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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
A Leveled Up Bestiary
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<blockquote data-quote="Faolyn" data-source="post: 8680841" data-attributes="member: 6915329"><p>The <strong>tolwar</strong> is basically magical wildlife, and I feel there’s always room for that, at least in settings where background magic is rampant. Possibly even more importantly, it’s not a carnivore and not vicious, making it quite unlike owlbears, griffons, and the like.</p><p></p><p>[ATTACH=full]252514[/ATTACH]</p><p><span style="font-size: 15px">Artist: Todd Lockwood</span></p><p></p><p><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px"><strong>Tolwar</strong></span></span></p><p>Dragon’s Bestiary, Dragon Magazine #43</p><p>Created by Todd Lockwood</p><p></p><p>The size of a draft horse, these creatures resemble trunkless, tuskless elephants with yellow-gray skin. Although they look like more-or-less normal animals, they are creatures with an innate psychic ability: they can levitate objects. While they mostly use this ability to feed themselves, they can also use it both offensively and defensively, throwing rocks and other objects at foes and creating shields to prevent them from being harmed by ranged attacks.</p><p></p><p><strong><span style="font-size: 18px">Legends and Lore</span></strong></p><p>With a Nature check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Tolwars are herd animals with magical telekinetic ability. They can be very protective of their herds and aggressive towards hostile creatures, but are otherwise playful creatures. They telekinetically throw rocks at attackers.</p><p></p><p><strong>DC 15.</strong> Although it’s difficult to train one, a tolwar that’s properly raised from a calf and befriended can make for a loyal mount. Calves can be worth up to 5,000 gp to the right buyers.</p><p></p><p><strong><span style="font-size: 18px">Tolwar Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> grasslands, settlement</p><p><strong>CR 1-6</strong> A herd of 1d6 tolwars.</p><p><strong>CR 7-12</strong> A herd of 1d6+6 tolwars.</p><p></p><p><strong><span style="font-size: 18px">Signs</span></strong></p><p>1. With a DC 15 Engineering or Survival check, several rocks that have been dropped from a height.</p><p>2. A group of hunters who are following a herd of tolwar.</p><p>3. A herd of tolwar on the horizon.</p><p>4. With a DC 15 Perception or Survival check, what look like elephant tracks, but far too small.</p><p></p><p><strong><span style="font-size: 22px">Behavior</span></strong></p><p>1-2. Grazing by telekinetically pulling up grass to bring it to its mouth.</p><p>3. At the edge of a river, rolling in the mud or throwing balls of water at each other.</p><p>4. Throwing rocks at a predator in order to chase it away from the calves.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Tolwar</span></span></strong></p><p><strong>Large monstrosity</strong></p><p>Challenge 1 (200 XP)</p><p><strong>AC</strong> 12 (natural armor)</p><p><strong>HP</strong> 30 (4d10+8; bloodied 15)</p><p><strong>Speed</strong> 40 ft.</p><p></p><p><strong>STR</strong> 18 (+4) <strong>DEX</strong> 10 (+0) <strong>CON</strong> 14 (+2)</p><p><strong>INT</strong> 2 (-4) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 8 (-1)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 14</p><p><strong>Senses</strong> passive Perception 10</p><p><strong>Languages</strong> —</p><p><strong><em>Keen Hearing. </em></strong>The tolwar has advantage on Perception checks that rely on hearing.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Rock. </em></strong><em>Melee Weapon Attack:</em> +6 to hit, range 20/40 ft., one target. <em>Hit: </em>11 (2d6+4) bludgeoning damage. If the target is a Medium or smaller creature, it must make a DC 14 Strength saving throw or fall prone.</p><p><strong><em>Stomp.</em></strong><em> Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (2d4+4) bludgeoning damage.</p><p><strong><em>Telekinesis.</em> </strong>The tolwar telekinetically moves an object of 50 pounds or less up to 30 feet in any direction, but not more than 60 feet away from the tolwar. If the object is worn or carried by a creature, that creature can make a DC 14 Strength check. On a failure, the tolwar pulls the object away from that creature and up to 30 feet away.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Trample.</em></strong> The tolwar makes a stomp attack against a prone creature.