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Level Up: Advanced 5th Edition (A5E)
A Leveled Up Bestiary
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<blockquote data-quote="Faolyn" data-source="post: 8768440" data-attributes="member: 6915329"><p>It's OK, although I'm not 100% sure of the question. If it's about the difference in ranges, I'd guess that the ettin's Whirling Axe has a 10-foot reach because ettins normally have 5 foot reaches, but this action gives them a longer range. Warhordling Orc War Chiefs simply don't have that extra range. They're not that big.</p><p></p><p>Anyway.</p><p></p><p>This issues Wilderness theme continues with the following article on beasts from the Cenozoic—which happens to contain my personal favorite prehistoric beasts. Dinosaurs are cool and all, but give me a weirdo early mammal any day. I like having these animals in my settings, since they managed to be both mundane and fantastic all at the same time, and some of them can easily be used as domesticated beasts or common prey animals—or as a nonmagical danger of the wilderness. As it turns out, though, a surprising number of these creatures can really just be considered variants on existing ones, and many don't even need any reskinning--just give 'em a different name and call it a day. As such, I only felt the need to convert two creatures: the <strong>glyptodon</strong> and <strong>ground sloth</strong>. Just for the heck of it, I gave the ground sloth a variant that should feel familiar to fans of Dark Sun.</p><p></p><p><span style="font-size: 22px"><strong><span style="color: rgb(65, 168, 95)">Cenozoic Beasts</span></strong></span></p><p>Into the Age of Mammals, Dragon Magazine #137</p><p>Created by David Howery; images taken from Wikipedia</p><p></p><p></p><p>[ATTACH=full]261207[/ATTACH]</p><p></p><p><strong><u><span style="font-size: 22px">Glyptodon</span></u></strong></p><p>From a distance, a glyptodon might be mistaken for a huge turtle, but are actually a distant relative of the armadillo. They are primarily placid grazers, but they can defend themselves with their tails, which end in heavy clubs.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Glyptodon</span></span></strong></p><p><strong>Large beast</strong></p><p>Challenge 2 (450 XP)</p><p><strong>AC</strong> 14 (natural armor)</p><p><strong>HP</strong> 45 (6d10+12; bloodied 22)</p><p><strong>Speed</strong> 30 ft.</p><p></p><p><strong>STR</strong> 18 (+4) <strong>DEX</strong> 8 (-1) <strong>CON</strong> 14 (+2)</p><p><strong>INT</strong> 2 (-4) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 5 (-3)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 14</p><p><strong>Senses</strong> passive Perception 11</p><p><strong>Languages</strong> —</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Tail. </em></strong><em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit: </em>13 (2d8+4) bludgeoning damage, and the target must make a DC 14 Constitution saving throw or fall prone and be stunned until the end of its next turn.</p><p></p><p>*</p><p></p><p>[ATTACH=full]261205[/ATTACH]</p><p></p><p><strong><u><span style="font-size: 22px">Ground Sloth</span></u></strong></p><p>Despite being generally inoffensive browsers and grazers, ground sloths are formidable foes against any potential hunter. Their skin is thickly armored, they have foot-long claws on each forepaw, and when they rear up on their hind legs, they can stand as much as 17 feet tall.</p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(65, 168, 95)">Ground Sloth (Megatherium)</span></span></strong></p><p><strong>Huge beast</strong></p><p>Challenge 5 (1,800 XP)</p><p><strong>AC</strong> 15 (natural armor)</p><p><strong>HP</strong> 95 (10d12+30; bloodied 47)</p><p><strong>Speed</strong> 30 ft.</p><p></p><p><strong>STR</strong> 22 (+6) <strong>DEX</strong> 10 (+0) <strong>CON</strong> 16 (+3)</p><p><strong>INT</strong> 2 (-4) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 4 (-3)</p><p></p><p><strong>Proficiency</strong> +3</p><p><strong>Maneuver DC</strong> 17</p><p><strong>Senses</strong> passive Perception 10</p><p><strong>Languages</strong> —</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit: </em>15 (2d8+6) slashing damage.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">Variant: Dire Sloth</span></span></strong></p><p>Ages ago, fiendish magic mutated a family of ground sloths, changing these tranquil herbivores into vicious, bloodthirsty carnivores. This mutant group has survived and spread out since then, killing and eating their way across the world (but their favorite food is halflings). They are highly cunning beasts and far more bloodthirsty than any animal should be.</p><p></p><p>A dire sloth has is CR 6 (2,300 XP) and has 114 (12d12+36; bloodied 57) hit points. It Intelligence is 4 (-3), its speed is 40 ft., it is immune to poison damage and the poisoned condition, and it is proficient in Perception and Stealth. It has the following new traits:</p><p></p><p><strong><em>Keen Smell.</em></strong> The dire sloth has advantage on Perception checks that rely on smell.</p><p><strong><em>Pack Tactics.</em></strong> The dire sloth has advantage on attack rolls against a creature if at least one of the sloth’s allies is within 5 feet of the creature and is not incapacitated.</p><p><strong><em>Relentless (1/Day).