Mage Knight minis to D&D monsters

frankthedm

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MK DR Screecher -Dwarfin Scorpboomer: Animated Object, Large

Large Construct
Hit Dice: 4d10+30 (52 hp)
Initiative: +0
Speed: 40 ft. multiple legs
Armor Class: 14 (–1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +3/+10
Attack: Masterwork claw +6 melee (1d8+3 and improved grab) or masterwork tail glaive-mace +6 melee [2d6+4] or masterwork thunder gun +6 missile [2d6]
Full Attack: Masterwork claw +6 melee (1d8+3+ improved grab), masterwork tail glaive-mace +1 melee [2d6+1] & masterwork thunder gun +1 missile [1d12]
Space/Reach: 10 ft./5 ft. claw- 10 ft. tail
Special Attacks: Improved grab, constrict 1d8+4, Dead aim
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, hardness 10, dead aim; trample also see text
Saves: Fort +1, Ref +1, Will –4
Abilities: Str 16, Dex 10, Con —, Int —, Wis 1, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: See below
Alignment: Always neutral


Scurrying across the battlefield is a six legged, two armed metallic creature that looks like a scorpion with one claw broken off, revealing a hollow arm. Its long tail has a ball of spiked metal topped with a glaive’s blade at its tip to complete the likeness to a scorpion’s sting. A high pitched grinding sound comes from within it as it approaches. Ka-BOOM! What had seemed to be a just a broken claw just blew a hole through one of you best troops from across the field….

Dead aim(Ex): while not nimble in its movements, the Screecher aims its thunder gun with the accuracy of a 16 dexterity. It may use its thunder gun in its melee attack routines but still draws attacks of opportunities as normal for firing a missile weapon in melee.

Improved Grab (Ex): If a Screecher hits a medium or smaller creature with a claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. The Screecher has the option to conduct the grapple normally, or simply use the part of its claw to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on grapple checks, but is not considered grappled itself; the Screecher does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold lets the Screecher constrict [see below]. When a Screecher gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.

Screecher Carry weights –quadruple these #’s for dragging
Light load
228 lb. or less Medium load
459 lb.or less Heavy load
690 lb or less.

Constrict (Ex): A Screecher can crush an opponent, dealing 1d8+4 damage after making a successful grapple check with its claw. This damage is in addition to damage dealt by the claw before the improved grab was resolved.

Trample (Ex): As a full-round action, a Screecher can move up to twice its speed and literally run over any opponents small size or smaller. The Screecher merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling Screecher’s space is subject to the trample attack. A trample attack deals bludgeoning damage 1d8+4 damage Trampled opponents can attempt attacks of opportunity. Opponents who do not make attacks of opportunity against the Screecher can attempt Reflex saves (DC 16) to halve the damage. A trampling Screecher can only deal trampling damage to each target once per round; no matter how many times its movement takes it over a target creature.

Construct traits:
—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects.
—Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
—Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
—Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
—Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
—Since it was never alive, a construct cannot be raised or resurrected.
—Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the following table.

