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Dog Moon's Creatures [Updated 5/16]
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<blockquote data-quote="Dog Moon" data-source="post: 1791116" data-attributes="member: 23023"><p><strong>Hlikar of the Brokenclaw tribe</strong></p><p></p><p>(Note: The two claw attacks are from paws)</p><p><span style="color: DeepSkyBlue">Hlikar of the Brokenclaw tribe</span></p><p><span style="color: DeepSkyBlue">Gnoll Dire Wolverine Warchief 5 (CR: 11)</span></p><p><span style="color: DeepSkyBlue">Large Monstrous Humanoid</span></p><p><span style="color: DeepSkyBlue">HD:</span> 7d8+5d10+70 ; hp 152</p><p><span style="color: DeepSkyBlue">Init</span> +3</p><p><span style="color: DeepSkyBlue">Spd:</span> 30 ft., climb 10 ft.</p><p><span style="color: DeepSkyBlue">AC:</span> 23 (-1 size, +3 dex, +4 nat, +5 chain shirt, +2 lg. stl. Shield), touch 12, flat-footed 20</p><p></p><p><span style="color: DeepSkyBlue">BA/Grapple:</span> 10/20</p><p><span style="color: DeepSkyBlue">Attack:</span> 2 claws +11 (2d4+3) and heavy flail +17 (1d10+7/19-20)</p><p><span style="color: DeepSkyBlue">S/R:</span> 10ft/5ft</p><p><span style="color: DeepSkyBlue">SA:</span> Rage</p><p><span style="color: DeepSkyBlue">SQ:</span> Low-light vision, scent, Darkvision 60ft</p><p></p><p><span style="color: DeepSkyBlue">AL</span> CE</p><p><span style="color: DeepSkyBlue">Fort</span> 11, <span style="color: DeepSkyBlue">Ref</span> 9, <span style="color: DeepSkyBlue">Will </span> 9</p><p><span style="color: DeepSkyBlue">Str</span> 22, <span style="color: DeepSkyBlue">Dex</span> 17, <span style="color: DeepSkyBlue">Con</span> 20, <span style="color: DeepSkyBlue">Int</span> 8, <span style="color: DeepSkyBlue">Wis</span> 11, <span style="color: DeepSkyBlue">Cha</span> 16</p><p></p><p><span style="color: DeepSkyBlue">Skills:</span> Bluff +5, Climb +7, Diplomacy +6, Sense Motive +3, Spot +3</p><p><span style="color: DeepSkyBlue">Languages:</span> Gnoll</p><p></p><p><span style="color: DeepSkyBlue">Feats:</span> Power Attack, Cleave, Leadership, Vengeful Fury, Fengeful Fury (Improved)</p><p></p><p><span style="color: DeepSkyBlue">Rage (Ex):</span> A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.</p><p></p><p><span style="color: DeepSkyBlue">Tribal Frenzy (Ex):</span> (+6 Str) A warchief is able to inspire his followers to acts of extreme battle frenzy. The warchief may activate this frenzy as a standard action. He may then maintain it as a free action. It ends at the conclusion of any turn in which the warchief does not maintain it. The frenzy affects any creature that is a member of the warchief's race and tribe, that starts its turn within 30 feet of the warchief, and that is able to hear the warchief. The frenzy grants a +2 enhancement bonus to the Strength score of each affected ally (not including the warchief himself). At the start of each of their turns, everyone affected by the Strength boost takes 1 point of damage for each Hit Die they have. Thus, an orc warchief can grant +2 Strength to each member of the pack of 1st-level orc warriors he commands, but each take 1 point of damage per round as long as the Strength boost remains in effect.</p><p></p><p><span style="color: DeepSkyBlue">Feats</span></p><p>Vengeful Fury</p><p>You develop a close emotional tie to your friends. If they fall in combat, you find yourself overcome with rage and anger, allowing you to fight with incredible strength and tenacity.</p><p>Prerequisite: Constitution 13</p><p>Benefit: If one of your friends falls in combat, you may enter a rage (as for the barbarian character class). You can use this option only if a close, personal friend is reduced to –1 or fewer hit points or becomes otherwise incapacitated. Your DM may rule that an ally, such as a man-at-arms or a hireling, does not count as a friend for the purposes of activating</p><p>this feat.</p><p></p><p><span style="color: DeepSkyBlue">Equipment</span> 20,650gp.</p><p>+1 Torturous (x2) Heavy Flail 18,000gp.</p><p>+1 chain shirt 1150gp.</p><p>Potion of Cure Moderate (x2) 600gp.</p><p>Potion of Heroism 900gp.</p><p></p><p>Torturous (Ghostwalk)</p><p>Upon a successful hit, the target of this weapon must make a Fortitude save (DC 12) or be stunned for 1 round from pain. This ability can be applied to a weapon a second time; doing so increases the Fortitude save DC to 17.</p><p>Moderate necromancy; CL 5th; Craft Magic Arms and Armor, death knell; Price: +1 bonus.</p><p></p><p>Vengeful Fury, Improved</p><p>Vengeance spurs you on to greater deeds. If your friends or allies fall in combat, you redouble your efforts to defeat your</p><p>enemies.