BattleTech inspired beasties!

Wolf72

Explorer
if you haven't noticed, Wolf is pretty lame on fluffer-nutter stuff ... but anyway, if you read the Battletech source books: Crusader Clans and Warden Clans, or have access to a MW 2 cd you should be able to find the fluff you need.

Ice Hellion (Half-White Dragon/Weasel)
Tiny dragon

Hit Dice: ½ d10 +1 (6hp)
Initiative: +6 (+2 dex, +4 imp init)
Speed: 20 ft, climb 20 ft
AC: 18 (+2 size, +2 dex, +4 natural)
Attacks: Bite +4 melee; 2 claws –3 melee
Damage: Bite 1d3; claw 1d2
Face/Reach: 2.5x2.5/0
Spec Attks: Cone of Cold (refl DC 16, 3d6, 30 ft, 1/day), attach (on successful bite: AC 16, auto bite dmg)
Spec Qual: Cold immunity, Scent
Saves: Fort +3, Refl +4, Will +1
Abilities: Str 11, Dex 15 (+2), Con 12 (+1), Int 4 (-3), Wis 12 (+1), Cha 7 (-2)
Skills: Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4
Feats: Weapon finesse: bite, Improved initiative
Clim/Terr: Any cold
Org: Clutch (2-5)
C.R. 2
Treasure:
Alignment: Always chaotic neutral
Advancement:

Ice Hellions speak draconic.


Goliath Scorpion
Medium-size psionic vermin

Hit Dice: 2d8+4 (16hp)
Initiative: +0
Speed: 40 ft
AC: 14 (+4 natural)
Attacks: 2 claws +2 melee; sting –3 melee
Damage: Claw 1d4+1 [1d12+1], sting 1d4 and poison
Face/Reach: 5x5/5
Spec Attks: Psoinic powers, improved grab, squeeze, poison (DC 15, 1d4 str)
Spec Qual: Telepathy, vermin
Saves: Fort +5, Refl +0, Will +0
Abilities: Str 13 (+1), Dex 10, Con 14 (+2), Int --, Wis 10, Cha 2
Skills: Climb +8, Hide +8, Spot +7
Feats:
Clim/Terr: Temperate and warm land and underground
Org: Solitary or colony (2-5)
C.R. 2
Treasure:
Alignment: Always neutral
Advancement:

Telepathy (Su): Goliath scorpions communicate with each other and their summoners. Actions are fairly limited: attack, defend, follow, wait, etc.

Attk/defense modes (Sp): id insinuation (DC d20 +1)/tower of iron will. They use these powers at will up to 3x/day. They often use tower of iron will to help protect their summoners (they themselves are immune to most mental effects).

Psionics (Sp): Claws of the Bear 3x/day at will, duration is 2 hours and manifester lvl = HD. The Goliath Scorpion’s claws do 1d12 dmg.

Nova Cat
Large psionic animal

Hit Dice: 5d8+10 (36hp)
Initiative: +3 (dex)
Speed: 40 ft
AC: 15 (-1 size, +3 dex, +3 natural)
Attacks: 2 claws +7 melee; bite +2 melee
Damage: Claw 1d4 +5, bite 1d8 +2
Face/Reach: 5x10/5 ft
Spec Attks: Psionics, pounce, improved grab, rake (1d4 +2),
Spec Qual: Telepathy, scent
Saves: Fort +6, Refl +7, Will +2
Abilities: Str 21 (+5), Dex 17 (+3), Con 15 (+2), Int 2, Wis 12 (+1), Cha 6
Skills: Balance +7, Hide +4 (+12), Jump +5, Listen +5, Move Silently +11, Spot +5
Feats:
Climate/Terrain:
Organziation:
C.R. 5
Treasure:
Alignment: Always neutral
Advancement:

Telepathy (Su): 100ft. Nova Cat’s communicate with their summoners and other Nova Cats

Attk/defense modes (Sp): id insinuation (DC d20 +5), psychic crush (d20 +1)/tower of iron will, empty mind. 3x/day at will.

Psionics (Sp): manifester lvl = HD. Usable 3x/day at will. Brilliant Blast: light blast deals 9d4, 20’ r, 600 ft range (DC d20 +2). Burst +10 ft as a free action. Vigor +15 hp for 5m.

Fire Mandrill (anarchic ape)
Large animal

Hit Dice: 4d8 +8 (28hp)
Initiative: +2 (dex)
Speed: 30 ft, climb 30 ft
AC: 14 (-1 size, +2 dex, +3 natural)
Attacks: 2 claws +7 melee; bite +2 melee
Damage: Claw 1d6+5; bite 1d6+2
Face/Reach: 5x5/5
Spec Attks: Smite Law (1x/day +4 dmg)
Spec Qual: Scent, Darkvision 60’, Acid/Cold/Elec/Fire/Sonic resist 5, Immune to polymorphing and petrifacation, Fast Healing 1
Saves: Fort +6, Refl +6, Will +2
Abilities: Str 21 (+5), Dex 15 (+2), Con 14 (+2), Int 3, Wis 12 (+1), Cha 7
Skills: Climb +18, Listen +6, Spot +6
Feats:
Climate/Terrain:
Organziation: Solitary or company (2-5)
C.R. 3
Treasure:
Alignment: Always chaotic neutral
Advancement:
 
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some more!

