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:
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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