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<blockquote data-quote="humble minion" data-source="post: 1502288" data-attributes="member: 5948"><p><strong>Garak's summoned Earth creatures.</strong></p><p></p><p>This is the result of replacing the fiendish/celestial templates from Terrors of Athas's Summon Monster list with the Earth Element template from Manual of the Planes. I'll be progressively updating this entry, as I get around to templating more and more of the summonable critters...</p><p></p><p><u><strong>Summon Monster V</strong></u></p><p></p><p><strong>Earthen Feylaar</strong></p><p>Large Elemental (earth)</p><p>Hit Dice: 7d8+7 (38 hp)</p><p>Initiative: +5</p><p>Speed: 30 ft. (6 squares), burrow 20 ft.</p><p>Armor Class: 16 (?1 size, +1 Dex, +6 natural), touch 10, flat-footed 16</p><p>Base Attack/Grapple: +7/+23</p><p>Attack: Slam +10 melee (1d6+4)</p><p>Full Attack: 4 slams +10 melee (1d6+4) and bite +8 melee (1d8+2)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Constrict 1d6+4, death field, psionics, improved grab, earth mastery</p><p>Special Qualities: Tremorsense, elemental qualities, darkvision 60 ft.</p><p>Saves: Fort +3, Ref +6, Will +5</p><p>Abilities: Str 18, Dex 12, Con 12, Int 12, Wis 10, Cha 9</p><p>Skills: Climb +17, Jump +8, Psicraft +6, Spot +5, Survival +5</p><p>Feats: Ability Focus (death field), Improved Initiative, Multiattack</p><p>Challenge Rating: 6</p><p></p><p>Improved Grab (Ex): To use this ability, a feylaar must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. </p><p></p><p>Constrict (Ex): If a feylaar successfully grapples an opponent, it inflicts an automatic 1d6+4 damage in addition to the regular slam damage caused by the grapple.</p><p></p><p>Death Field (Sp): This innate psionic power may be used up to 3 times per day. When activated, the feylaar sacrifices a number of hit points up to its current total. All creatures within 20 ft must make a successful Fort save (DC 16) or take damage equal to the number of hit points sacrificed by the feylaar. A successful save negates the damage. </p><p></p><p>Psionics (Sp): 3/day: body adjustment, chameleon, conceal thoughts, dimension door, displacement, domination, false sensory input, inflict pain, invisibility, mindlink, psychic vampire, shadow body. <em>Attack/Defense modes (Sp):</em> ego whip, id insinuation, intellect fortress, mental barrier, mind thrust, tower of iron will. Manifester level 7th.</p><p></p><p>Earth Mastery (Ex): An earthen creature gains a +1 on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a -4 on attack and damage rolls.</p><p></p><p>Skills: A feylaar has a racial +8 bonus to all Climb and grapple checks.</p><p></p><p><strong>Earthen Monstrous Scorpion, Large</strong></p><p>Large Elemental (Earth) </p><p>5d8+10 (32 hp)</p><p>Initiative: -1</p><p>Speed: 50 ft. (10 squares), burrow 20 ft.</p><p>Armor Class: 18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 19</p><p>Base Attack/Grapple: +3/+12</p><p>Attack: Claw +7 melee (1d6+5)</p><p>Full Attack: 2 claws +7 melee (1d6+5) and sting +2 melee (1d6+2 plus poison)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Constrict 1d6+5, improved grab, poison, earth mastery</p><p>Special Qualities: Darkvision 60 ft., tremorsense 60 ft., elemental traits</p><p>Saves: Fort +6, Ref +0, Will +1</p><p>Abilities: Str 21, Dex 8, Con 14, Int ?, Wis 10, Cha 2</p><p>Skills: Climb +9, Hide -1, Spot +4</p><p>Challenge Rating: 4</p><p></p><p>Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.</p><p></p><p>Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.</p><p></p><p>Poison (Ex): A monstrous scorpion has a poisonous sting. Fort Save DC 14, initial and secondary damage 1d4 Con.</p><p></p><p>Earth Mastery (Ex): An earthen creature gains a +1 on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a -4 on attack and damage rolls.</p><p></p><p>NOTE: There's a bit of ambiguity here - the scorpion is no longer a Vermin, but the template doesn't change it's Int - it is still mindless. I'm not sure if this means it retains the vermin traits - immunity to mind-affecting effects, etc.</p><p></p><p><strong>Earthen Dire Ape</strong></p><p>Large Elemental (earth)</p><p>Hit Dice: 5d8+13 (35 hp)</p><p>Initiative: +1</p><p>Speed: 30 ft. (6 squares), climb 15 ft., burrow 20 ft.