</em></strong> If the dire sloth takes 14 or less damage that would reduce it to 0 hit points, it is instead reduced to 1 hit point.</p><p></p><p>It also has the following new actions:</p><p></p><p><strong><em>Multiattack:</em></strong> The dire sloth attacks with its bite and its claws.</p><p><strong><em>Bite.</em></strong> <em>Melee Weapon Attack:</em> +9 to hit, reach 5 ft., one target. <em>Hit: </em>17 (2d10+6) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained and the sloth can’t bite a different attack.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8768440, member: 6915329"] It's OK, although I'm not 100% sure of the question. If it's about the difference in ranges, I'd guess that the ettin's Whirling Axe has a 10-foot reach because ettins normally have 5 foot reaches, but this action gives them a longer range. Warhordling Orc War Chiefs simply don't have that extra range. They're not that big. Anyway. This issues Wilderness theme continues with the following article on beasts from the Cenozoic—which happens to contain my personal favorite prehistoric beasts. Dinosaurs are cool and all, but give me a weirdo early mammal any day. I like having these animals in my settings, since they managed to be both mundane and fantastic all at the same time, and some of them can easily be used as domesticated beasts or common prey animals—or as a nonmagical danger of the wilderness. As it turns out, though, a surprising number of these creatures can really just be considered variants on existing ones, and many don't even need any reskinning--just give 'em a different name and call it a day. As such, I only felt the need to convert two creatures: the [B]glyptodon[/B] and [B]ground sloth[/B]. Just for the heck of it, I gave the ground sloth a variant that should feel familiar to fans of Dark Sun. [SIZE=6][B][COLOR=rgb(65, 168, 95)]Cenozoic Beasts[/COLOR][/B][/SIZE] Into the Age of Mammals, Dragon Magazine #137 Created by David Howery; images taken from Wikipedia [ATTACH type="full" width="300px"]261207[/ATTACH] [B][U][SIZE=6]Glyptodon[/SIZE][/U][/B] From a distance, a glyptodon might be mistaken for a huge turtle, but are actually a distant relative of the armadillo. They are primarily placid grazers, but they can defend themselves with their tails, which end in heavy clubs. [B][COLOR=rgb(65, 168, 95)][SIZE=7]Glyptodon[/SIZE][/COLOR] Large beast[/B] Challenge 2 (450 XP) [B]AC[/B] 14 (natural armor) [B]HP[/B] 45 (6d10+12; bloodied 22) [B]Speed[/B] 30 ft. [B]STR[/B] 18 (+4) [B]DEX[/B] 8 (-1) [B]CON[/B] 14 (+2) [B]INT[/B] 2 (-4) [B]WIS[/B] 12 (+1) [B]CHA[/B] 5 (-3) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 14 [B]Senses[/B] passive Perception 11 [B]Languages[/B] — [B][U]Actions[/U] [I]Tail. [/I][/B][I]Melee Weapon Attack:[/I] +7 to hit, reach 5 ft., one target. [I]Hit: [/I]13 (2d8+4) bludgeoning damage, and the target must make a DC 14 Constitution saving throw or fall prone and be stunned until the end of its next turn. * [ATTACH type="full" width="300px"]261205[/ATTACH] [B][U][SIZE=6]Ground Sloth[/SIZE][/U][/B] Despite being generally inoffensive browsers and grazers, ground sloths are formidable foes against any potential hunter. Their skin is thickly armored, they have foot-long claws on each forepaw, and when they rear up on their hind legs, they can stand as much as 17 feet tall. [B][SIZE=7][COLOR=rgb(65, 168, 95)]Ground Sloth (Megatherium)[/COLOR][/SIZE] Huge beast[/B] Challenge 5 (1,800 XP) [B]AC[/B] 15 (natural armor) [B]HP[/B] 95 (10d12+30; bloodied 47) [B]Speed[/B] 30 ft. [B]STR[/B] 22 (+6) [B]DEX[/B] 10 (+0) [B]CON[/B] 16 (+3) [B]INT[/B] 2 (-4) [B]WIS[/B] 10 (+0) [B]CHA[/B] 4 (-3) [B]Proficiency[/B] +3 [B]Maneuver DC[/B] 17 [B]Senses[/B] passive Perception 10 [B]Languages[/B] — [B][U]Actions[/U] [I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +8 to hit, reach 5 ft., one target. [I]Hit: [/I]15 (2d8+6) slashing damage. [B][COLOR=rgb(65, 168, 95)][SIZE=5]Variant: Dire Sloth[/SIZE][/COLOR][/B] Ages ago, fiendish magic mutated a family of ground sloths, changing these tranquil herbivores into vicious, bloodthirsty carnivores. This mutant group has survived and spread out since then, killing and eating their way across the world (but their favorite food is halflings). They are highly cunning beasts and far more bloodthirsty than any animal should be. A dire sloth has is CR 6 (2,300 XP) and has 114 (12d12+36; bloodied 57) hit points. It Intelligence is 4 (-3), its speed is 40 ft., it is immune to poison damage and the poisoned condition, and it is proficient in Perception and Stealth. It has the following new traits: [B][I]Keen Smell.[/I][/B] The dire sloth has advantage on Perception checks that rely on smell. [B][I]Pack Tactics.[/I][/B] The dire sloth has advantage on attack rolls against a creature if at least one of the sloth’s allies is within 5 feet of the creature and is not incapacitated. [B][I]Relentless (1/Day).[/I][/B] If the dire sloth takes 14 or less damage that would reduce it to 0 hit points, it is instead reduced to 1 hit point. It also has the following new actions: [B][I]Multiattack:[/I][/B] The dire sloth attacks with its bite and its claws. [B][I]Bite.[/I][/B] [I]Melee Weapon Attack:[/I] +9 to hit, reach 5 ft., one target. [I]Hit: [/I]17 (2d10+6) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained and the sloth can’t bite a different attack. [/QUOTE]
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