</p><p>Prerequisite: Vengeful Fury†</p><p>Benefit: For each ally who falls during an encounter, you gain a +1 bonus to attack and damage rolls for the rest of the encounter. This bonus cannot exceed +5. An ally is defined as a friend, cohort, person under your command, henchman, or other important NPC that you have developed a friendship with. You do not gain this benefit for summoned creatures or those conjured by spells or magical items.</p><p>Special: This feat works very well for villains who surround themselves with a number of flunkies or bodyguards.</p><p></p><p><span style="color: DeepSkyBlue">Description</span></p><p>Hlikar is a brutish man combining the traits of a fearful hyena and a large wolverine. The fur covering his body is a brownish-gray color with dark colored spots. His are bright yellow and filled with a frequently not so hidden rage. At his belt rests a heavy flail and though he may not always be wearing it, a chain shirt is never far from sight. A warleader, he is always ready for a battle and he is a fiersome warrior.</p><p></p><p><span style="color: DeepSkyBlue">History</span></p><p>Hartish was the greatest Gnoll leader of all time. He was a brilliant leader and led his people ravaging across the lands. It seemed as though none could stop him, but unfortunately, as is the way of Good people, Good created a large force and crushed Hartish's army, though it was not an easy battle and it cost Good many lives. The war scattered the Gnoll army. For a long time, the Gnolls have known poverty in their separate little villages. However, Hartish's offspring, Hlikar, hated to see his people suffering so greatly. Hlikar was not the most intelligent Gnoll, was about average for their kind, but he was charismatic and with the help of a good (intelligent) advisor, Hlikar gathered the Gnolls in his village under his support. He built up his village strong and began the long task of gathering the Gnolls once again. He is doing it as hush-hush as he possibly can because he doesn't want word of his power to spread. If that occurred, it is likely that the forces of Good which destroyed his father's army might destroy his as well before it is even formed. Hlikar isn't sure what he plans to do once the Gnolls are united. His advisor believes that slowly growing in might and taking land little by little will prove to be a better plan, but Hlikar has the blood of battling running through his veins and he might not be able to prevent himself from battling for long.</p><p></p><p><span style="color: DeepSkyBlue">Tactics</span></p><p>Hlikar is afraid not of battling, but of dying. He is cautious up until the battle begins where he is suddenly a fearsome machine who thinks of nothing as he attacks and fights. Once the battle lust has him, he will fight to the death. With his battle lust, those around him wonder how long his campaign to gather Gnolls will actually last.</p></blockquote><p></p>
[QUOTE="Dog Moon, post: 1791116, member: 23023"] [b]Hlikar of the Brokenclaw tribe[/b] (Note: The two claw attacks are from paws) [COLOR=DeepSkyBlue]Hlikar of the Brokenclaw tribe Gnoll Dire Wolverine Warchief 5 (CR: 11) Large Monstrous Humanoid HD:[/COLOR] 7d8+5d10+70 ; hp 152 [COLOR=DeepSkyBlue]Init[/COLOR] +3 [COLOR=DeepSkyBlue]Spd:[/COLOR] 30 ft., climb 10 ft. [COLOR=DeepSkyBlue]AC:[/COLOR] 23 (-1 size, +3 dex, +4 nat, +5 chain shirt, +2 lg. stl. Shield), touch 12, flat-footed 20 [COLOR=DeepSkyBlue]BA/Grapple:[/COLOR] 10/20 [COLOR=DeepSkyBlue]Attack:[/COLOR] 2 claws +11 (2d4+3) and heavy flail +17 (1d10+7/19-20) [COLOR=DeepSkyBlue]S/R:[/COLOR] 10ft/5ft [COLOR=DeepSkyBlue]SA:[/COLOR] Rage [COLOR=DeepSkyBlue]SQ:[/COLOR] Low-light vision, scent, Darkvision 60ft [COLOR=DeepSkyBlue]AL[/COLOR] CE [COLOR=DeepSkyBlue]Fort[/COLOR] 11, [COLOR=DeepSkyBlue]Ref[/COLOR] 9, [COLOR=DeepSkyBlue]Will [/COLOR] 9 [COLOR=DeepSkyBlue]Str[/COLOR] 22, [COLOR=DeepSkyBlue]Dex[/COLOR] 17, [COLOR=DeepSkyBlue]Con[/COLOR] 20, [COLOR=DeepSkyBlue]Int[/COLOR] 8, [COLOR=DeepSkyBlue]Wis[/COLOR] 11, [COLOR=DeepSkyBlue]Cha[/COLOR] 16 [COLOR=DeepSkyBlue]Skills:[/COLOR] Bluff +5, Climb +7, Diplomacy +6, Sense Motive +3, Spot +3 [COLOR=DeepSkyBlue]Languages:[/COLOR] Gnoll [COLOR=DeepSkyBlue]Feats:[/COLOR] Power Attack, Cleave, Leadership, Vengeful Fury, Fengeful Fury (Improved) [COLOR=DeepSkyBlue]Rage (Ex):[/COLOR] A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily. [COLOR=DeepSkyBlue]Tribal Frenzy (Ex):[/COLOR] (+6 Str) A warchief is able to inspire his followers to acts of extreme battle frenzy. The warchief may activate this frenzy as a standard action. He may then maintain it as a free action. It ends at the conclusion of any turn in which the warchief does not maintain it. The frenzy affects any creature that is a member of the warchief's