Treasure: Once destroyed, the gun and tail tip can be made into masterwork weapons by attaching appropriate stocks/shafts/ hafts.. The head of the tail can be fashioned into a glaive and greatclub by separating the assembly. The gun arm can be used as a musket once a proper stock and trigger is attached. The cost of these repairs would likely be 5 to 10% of the items’ market value.
Glaive 308 gp 1d10 x3 — 10 lb. Slashing
Thunder gun / musket 800 gp 1d12 x3 150’ range incr. 10 lb. Piercing
Greatclub 305 gp 1d10 x2 — 8 lb. Bludgeoning


~~~~~~~~~~~~~~~~~~~~~
Smashing an Object
Smashing a weapon or shield with a slashing or bludgeoning weapon is accomplished by the sunder special attack. Smashing an object is a lot like sundering a weapon or shield, except that your attack roll is opposed by the object’s AC. Generally, you can smash an object only with a bludgeoning or slashing weapon.
Armor Class: Objects are easier to hit than creatures because they usually don’t move, but many are tough enough to shrug off some damage from each blow. An object’s Armor Class is equal to 10 + its size modifier + its Dexterity modifier. An inanimate object has not only a Dexterity of 0 (–5 penalty to AC), but also an additional –2 penalty to its AC. Furthermore, if you take a full-round action to line up a shot, you get an automatic hit with a melee weapon and a +5 bonus on attack rolls with a ranged weapon.
Hardness: Each object has hardness—a number that represents how well it resists damage. Whenever an object takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object’s hit points (see Table: Common Armor, Weapon, and Shield Hardness and Hit Points; Table: Substance Hardness and Hit Points; and Table: Object Hardness and Hit Points).
Hit Points: An object’s hit point total depends on what it is made of and how big it is (see Table: Common Armor, Weapon, and Shield Hardness and Hit Points; Table: Substance Hardness and Hit Points; and Table: Object Hardness and Hit Points). When an object’s hit points reach 0, it’s ruined.
Very large objects have separate hit point totals for different sections.
Energy Attacks: Acid and sonic attacks deal damage to most objects just as they do to creatures; roll damage and apply it normally after a successful hit. Electricity and fire attacks deal half damage to most objects; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to most objects; divide the damage dealt by 4 before applying the hardness.
Ranged Weapon Damage: Objects take half damage from ranged weapons (unless the weapon is a siege engine or something similar). Divide the damage dealt by 2 before applying the object’s hardness.
Ineffective Weapons: Certain weapons just can’t effectively deal damage to certain objects.
Immunities: Objects are immune to nonlethal damage and to critical hits.
Even animated objects, which are otherwise considered creatures, have these immunities because they are constructs.
Magic Armor, Shields, and Weapons: Each +1 of enhancement bonus adds 2 to the hardness of armor, a weapon, or a shield and +10 to the item’s hit points.
Vulnerability to Certain Attacks: Certain attacks are especially successful against some objects. In such cases, attacks deal double their normal damage and may ignore the object’s hardness.
Damaged Objects: A damaged object remains fully functional until the item’s hit points are reduced to 0, at which point it is destroyed.
Damaged (but not destroyed) objects can be repaired with the Craft skill.
Saving Throws: Nonmagical, unattended items never make saving throws. They are considered to have failed their saving throws, so they always are affected by spells. An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character’s saving throw bonus).
Magic items always get saving throws. A magic item’s Fortitude, Reflex, and Will save bonuses are equal to 2 + one-half its caster level. An attended magic item either makes saving throws as its owner or uses its own saving throw bonus, whichever is better.
Animated Objects: Animated objects count as creatures for purposes of determining their Armor Class (do not treat them as inanimate objects).

did i build this one right?

pic of mini below
 

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Krishnath said:
Nice, but this should be in homebrews. :p
Whoever has that power to move it may do so.

MKDR_109.jpg

Desert warbird
Large animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +3 (Dex)
Speed: 60 ft
AC: 14 (-1 size, +3 Dex, +2 natural)
Base Attack/Grapple: +2/+9
Attack: bite +5 melee,
Full attack: bite +5 melee, 2 claws +0 melee.
Damage: bite 2d6+4, Claw 1d4+2
Face/Reach: 10 ft / 5ft
Special Qualities: low-light vision [orc strain: scent]
Saves: Fort +6, Ref +6, Will +1
Abilities: Str 18, Dex 16, Con 17, Int 2, Wis 10, Cha 11
