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General Tabletop Discussion
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Knightfall's World of Kulan: Monster Compilations
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<blockquote data-quote="Knightfall" data-source="post: 5255754" data-attributes="member: 2012"><p><strong><span style="color: DarkOrange">BABOON, ICE</span></strong></p><p><strong>Medium Magical Beast (Cold)</strong></p><p><strong>Hit Dice:</strong> 3d10+3 (19 hp)</p><p><strong>Initiative:</strong> +2</p><p><strong>Speed:</strong> 40 ft. (8 squares), climb 30 ft.</p><p><strong>AC:</strong> 14 (+2 Dex, +2 natural), touch 12, flat-footed 12</p><p><strong>Base Attack/Grapple:</strong> +3/+5</p><p><strong>Attack:</strong> Bite +6 melee (1d6+3)</p><p><strong>Full Attack:</strong> Bite +6 melee (1d6+3)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Breath weapon</p><p><strong>Special Qualities:</strong> Ice hearing, low-light vision, scent, snow stride, vulnerability to fire</p><p><strong>Saves:</strong> Fort +4, Ref +5, Will +2</p><p>Abilities: Str 15 (+2), Dex 14 (+2), Con 12 (+1), Int 4 (-3), Wis 12 (+1), Cha 4 (-3)</p><p><strong>Skills:</strong> Balance +6, Climb +14, Listen +7, Spot +7</p><p><strong>Feats:</strong> Alertness, Weapon Focus (bite)</p><p></p><p><strong>Continent/Region:</strong> Janardûn, Harqual, and Ryaith</p><p><strong>Environment:</strong> Cold plains and hills</p><p><strong>Organization:</strong> Solitary or troop (10–40)</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Level Adjustment:</strong> —</p><p></p><p>Ice baboons are powerful and aggressive primates adapted to life in the frozen lands of the continents of Janardûn and Harqual as well as the group of islands known as Ryaith. These dog-sized creatures are highly aggressive and are more intelligent than regular primates.</p><p></p><p><strong>Combat</strong></p><p>Ice baboons always attack in groups; they swarm over opponents, trying to pull them to the ground. They only use their breath weapon if severely threatened.</p><p></p><p>1 in 10 of these creatures has 5HD and the improved grab ability.</p><p></p><p><em>Breath Weapon</em> (Su): Cone of cold, 30 ft., 1d6 damage.</p><p></p><p><em>Ice Hearing</em> (Su): Ice baboons can hear the sounds of anyone in contact with a specific body of ice (within one mile) with a successful Listen check (DC 20). (This ability is based on the feat of the same name in Frost & Fur: The Explorer's Guide to the Frozen Lands.)</p><p></p><p><em>Snow Stride</em> (Ex): A ice baboon may move through any sort of icy terrain (such as natural snow, frozen lakes, glaciers, and similar terrain) at its normal speed and without taking damage or suffering any other impairment.</p><p></p><p><em>Skills:</em> Ice baboons have a +12 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Ice baboons have a +4 racial bonus on Balance, Listen, and Spot checks.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 5255754, member: 2012"] [B][COLOR="DarkOrange"]BABOON, ICE[/COLOR][/B] [B]Medium Magical Beast (Cold)[/B] [B]Hit Dice:[/B] 3d10+3 (19 hp) [B]Initiative:[/B] +2 [B]Speed:[/B] 40 ft. (8 squares), climb 30 ft. [B]AC:[/B] 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 [B]Base Attack/Grapple:[/B] +3/+5 [B]Attack:[/B] Bite +6 melee (1d6+3) [B]Full Attack:[/B] Bite +6 melee (1d6+3) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Breath weapon [B]Special Qualities:[/B] Ice hearing, low-light vision, scent, snow stride, vulnerability to fire [B]Saves:[/B] Fort +4, Ref +5, Will +2 Abilities: Str 15 (+2), Dex 14 (+2), Con 12 (+1), Int 4 (-3), Wis 12 (+1), Cha 4 (-3) [B]Skills:[/B] Balance +6, Climb +14, Listen +7, Spot +7 [B]Feats:[/B] Alertness, Weapon Focus (bite) [B]Continent/Region:[/B] Janardûn, Harqual, and Ryaith [B]Environment:[/B] Cold plains and hills [B]Organization:[/B] Solitary or troop (10–40) [B]Challenge Rating:[/B] 3 [B]Alignment:[/B] Always neutral [B]Level Adjustment:[/B] — Ice baboons are powerful and aggressive primates adapted to life in the frozen lands of the continents of Janardûn and Harqual as well as the group of islands known as Ryaith. These dog-sized creatures are highly aggressive and are more intelligent than regular primates. [B]Combat[/B] Ice baboons always attack in groups; they swarm over opponents, trying to pull them to the ground. They only use their breath weapon if severely threatened. 1 in 10 of these creatures has 5HD and the improved grab ability. [I]Breath Weapon[/I] (Su): Cone of cold, 30 ft., 1d6 damage. [I]Ice Hearing[/I] (Su): Ice baboons can hear the sounds of anyone in contact with a specific body of ice (within one mile) with a successful Listen check (DC 20). (This ability is based on the feat of the same name in Frost & Fur: The Explorer's Guide to the Frozen Lands.) [I]Snow Stride[/I] (Ex): A ice baboon may move through any sort of icy terrain (such as natural snow, frozen lakes, glaciers, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. [I]Skills:[/I] Ice baboons have a +12 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Ice baboons have a +4 racial bonus on Balance, Listen, and Spot checks. [/QUOTE]
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