</p><p>Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16</p><p>Base Attack/Grapple: +3/+14</p><p>Attack: Claw +9 melee (1d6+7)</p><p>Full Attack: 2 claws +9 melee (1d6+7) and bite +4 melee (1d8+3)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Rend 2d6+10, earth mastery</p><p>Special Qualities: Low-light vision, scent, tremorsense, elemental qualities, darkvision 60 ft.</p><p>Saves: Fort +6, Ref +5, Will +5</p><p>Abilities: Str 24, Dex 13, Con 14, Int 2, Wis 12, Cha 7</p><p>Skills: Climb +15, Listen +5, Move Silently +3, Spot +6</p><p>Feats: Alertness, Toughness</p><p>Challenge Rating: 4</p><p></p><p>Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponent?s body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.</p><p></p><p>Earth Mastery (Ex): An earthen creature gains a +1 on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a -4 on attack and damage rolls.</p><p></p><p>Skills: Dire apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.</p><p></p><p><strong>Earthen Brown Bear</strong></p><p>Large Elemental (earth)</p><p>Hit Dice: 6d8+24 (51 hp)</p><p>Initiative: +0</p><p>Speed: 40 ft. (8 squares), burrow 20 ft.</p><p>Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17</p><p>Base Attack/Grapple: +4/+17</p><p>Attack: Claw +12 melee (1d8+9)</p><p>Full Attack: 2 claws +12 melee (1d8+9) and bite +7 melee (2d6+4)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Improved grab, earth mastery</p><p>Special Qualities: Low-light vision, scent, darkvision 60 ft, tremorsense, elemental qualities</p><p>Saves: Fort +9, Ref +5, Will +3</p><p>Abilities: Str 29, Dex 11, Con 19, Int 2, Wis 12, Cha 6</p><p>Skills: Listen +4, Spot +7, Swim +13</p><p>Feats: Endurance, Run, Track</p><p>Challenge Rating: 5</p><p></p><p>Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.</p><p></p><p>Skills: A brown bear has a +4 racial bonus on Swim checks.</p><p></p><p>Earth Mastery (Ex): An earthen creature gains a +1 on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a -4 on attack and damage rolls.</p><p></p><p><u><strong>Summon Monster IV</strong></u></p><p></p><p><strong>Earthen Lirr</strong></p><p>Medium Elemental (earth)</p><p>Hit Dice: 5d8+10 (32 hp)</p><p>Initiative: +0</p><p>Speed: 40 ft. (8 squares), burrow 20 ft.</p><p>Armor Class: 17 (+6 natural), touch 10, flat-footed 16</p><p>Base Attack/Grapple: +3/+5</p><p>Attack: Claw +5 melee (1d4+2)</p><p>Full Attack: 2 claws +5 melee (1d4+2) and bite +0 melee (1d10+1)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Improved grab, earth mastery, stun, rake (1d4+2)</p><p>Special Qualities: Low-light vision, darkvision 60 ft, tremorsense, elemental qualities</p><p>Saves: Fort +6, Ref +4, Will +2</p><p>Abilities: Str 15, Dex 10, Con 14, Int 1, Wis 12, Cha 11</p><p>Skills: Hide +4, Jump +5, Spot +7</p><p>Feats: Alertness, Combat Reflexes</p><p>Challenge Rating: 4</p><p></p><p>Improved Grab (Ex): To use this ability, a lirr must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.</p><p></p><p>Skills: A lirr has a +4 racial bonus on Jump checks.</p><p></p><p>Rake (Ex): Attack bonus +5 melee, damage 1d4+2</p><p></p><p>Stun (Ex): The lirr can emit a powerful roar that stuns any creature within a 40 ft cone. The stun effect lasts 1d4 rounds. A Fort save (DC 14) negates.</p><p></p><p>Earth Mastery (Ex): An earthen creature gains a +1 on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a -4 on attack and damage rolls.</p><p></p><p><strong>Earthen Lion</strong></p><p>Large Elemental (earth)</p><p>Hit Dice: 5d8+10 (32 hp)</p><p>Initiative: +2</p><p>Speed: 40 ft. (8 squares), burrow 20 ft.</p><p>Armor Class: 15 (?1 size, +2 Dex, +6 natural), touch 11, flat-footed 15</p><p>Base Attack/Grapple: +3/+13</p><p>Attack: Claw +9 melee (1d4+6)</p><p>Full Attack: 2 claws +9 melee (1d4+6) and bite +3 melee (1d8+3)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Pounce, improved grab, rake 1d4+3, earth mastery</p><p>Special Qualities: Low-light vision, scent, tremorsense, elemental qualities, darkvision 60 ft.</p><p>Saves: Fort +6, Ref +6, Will +2</p><p>Abilities: Str 23, Dex 15, Con 15, Int 2, Wis 12, Cha 6</p><p>Skills: Balance +6, Hide +2*, Listen +5, Move Silently +10, Spot +5</p><p>Feats: Alertness, Run</p><p>Challenge Rating: 4</p><p></p><p>Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.</p><p></p><p>Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.</p><p></p><p>Rake (Ex): Attack bonus +7 melee, damage 1d4+3.</p><p></p><p>Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.</p><p></p><p>Earth Mastery (Ex): An earthen creature gains a +1 on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a -4 on attack and damage rolls.</p></blockquote><p></p>