Skills: Listen +3, Spot +3
Feats: Endurance, Run or [orc strain Endurance, Die hard ]
Climate/Terrain: arid to temperate desert
Organization: Solitary, pair, or flock (3-6)
Challenge Rating: 2
Treasure: None (eggs are worth 50-80 gp each)
Alignment: Always neutral
Advancement: 4-5 HD (Large); 6-9 HD (Huge)

The Desert Warbird is a mount bred from an ancient species thought to have gone extinct ages prior. It is a flightless, omnivorous bird that resembles a 8-foot tall ostrich. Like its ancestor it has a strong, thick, flexible neck and sharp beak.

The immense head and body is covered in dense feathers with a lighter underbelly and tail. The long neck and legs are covered in dark scales . The feathers natural pigmentation is a bright yellow and remains this way if fed on grains, but this changes to assorted hues if fed primarily on fruits or to a dark red black if the creature is forced to feed on meat. The Desert Warbird makes a sharp screech “Warrrk!” that can be clearly heard up to one-half mile away.

Carrying Capacity: A light load for a Desert Warbird is up to 200 pounds; a medium load, 201–400 pounds; and a heavy load, 401–600 pounds. A Desert Warbird can pull 3000 pounds, provided it can be kept from biting through whatever is attaching the load to its body.

COMBAT
The Desert Warbird attacks by biting with its beak and kicking with its clawed feet. While trained to fight, the bird prefers to enter combat only when mounted and can be counted on to remain behind should it be dismounted prior to battle. However once in battle it is a natural instinct for this creature to be protective of weaker allies and shield them from stronger foes. As such they do not need to be trained to use the “Aid another” action or to interpose themselves between friend and foe.


Orc trained strain: Almost always dark black feathered from a diet of carrion, this strain is a very aggressive and will often run down its foes should an opponent flee. If hungry, annoyed or angry, this strain will attack until it or its prey is dead. The orcs do not train them to run as fast as other races but make up for that by beating them half to death and then training them to fight in such a condition [replace run feat with die hard].

Scent: From enduring generations of scarce food, their sense of smell has reawakened. This lets them sniff out small prey, underground edibles, and fleeing foes.

It is not unknown for these birds to turn on their riders and their rider’s allies and attack them without mercy. Non orcs receive a +4 circumstance bonus to wild empathy checks to have the orc strain warbird attack its rider.


3.5 work derived from the d20 D&D 3.0 conversion of the 1E AD&D Axebeak by Gary Gygax 1977

enworld.org/cc/converted/beast/axebeak.htm
 
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This is more of an interpretation of the Salmander mini that i use a dwarf warmount.


Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee or Tongue +3 range touch [15’]
Full Attack: Bite +6 melee (1d8+4), +1 tail (1d12+2) or Tongue +3 range touch [15’]
Space/Reach: 10 ft./5 ft.
Special Attacks: Tongue grab, improved grab, swallow whole
Special Qualities: Low-light vision
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Balance +4, Climb +12, Listen +3, Spot +3
Feats: Endurance, Toughness
Environment: Dwarven territory
Organization: Domesticated
Challenge Rating: 2
T
hese omnivorous giant cold blooded lizards are trained and bred for strength and aggression. A heavy warlizard can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Tongue: A warlizard has a 15’ tongue. After a successful range touch attack on a creature of small size class or smaller, a warlizard draws the prey to its mouth to be bitten if it succeeds a grapple check.
Improved Grab (Ex): To use this ability, a warlizard must hit an opponent of small size or smaller 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 try to swallow the foe the following round.
Swallow Whole (Ex): A warlizard can try to swallow a grabbed opponent of small size class or smaller by making a successful grapple check. The swallowed creature takes 1d4+2 points of bludgeoning damage and 1 points of acid damage per round from the warlizard’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 10). Once the creature exits, the warlizard loses 1d4 hit points a round until it dies.
A large warlizard’s gizzard can hold 2 Small [dogs or children], 8 Tiny[cats or infants], or 38 Diminutive or smaller opponents.

War Lizards have a have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Carrying Capacity: A light load for a heavy warlizard is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warlizard can drag 4,500 pounds.
 
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