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Deflect Missile.</em></strong> The tolwar can telekinetically deflect a missile when it is hit by a ranged weapon attack. It reduces the damage it takes from the attack by 1d10+4.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>Tolwar try to keep their distance from attackers and usually start combat by throwing rocks and then retreating. However, if a calf is endangered, they will fight to the death.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8680841, member: 6915329"] The [B]tolwar[/B] is basically magical wildlife, and I feel there’s always room for that, at least in settings where background magic is rampant. Possibly even more importantly, it’s not a carnivore and not vicious, making it quite unlike owlbears, griffons, and the like. [ATTACH type="full" width="355px" alt="1656792968001.png"]252514[/ATTACH] [SIZE=4]Artist: Todd Lockwood[/SIZE] [COLOR=rgb(65, 168, 95)][SIZE=7][B]Tolwar[/B][/SIZE][/COLOR] Dragon’s Bestiary, Dragon Magazine #43 Created by Todd Lockwood The size of a draft horse, these creatures resemble trunkless, tuskless elephants with yellow-gray skin. Although they look like more-or-less normal animals, they are creatures with an innate psychic ability: they can levitate objects. While they mostly use this ability to feed themselves, they can also use it both offensively and defensively, throwing rocks and other objects at foes and creating shields to prevent them from being harmed by ranged attacks. [B][SIZE=5]Legends and Lore[/SIZE][/B] With a Nature check, the characters can learn the following: [B]DC 10.[/B] Tolwars are herd animals with magical telekinetic ability. They can be very protective of their herds and aggressive towards hostile creatures, but are otherwise playful creatures. They telekinetically throw rocks at attackers. [B]DC 15.[/B] Although it’s difficult to train one, a tolwar that’s properly raised from a calf and befriended can make for a loyal mount. Calves can be worth up to 5,000 gp to the right buyers. [B][SIZE=5]Tolwar Encounters[/SIZE] [I]Terrain:[/I][/B] grasslands, settlement [B]CR 1-6[/B] A herd of 1d6 tolwars. [B]CR 7-12[/B] A herd of 1d6+6 tolwars. [B][SIZE=5]Signs[/SIZE][/B] 1. With a DC 15 Engineering or Survival check, several rocks that have been dropped from a height. 2. A group of hunters who are following a herd of tolwar. 3. A herd of tolwar on the horizon. 4. With a DC 15 Perception or Survival check, what look like elephant tracks, but far too small. [B][SIZE=6]Behavior[/SIZE][/B] 1-2. Grazing by telekinetically pulling up grass to bring it to its mouth. 3. At the edge of a river, rolling in the mud or throwing balls of water at each other. 4. Throwing rocks at a predator in order to chase it away from the calves. [B][COLOR=rgb(65, 168, 95)][SIZE=7]Tolwar[/SIZE][/COLOR] Large monstrosity[/B] Challenge 1 (200 XP) [B]AC[/B] 12 (natural armor) [B]HP[/B] 30 (4d10+8; bloodied 15) [B]Speed[/B] 40 ft. [B]STR[/B] 18 (+4) [B]DEX[/B] 10 (+0) [B]CON[/B] 14 (+2) [B]INT[/B] 2 (-4) [B]WIS[/B] 12 (+1) [B]CHA[/B] 8 (-1) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 14 [B]Senses[/B] passive Perception 10 [B]Languages[/B] — [B][I]Keen Hearing. [/I][/B]The tolwar has advantage on Perception checks that rely on hearing. [B][U]Actions[/U] [I]Rock. [/I][/B][I]Melee Weapon Attack:[/I] +6 to hit, range 20/40 ft., one target. [I]Hit: [/I]11 (2d6+4) bludgeoning damage. If the target is a Medium or smaller creature, it must make a DC 14 Strength saving throw or fall prone. [B][I]Stomp.[/I][/B][I] Melee Weapon Attack:[/I] +6 to hit, reach 5 ft., one target. [I]Hit:[/I] 9 (2d4+4) bludgeoning damage. [B][I]Telekinesis.[/I] [/B]The tolwar telekinetically moves an object of 50 pounds or less up to 30 feet in any direction, but not more than 60 feet away from the tolwar. If the object is worn or carried by a creature, that creature can make a DC 14 Strength check. On a failure, the tolwar pulls the object away from that creature and up to 30 feet away. [B][U]Bonus Actions[/U] [I]Trample.[/I][/B] The tolwar makes a stomp attack against a prone creature. [B][U]Reactions[/U] [I]Deflect Missile.[/I][/B] The tolwar can telekinetically deflect a missile when it is hit by a ranged weapon attack. It reduces the damage it takes from the attack by 1d10+4. [B][SIZE=5]Combat[/SIZE][/B] Tolwar try to keep their distance from attackers and usually start combat by throwing rocks and then retreating. However, if a calf is endangered, they will fight to the death. [/QUOTE]
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