race and tribe, that starts its turn within 30 feet of the warchief, and that is able to hear the warchief. The frenzy grants a +2 enhancement bonus to the Strength score of each affected ally (not including the warchief himself). At the start of each of their turns, everyone affected by the Strength boost takes 1 point of damage for each Hit Die they have. Thus, an orc warchief can grant +2 Strength to each member of the pack of 1st-level orc warriors he commands, but each take 1 point of damage per round as long as the Strength boost remains in effect. [COLOR=DeepSkyBlue]Feats[/COLOR] Vengeful Fury You develop a close emotional tie to your friends. If they fall in combat, you find yourself overcome with rage and anger, allowing you to fight with incredible strength and tenacity. Prerequisite: Constitution 13 Benefit: If one of your friends falls in combat, you may enter a rage (as for the barbarian character class). You can use this option only if a close, personal friend is reduced to –1 or fewer hit points or becomes otherwise incapacitated. Your DM may rule that an ally, such as a man-at-arms or a hireling, does not count as a friend for the purposes of activating this feat. [COLOR=DeepSkyBlue]Equipment[/COLOR] 20,650gp. +1 Torturous (x2) Heavy Flail 18,000gp. +1 chain shirt 1150gp. Potion of Cure Moderate (x2) 600gp. Potion of Heroism 900gp. Torturous (Ghostwalk) Upon a successful hit, the target of this weapon must make a Fortitude save (DC 12) or be stunned for 1 round from pain. This ability can be applied to a weapon a second time; doing so increases the Fortitude save DC to 17. Moderate necromancy; CL 5th; Craft Magic Arms and Armor, death knell; Price: +1 bonus. Vengeful Fury, Improved Vengeance spurs you on to greater deeds. If your friends or allies fall in combat, you redouble your efforts to defeat your enemies. Prerequisite: Vengeful Fury† Benefit: For each ally who falls during an encounter, you gain a +1 bonus to attack and damage rolls for the rest of the encounter. This bonus cannot exceed +5. An ally is defined as a friend, cohort, person under your command, henchman, or other important NPC that you have developed a friendship with. You do not gain this benefit for summoned creatures or those conjured by spells or magical items. Special: This feat works very well for villains who surround themselves with a number of flunkies or bodyguards. [COLOR=DeepSkyBlue]Description[/COLOR] Hlikar is a brutish man combining the traits of a fearful hyena and a large wolverine. The fur covering his body is a brownish-gray color with dark colored spots. His are bright yellow and filled with a frequently not so hidden rage. At his belt rests a heavy flail and though he may not always be wearing it, a chain shirt is never far from sight. A warleader, he is always ready for a battle and he is a fiersome warrior. [COLOR=DeepSkyBlue]History[/COLOR] Hartish was the greatest Gnoll leader of all time. He was a brilliant leader and led his people ravaging across the lands. It seemed as though none could stop him, but unfortunately, as is the way of Good people, Good created a large force and crushed Hartish's army, though it was not an easy battle and it cost Good many lives. The war scattered the Gnoll army. For a long time, the Gnolls have known poverty in their separate little villages. However, Hartish's offspring, Hlikar, hated to see his people suffering so greatly. Hlikar was not the most intelligent Gnoll, was about average for their kind, but he was charismatic and with the help of a good (intelligent) advisor, Hlikar gathered the Gnolls in his village under his support. He built up his village strong and began the long task of gathering the Gnolls once again. He is doing it as hush-hush as he possibly can because he doesn't want word of his power to spread. If that occurred, it is likely that the forces of Good which destroyed his father's army might destroy his as well before it is even formed. Hlikar isn't sure what he plans to do once the Gnolls are united. His advisor believes that slowly growing in might and taking land little by little will prove to be a better plan, but Hlikar has the blood of battling running through his veins and he might not be able to prevent himself from battling for long. [COLOR=DeepSkyBlue]Tactics[/COLOR] Hlikar is afraid not of battling, but of dying. He is cautious up until the battle begins where he is suddenly a fearsome machine who thinks of nothing as he attacks and fights. Once the battle lust has him, he will fight to the death. With his battle lust, those around him wonder how long his campaign to gather Gnolls will actually last. [/QUOTE]
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