[QUOTE="humble minion, post: 1502288, member: 5948"] [b]Garak's summoned Earth creatures.[/b] This is the result of replacing the fiendish/celestial templates from Terrors of Athas's Summon Monster list with the Earth Element template from Manual of the Planes. I'll be progressively updating this entry, as I get around to templating more and more of the summonable critters... [u][b]Summon Monster V[/b][/u] [b]Earthen Feylaar[/b] Large Elemental (earth) Hit Dice: 7d8+7 (38 hp) Initiative: +5 Speed: 30 ft. (6 squares), burrow 20 ft. Armor Class: 16 (?1 size, +1 Dex, +6 natural), touch 10, flat-footed 16 Base Attack/Grapple: +7/+23 Attack: Slam +10 melee (1d6+4) Full Attack: 4 slams +10 melee (1d6+4) and bite +8 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Constrict 1d6+4, death field, psionics, improved grab, earth mastery Special Qualities: Tremorsense, elemental qualities, darkvision 60 ft. Saves: Fort +3, Ref +6, Will +5 Abilities: Str 18, Dex 12, Con 12, Int 12, Wis 10, Cha 9 Skills: Climb +17, Jump +8, Psicraft +6, Spot +5, Survival +5 Feats: Ability Focus (death field), Improved Initiative, Multiattack Challenge Rating: 6 Improved Grab (Ex): To use this ability, a feylaar must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Constrict (Ex): If a feylaar successfully grapples an opponent, it inflicts an automatic 1d6+4 damage in addition to the regular slam damage caused by the grapple. Death Field (Sp): This innate psionic power may be used up to 3 times per day. When activated, the feylaar sacrifices a number of hit points up to its current total. All creatures within 20 ft must make a successful Fort save (DC 16) or take damage equal to the number of hit points sacrificed by the feylaar. A successful save negates the damage. Psionics (Sp): 3/day: body adjustment, chameleon, conceal thoughts, dimension door, displacement, domination, false sensory input, inflict pain, invisibility, mindlink, psychic vampire, shadow body. [i]Attack/Defense modes (Sp):[/i] ego whip, id insinuation, intellect fortress, mental barrier, mind thrust, tower of iron will. Manifester level 7th. Earth Mastery (Ex): An earthen creature gains a +1 on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a -4 on attack and damage rolls. Skills: A feylaar has a racial +8 bonus to all Climb and grapple checks. [b]Earthen Monstrous Scorpion, Large[/b] Large Elemental (Earth) 5d8+10 (32 hp) Initiative: -1 Speed: 50 ft. (10 squares), burrow 20 ft. Armor Class: 18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 19 Base Attack/Grapple: +3/+12 Attack: Claw +7 melee (1d6+5) Full Attack: 2 claws +7 melee (1d6+5) and sting +2 melee (1d6+2 plus poison) Space/Reach: 10 ft./5 ft. Special Attacks: Constrict 1d6+5, improved grab, poison, earth mastery Special Qualities: Darkvision 60 ft., tremorsense 60 ft., elemental traits Saves: Fort +6, Ref +0, Will +1 Abilities: Str 21, Dex 8, Con 14, Int ?, Wis 10, Cha 2 Skills: Climb +9, Hide -1, Spot +4 Challenge Rating: 4 Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check. Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better. Poison (Ex): A monstrous scorpion has a poisonous sting. Fort Save DC 14, initial and secondary damage 1d4 Con. Earth Mastery (Ex): An earthen creature gains a +1 on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a -4 on attack and damage rolls. NOTE: There's a bit of ambiguity here - the scorpion is no longer a Vermin, but the template doesn't change it's Int - it is still mindless. I'm not sure if this means it retains the vermin traits - immunity to mind-affecting effects, etc. [b]Earthen Dire Ape[/b] Large Elemental (earth) Hit Dice: 5d8+13 (35 hp) Initiative: +1 Speed: 30 ft. (6 squares), climb 15 ft., burrow 20 ft. Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 Base Attack/Grapple: +3/+14 Attack: Claw +9 melee (1d6+7) Full Attack: 2 claws +9 melee (1d6+7) and bite +4 melee (1d8+3) Space/Reach: 10 ft./10 ft. Special Attacks: Rend 2d6+10, earth mastery Special Qualities: Low-light vision, scent, tremorsense, elemental qualities, darkvision 60 ft. Saves: Fort +6, Ref +5, Will +5 Abilities: Str 24, Dex 13, Con 14, Int 2, Wis 12, Cha 7 Skills: Climb +15, Listen +5, Move Silently +3, Spot +6 Feats: Alertness, Toughness Challenge Rating: 4 Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponent?s body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage. Earth Mastery (Ex): An earthen creature gains a +1 on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a -4 on attack and damage rolls. Skills: Dire apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. [b]Earthen Brown Bear[/b] Large Elemental (earth) Hit Dice: 6d8+24 (51 hp) Initiative: +0 Speed: 40 ft. (8 squares), burrow 20 ft. Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17 Base Attack/Grapple: +4/+17 Attack: Claw +12 melee (1d8+9) Full Attack: 2 claws +12 melee (1d8+9) and bite +7 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, earth mastery Special Qualities: Low-light vision, scent, darkvision 60 ft, tremorsense, elemental qualities Saves: Fort +9, Ref +5, Will +3 Abilities: Str 29, Dex 11, Con 19, Int 2, Wis 12, Cha 6 Skills: Listen +4, Spot +7, Swim +13 Feats: Endurance, Run, Track Challenge Rating: 5 Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Skills: A brown bear has a +4 racial bonus on Swim checks. Earth Mastery (Ex): An earthen creature gains a +1 on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a -4 on attack and damage rolls. [u][b]Summon Monster IV[/b][/u] [b]Earthen Lirr[/b] Medium Elemental (earth) Hit Dice: 5d8+10 (32 hp) Initiative: +0 Speed: 40 ft. (8 squares), burrow 20 ft. Armor Class: 17 (+6 natural), touch 10, flat-footed 16 Base Attack/Grapple: +3/+5 Attack: Claw +5 melee (1d4+2) Full Attack: 2 claws +5 melee (1d4+2) and bite +0 melee (1d10+1) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, earth mastery, stun, rake (1d4+2) Special Qualities: Low-light vision, darkvision 60 ft, tremorsense, elemental qualities Saves: Fort +6, Ref +4, Will +2 Abilities: Str 15, Dex 10, Con 14, Int 1, Wis 12, Cha 11 Skills: Hide +4, Jump +5, Spot +7 Feats: Alertness, Combat Reflexes Challenge Rating: 4 Improved Grab (Ex): To use this ability, a lirr must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Skills: A lirr has a +4 racial bonus on Jump checks. Rake (Ex): Attack bonus +5 melee, damage 1d4+2 Stun (Ex): The lirr can emit a powerful roar that stuns any creature within a 40 ft cone. The stun effect lasts 1d4 rounds. A Fort save (DC 14) negates. Earth Mastery (Ex): An earthen creature gains a +1 on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a -4 on attack and damage rolls. [b]Earthen Lion[/b] Large Elemental (earth) Hit Dice: 5d8+10 (32 hp) Initiative: +2 Speed: 40 ft. (8 squares), burrow 20 ft. Armor Class: 15 (?1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 Base Attack/Grapple: +3/+13 Attack: Claw +9 melee (1d4+6) Full Attack: 2 claws +9 melee (1d4+6) and bite +3 melee (1d8+3) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, improved grab, rake 1d4+3, earth mastery Special Qualities: Low-light vision, scent, tremorsense, elemental qualities, darkvision 60 ft. Saves: Fort +6, Ref +6, Will +2 Abilities: Str 23, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Balance +6, Hide +2*, Listen +5, Move Silently +10, Spot +5 Feats: Alertness, Run Challenge Rating: 4 Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks. Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Rake (Ex): Attack bonus +7 melee, damage 1d4+3. Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. Earth Mastery (Ex): An earthen creature gains a +1 on attack and damage rolls if both it and its foe touch the ground. If an opponent is airborne or waterborne, the earth element creature suffers a -4 on attack and damage rolls. [/QUOTE]
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