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10' monster, 5' jaw
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<blockquote data-quote="the Jester" data-source="post: 330450" data-attributes="member: 1210"><p>Inspired by a play session with the pug; it tore its stuffed bunny's head clean off doing the shakey shakey thing during tug-o-war...</p><p></p><p></p><p></p><p></p><p></p><p>Jaww</p><p>Large Beast</p><p>Hit Dice: 7d10+21 (59 hp)</p><p>Initiative: +0</p><p>Speed: 40’</p><p>AC: 19 (size, +10 natural)</p><p>Attacks: Bite +13 melee</p><p>Damage: Bite 2d6+13/x3</p><p>Face/Reach: 5’x10’/5’</p><p>Special Attacks: Improved grab, shake, terrible bite</p><p>Special Qualities: Scent</p><p>Saves: Fort +8, Ref +5, Will +4</p><p>Abilities: Str 28, Dex 11, Con 17, Int 4, Wis 14, Cha 7</p><p>Skills: Search +5*, Spot +7</p><p>Feats: Track</p><p>Climate/Terrain: Any temperate or cold land and underground</p><p>Organization: Solitary, pair, brood (3-6) or pack (7-12)</p><p>Challenge Rating: 5</p><p>Treasure: None</p><p>Alignment: Usually neutral</p><p>Advancement Range: 8-16 HD (large), 17-21 HD (huge)</p><p>Description: A jaww looks somewhat like a giant 10’ long bulldog, but fully half of its length is taken up by its massive jaws. These are capable of shattering rocks, breaking bones, and tearing limbs off of creatures. The sight of a snarling angry jaww is usually enough to discourage intruders, and they are often bred and used as guard beasts by giants or similar powerful creatures. </p><p>Combat: If provoked, a jaww makes a formidable opponent. Though not exceedingly clever, if one of these beasts gets their jaws on an enemy there really isn’t much cleverness needed. A jaww’s simple tactics generally come down to chase, bite and shake. If a jaww faces multiple enemies it will try to shake one, drop him and turn to the next; rinse and repeat.</p><p>Improved Grab (Ex): Should the jaww bite its enemy it can make a free grapple check without provoking attacks of opportunity. If it succeeds, it can shake the enemy next round.</p><p>Shake (Ex): If the jaww grabs an enemy in its drool-filled mouth, it growls and shakes the opponent viciously. This inflicts standard bite damage and requires the victim to make a Fort save (DC 17) or be stunned for 1d4 rounds, dropping all held items and being unable to act. </p><p>Terrible Bite (Ex): Because of the devastating damage the jaww’s bite can inflict, it deals x3 damage on a critical hit.</p><p>Skills and Feats: A jaww receives the Track feat as a racial bonus feat. It uses its Search skill to track, and it receives a +10 racial bonus to Search checks when tracking.</p><p></p><p></p><p></p><p>Here you go! As always, I'd love some feedback- especially about CR, since it's always such a guesstimate...</p></blockquote><p></p>
[QUOTE="the Jester, post: 330450, member: 1210"] Inspired by a play session with the pug; it tore its stuffed bunny's head clean off doing the shakey shakey thing during tug-o-war... Jaww Large Beast Hit Dice: 7d10+21 (59 hp) Initiative: +0 Speed: 40’ AC: 19 (size, +10 natural) Attacks: Bite +13 melee Damage: Bite 2d6+13/x3 Face/Reach: 5’x10’/5’ Special Attacks: Improved grab, shake, terrible bite Special Qualities: Scent Saves: Fort +8, Ref +5, Will +4 Abilities: Str 28, Dex 11, Con 17, Int 4, Wis 14, Cha 7 Skills: Search +5*, Spot +7 Feats: Track Climate/Terrain: Any temperate or cold land and underground Organization: Solitary, pair, brood (3-6) or pack (7-12) Challenge Rating: 5 Treasure: None Alignment: Usually neutral Advancement Range: 8-16 HD (large), 17-21 HD (huge) Description: A jaww looks somewhat like a giant 10’ long bulldog, but fully half of its length is taken up by its massive jaws. These are capable of shattering rocks, breaking bones, and tearing limbs off of creatures. The sight of a snarling angry jaww is usually enough to discourage intruders, and they are often bred and used as guard beasts by giants or similar powerful creatures. Combat: If provoked, a jaww makes a formidable opponent. Though not exceedingly clever, if one of these beasts gets their jaws on an enemy there really isn’t much cleverness needed. A jaww’s simple tactics generally come down to chase, bite and shake. If a jaww faces multiple enemies it will try to shake one, drop him and turn to the next; rinse and repeat. Improved Grab (Ex): Should the jaww bite its enemy it can make a free grapple check without provoking attacks of opportunity. If it succeeds, it can shake the enemy next round. Shake (Ex): If the jaww grabs an enemy in its drool-filled mouth, it growls and shakes the opponent viciously. This inflicts standard bite damage and requires the victim to make a Fort save (DC 17) or be stunned for 1d4 rounds, dropping all held items and being unable to act. Terrible Bite (Ex): Because of the devastating damage the jaww’s bite can inflict, it deals x3 damage on a critical hit. Skills and Feats: A jaww receives the Track feat as a racial bonus feat. It uses its Search skill to track, and it receives a +10 racial bonus to Search checks when tracking. Here you go! As always, I'd love some feedback- especially about CR, since it's always such a guesstimate... [/QUOTE]
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