 Axiomatic Blood Spirit Warrior [trooper, sergeant]
Medium Humanoid (TrueBlood)

Hit Dice: 1d8 (8hp) [13hp, 18hp]
Initiative: +4 (Imp Init)
Speed: 20’ (30’ w/o armor)
AC: 19 (+7 MW half-plate, +2 MW large shield) (or 21 w/ optional armor)
Attacks: +2 melee: MW bastard sword, +2 ranged MW javelin (2) [+3, +5 melee, +3, +4 ranged]
Damage: 1d10: bastard sword , 1d6: javelin (incr 30 ft)
Face/Reach: 5x5/5
Spec Attk: Smite Chaos (1x/day, +1 dmg) [+2, +3 dmg]
Spec Qual: Darkvision 60’, Fire/Elec/Cold/Sonic resist: 5, SR 2 [SR 4, 6], Linked Minds (MotP p197-8)
Saves: Fort: +2 [+3], Refl +0 [+1], Will +0 [+1]
Abilities: Str 11, Dex 11, Con 11, Int 10, Wis 11, Cha 13 (+1)
Skills: Intimidate +5 , Listen +1 [+1, +2] Spot +1, [+2, +2]
Feats: Exotic Weapon: Bastard Sword, Improved Initiative [weapon focus: bastard sword]
Clim/Terr: any land
Org: 2-5 (Team)
C.R. ½ [1, 2]
Treasure: None
Alignment: Always lawful neutral
Adv: By character class (warrior)

These perfect warriors are representations of all that the Blood Spirits stand for. Certain holy places are permanently guarded by these stalwart troops.


 Hell’s Horses (fiendish heavy warhorse)
Large magical beast

Hit Dice: 4d8 +12 (32)
Initiative: +1 (dex)
Speed: 50 ft
AC: 16 (-1 size, +2 leather barding, +1 dex, +4 natural)
Attacks: 2 hooves +6 melee; bite +1 melee
Damage: Hoof 1d6+4; bite 1d4+2
Face/Reach: 5x10/5 ft
Spec Attks: Smite Good (1/day +4 dmg)
Spec Qual: Darkvision 60’, Cold/fire resist: 5, SR 8, Scent
Saves: Fort +7, Refl +5, Will +2
Abilities: Str 18 (+4), Dex 13 (+1), Con 17 (+3), Int 3, Wis 13 (+1), Cha 6
Skills: Listen +7, Spot +7
Feats:
Climate/Terrain: Any land
Organziation: Domesticated
C.R. 2
Treasure: None
Alignment: Always neutral
Advancement:

Hell’s Horses willingly (well after they are domesticated/broken) serve as steeds, many warriors go through great trials to capture one.


 Smoke Jaguar (dire template leopard)
Large-size animal

Hit Dice: 5d8+25 (50hp)
Initiative: +4 (dex)
Speed: 40 ft, climb 20ft
AC: 18 (-1 size, +4 dex, +5 natural)
Attacks: Bite +12 melee; 2 claws +7 melee
Damage: Bite 1d8 +9; claw 1d4 +4
Face/Reach: 5x10/5
Spec Attk: Pounce, improved grab, rake 1d4+4
Spec Qual: Scent
Saves: Fort +9, Refl +8, Will +2
Abilities: Str 28 (+9), Dex 19 (+4), Con 21 (+5), Int 2, Wis 12 (+1), Cha 6
Skills: Balance +12, Climb +17, Hide +8 (+16 in heavy growth), Listen +6, Move silently +9, Spot +6
Feats:
Clim/Terr: Warm forest or plains
Org: Solitary or pair
C.R. 4
Treasure:
Alignment: Always neutral
Advancement:


 Star Adder (fiendish giant constrictor)
Huge magical beast

Hit Dice: 11d8+11 (63hp)
Initiative: +3 (dex)
Speed: 20 ft, climb 20 ft, swim 20 ft
AC: 15 (-2 size, +3 dex, +4 natural)
Attacks: Bite +13 melee
Damage: Bite 1d8 +10
Face/Reach: 15x15/10
Spec Attk: Smite good (1x/day +20 dmg), improved grab, constrict 1d8 +10
Spec Qual: Scent, SR 22, DR 5/+2, darkvision 60’, Cold/Fire resist 15,
Saves: Fort +8, Refl +10, Will +4
Abilities: Str 25 (+7), Dex 17 (+3), Con 13 (+1), Int 3, Wis 12 (+1), Cha 2
Skills: Balance +11, Climb +18, Hide +3, Listen +9, Spot +9
Feats:
Clim/Terr: Warm forest and aquatic
Org: Solitary
C.R. 7
Treasure:
Alignment: Always neutral
Advancement:





 Cloud Cobra (viper)
Medium-size elemental (air)

Hit Dice: 2d8 (12hp)
Initiative: +6 dex
Speed: 20 ft, climb 20 ft, swim 20 ft, fly 100 ft (perfect),
AC: 19 (+6 dex, +3 natural)
Attacks: Bite +7 melee
Damage: Bite 1d4-1, poison (DC 11, 1d6 con)
Face/Reach: 5x5/5
Spec Attk: Air Mastery, poison
Spec Qual: Elemental, Darkvision 60’, scent
Saves: Fort +3, Refl +9, Will +1
Abilities: Str 8 (-1), Dex 23 (+6), Con 11, Int 1, Wis 12 (+1), Cha 2
Skills: Balance +14, Climb +14, Hide +15, Listen +9, Spot +9
Feats: Fly-by attack, weapoon finesse: bite
Clim/Terr: Termperate and warm land, tropical forests, tree tops
Org: Solitary
C.R. 1
Treasure:
Alignment: Always neutral
Advancement:
 
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