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<blockquote data-quote="Wolf72" data-source="post: 307917" data-attributes="member: 265"><p>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.</p><p></p><p><strong>Ice Hellion (Half-White Dragon/Weasel)</strong></p><p><strong>Tiny dragon</strong></p><p>Hit Dice: ½ d10 +1 (6hp)</p><p>Initiative: +6 (+2 dex, +4 imp init)</p><p>Speed: 20 ft, climb 20 ft</p><p>AC: 18 (+2 size, +2 dex, +4 natural)</p><p>Attacks: Bite +4 melee; 2 claws –3 melee</p><p>Damage: Bite 1d3; claw 1d2</p><p>Face/Reach: 2.5x2.5/0</p><p>Spec Attks: Cone of Cold (refl DC 16, 3d6, 30 ft, 1/day), attach (on successful bite: AC 16, auto bite dmg)</p><p>Spec Qual: Cold immunity, Scent</p><p>Saves: Fort +3, Refl +4, Will +1</p><p>Abilities: Str 11, Dex 15 (+2), Con 12 (+1), Int 4 (-3), Wis 12 (+1), Cha 7 (-2)</p><p>Skills: Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4</p><p>Feats: Weapon finesse: bite, Improved initiative</p><p>Clim/Terr: Any cold</p><p>Org: Clutch (2-5)</p><p>C.R. 2</p><p>Treasure: </p><p>Alignment: Always chaotic neutral</p><p>Advancement: </p><p></p><p>Ice Hellions speak draconic.</p><p></p><p></p><p><strong>Goliath Scorpion </strong></p><p><strong>Medium-size psionic vermin</strong></p><p>Hit Dice: 2d8+4 (16hp)</p><p>Initiative: +0</p><p>Speed: 40 ft</p><p>AC: 14 (+4 natural)</p><p>Attacks: 2 claws +2 melee; sting –3 melee</p><p>Damage: Claw 1d4+1 [1d12+1], sting 1d4 and poison</p><p>Face/Reach: 5x5/5</p><p>Spec Attks: Psoinic powers, improved grab, squeeze, poison (DC 15, 1d4 str)</p><p>Spec Qual: Telepathy, vermin</p><p>Saves: Fort +5, Refl +0, Will +0</p><p>Abilities: Str 13 (+1), Dex 10, Con 14 (+2), Int --, Wis 10, Cha 2</p><p>Skills: Climb +8, Hide +8, Spot +7</p><p>Feats: </p><p>Clim/Terr: Temperate and warm land and underground</p><p>Org: Solitary or colony (2-5)</p><p>C.R. 2</p><p>Treasure: </p><p>Alignment: Always neutral</p><p>Advancement: </p><p></p><p>Telepathy (Su): Goliath scorpions communicate with each other and their summoners. Actions are fairly limited: attack, defend, follow, wait, etc.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p><strong>Nova Cat </strong></p><p><strong>Large psionic animal</strong></p><p>Hit Dice: 5d8+10 (36hp)</p><p>Initiative: +3 (dex)</p><p>Speed: 40 ft</p><p>AC: 15 (-1 size, +3 dex, +3 natural)</p><p>Attacks: 2 claws +7 melee; bite +2 melee</p><p>Damage: Claw 1d4 +5, bite 1d8 +2</p><p>Face/Reach: 5x10/5 ft</p><p>Spec Attks: Psionics, pounce, improved grab, rake (1d4 +2), </p><p>Spec Qual: Telepathy, scent</p><p>Saves: Fort +6, Refl +7, Will +2</p><p>Abilities: Str 21 (+5), Dex 17 (+3), Con 15 (+2), Int 2, Wis 12 (+1), Cha 6</p><p>Skills: Balance +7, Hide +4 (+12), Jump +5, Listen +5, Move Silently +11, Spot +5</p><p>Feats: </p><p>Climate/Terrain: </p><p>Organziation: </p><p>C.R. 5</p><p>Treasure: </p><p>Alignment: Always neutral</p><p>Advancement: </p><p></p><p>Telepathy (Su): 100ft. Nova Cat’s communicate with their summoners and other Nova Cats</p><p></p><p>Attk/defense modes (Sp): id insinuation (DC d20 +5), psychic crush (d20 +1)/tower of iron will, empty mind. 3x/day at will.</p><p></p><p>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.</p><p></p><p><strong>Fire Mandrill (anarchic ape)</strong></p><p><strong>Large animal</strong></p><p>Hit Dice: 4d8 +8 (28hp)</p><p>Initiative: +2 (dex)</p><p>Speed: 30 ft, climb 30 ft</p><p>AC: 14 (-1 size, +2 dex, +3 natural)</p><p>Attacks: 2 claws +7 melee; bite +2 melee</p><p>Damage: Claw 1d6+5; bite 1d6+2</p><p>Face/Reach: 5x5/5</p><p>Spec Attks: Smite Law (1x/day +4 dmg)</p><p>Spec Qual: Scent, Darkvision 60’, Acid/Cold/Elec/Fire/Sonic resist 5, Immune to polymorphing and petrifacation, Fast Healing 1</p><p>Saves: Fort +6, Refl +6, Will +2</p><p>Abilities: Str 21 (+5), Dex 15 (+2), Con 14 (+2), Int 3, Wis 12 (+1), Cha 7</p><p>Skills: Climb +18, Listen +6, Spot +6</p><p>Feats: </p><p>Climate/Terrain: </p><p>Organziation: Solitary or company (2-5)</p><p>C.R. 3</p><p>Treasure: </p><p>Alignment: Always chaotic neutral</p><p>Advancement:</p></blockquote><p></p>
[QUOTE="Wolf72, post: 307917, member: 265"] 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. [b]Ice Hellion (Half-White Dragon/Weasel) Tiny dragon[/b] 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. [b]Goliath Scorpion Medium-size psionic vermin[/b] 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. [b]Nova Cat Large psionic animal[/b] 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. [b]Fire Mandrill (anarchic ape) Large animal[/b] 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: [/QUOTE]
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