'll make the players think twice.
 

Dog Moon

Adventurer
Loreliana Grayeth

Loreliana Grayeth
High Elf Unicorn Ranger 1/Cleric 1/Harper Paragon 7 (CR: 13)
Large Monstrous Humanoid
HD:
7d8+7d10+84 ; hp 181
Init +3
Spd: 60 ft.
AC: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15

BA/Grapple: +11/+20
Attack: Horn +19 melee (1d8+8) and 2 hooves +11 melee (1d4+2)
S/R: 10ft/5ft
SA: Smite evil 3/day (+3 Atk, +7 damage)
SQ: Darkvision 60ft, magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy, immunity to magic sleep, +2 racial saving throw bonus against enchantment spells or effects, Auto Search on secret door within 5 feet, Favored Enemy (Undead), Detect Evil at Will (Sp), Harper Knowledge (+8), Favored Enemy (Evil), Celestial Spells, Exalted Companion, Favored Enemy (Zhentarim)

AL Chaotic Good
Fort 12, Ref 14, Will 12
Str 20, Dex 17, Con 22, Int 13, Wis 18, Cha 16

Skills: Diplomacy +13, Jump +8, Listen +11, Move Silently +6, Perform +8, Sense Motive +8, Spot +11, Survival +8
Languages: Sylvan, Common, Elf

Feats: Alertness, Track (Bonus), Sacred Vow, Vow of Obedience, Exalted Companion (Bonus), Extra Smite, Power Attack

Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.

Spell-Like Abilities: Unicorns can use detect evil at will as a free action.
Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside. A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.

Skills: Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest. Elves get a +2 racial bonus on Listen, Search and Spot checks.

Note: The horn is considered as a +3 weapon.

Spells (As 8th level cleric) (5/4/4/3) Domains: Animal, Healing
1st-Bless, Comprehend Languages, Hide from Undead, Obscuring Mist, Shield of Faith, Calm Animal(D)
2nd-Bull's Strength, Align Weapon, Lesser Restoration, Resist Energy, Hold Animal(D)
3rd-Dispel Magic, Protection from energy, Searing Light (x2), Dominate Animal(D)
4th-Freedom of Movement, Summon Monster IV(x2), Summon Nature's Ally IV(D)

Harper Knowledge(Ex): Like Bard ability, except based on Harper Paragon levels + Int mod.

Celestial Spells(Ex): Can cast spells from Book of Exalted Deeds as if she were a celestial.

Favored Enemies: Undead +4 (+5 v. evil undead)
Evil +1
Zhentarim +2 (+3 v. evil Zhentarim)

Feats
Sacred Vow: +2 perfection bonus on Diplomacy checks.

Vow of Obedience: +4 perfection bonus on Will saving throws against compulsion spells and effects.

Equipment 15,000gp.
Bracelet of Friends [2 charms remaining; Fenworth, the other blank] 9500gp.
Gwaeron's Boots 6,000gp.

Gwaeron's Boots (Magic of Faerun)
These boots make it nearly impossible to track the wearer. They grant a continual pass without trace effect to the character wearing them. In addition, the character leaves no scent whatsoever, so tracking by scent is also impossible. These boots are sturdy and comfortable. They have a hardness of 3 and 15 hit points.
CL 3rd; Craft wondrous Item, pass without trace; Price: 6,000gp; Weight 1 lb.

Description
Loreliana appears to be a beautiful centaur with clean white hair, golden locks down to her shoulders, and bright emerald green eyes. Although she no longer has the head of a unicorn, the horn still remains on her head, preventing her from being able to fit in with centaurs. She tends to disdain weapons and armor, though if needed, she will accept a bow to use if her enemies are flying. An sense of awe surrounds her, an aura of goodness. She herself is pure and fights against that which attempts to ruin that same purity in others.

History
Loreliana was born from a union with a druid and her trusted companion, a Unicorn (Don't ask-it's suspected that a polymorph spell was used). When Loreliana was young, she witnessed her parents killed by a powerful undead wizard. She hunted undead for a short time before she was succumbed to the powers of several intelligent undead. However, she did not
die in that battle. A man, Doran, a cleric of Mielikki, saved her from the undead. He cured her and while she was recovering, he taught her about his Goddess. Loreliana became a firm believer in the Goddess that sent Doran to save her.

The two of them traveled together for a short time, becoming friends. However, it wasn't long before an evil group called the Zhentarim attacked the pair of them. Though they managed to defeat the Zhentarim, Doran was mortally injured. Before he died, he gave her important information about the Zhentarim and told her to give it to a man named Fenworth. Loreliana buried her friend and left to find Fenworth. It wasn't too difficult to find the man. He was apparently well known. When Loreliana finally met him, she found out he was part of the organization called the Harpers, a group whose purpose is to fight evil. Loreliana gave him the information. Fenworth asked if she would like to continue what Doran was doing and with a 'yes' she joined the Harpers and helped them fight evil.

Loreliana's main goal is the total annihilation of the Zhentarim, though she knows it will not be easy. She attempts to convince herself that she is doing this for the good of all that is good, but in her heart, she knows that she is doing this only for vengeance. She hopes that maybe someday, she will be unable to find it in her heart to let this matter drop, but for now, she cannot.

Tactics
She has pretty much standard tactics. She is cautious, but not overly so. She tries to summon her creatures first and attack with her animal companion. She is not afraid to leave battle, even if she is fighting undead because she knows that if she lives, she can kill even more undead than she can kill if she fights them to the death.
 
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Dog Moon

Adventurer
By the way, I have no problems with others posting their creations on this thread. If other people want to post their creations, go ahead. (This isn't titled Dog_Moon's Templated Creatures for that reason). :)

So, thanks Eremite.

Although apparently it is NOW Dog Moon's Creatures. :lol: :lol: :lol:
 
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