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Converting "Real World" Animals and Vermin
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<blockquote data-quote="Cleon" data-source="post: 5838138" data-attributes="member: 57383"><p><strong>Giant Cobra Working Draft</strong></p><p></p><p><span style="font-size: 15px"><strong>Snake, Giant Cobra</strong></span></p><p><span style="font-size: 15px"><strong></strong></span>Large Magical Beast</p><p> <strong>Hit Dice:</strong> 3d10 (16 hp)</p><p> <strong>Initiative:</strong> +7</p><p> <strong>Speed:</strong> 30 ft. (6 squares), climb 20 ft, swim 30 ft.</p><p> <strong>Armor Class:</strong> 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12</p><p> <strong>Base Attack/Grapple:</strong> +3/+7</p><p> <strong>Attack:</strong> Bite +5 melee (1d8 plus poison)</p><p> <strong>Full Attack:</strong> Bite +5 melee (1d8 plus poison)</p><p> <strong>Space/Reach:</strong> 10 ft./5 ft.</p><p> <strong>Special Attacks:</strong> Mesmerize animal, poison</p><p> <strong>Special Qualities:</strong> Scent</p><p> <strong>Saves:</strong> Fort +3, Ref +6, Will +2</p><p> <strong>Abilities:</strong> Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 12</p><p> <strong>Skills:</strong> Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8</p><p> <strong>Feats:</strong> Improved Initiative, Weapon Finesse</p><p> <strong>Environment:</strong> Any warm land</p><p> <strong>Organization:</strong> Solitary, pair or quiver (3-6)</p><p> <strong>Challenge Rating:</strong> 3</p><p> <strong>Treasure:</strong> None</p><p> <strong>Alignment:</strong> Always neutral</p><p> <strong>Advancement:</strong> 4-5 HD (Large), 6-9 HD (Huge)</p><p> <strong>Level Adjustment:</strong> —</p><p> </p><p><em>An enormous cobra, as long and heavy as a large python.</em></p><p> </p><p>A giant cobra is a larger, slightly magical version of an ordinary cobra that is able to mesmerize animals by performing a swaying, hypnotic "dance". A giant cobra only hunts during the day, it will normally try to flee if encountered at night. They prefer warm-blooded prey up to the size of a gnome or roe deer, and have no compunctions against eating humanoids.</p><p> </p><p>A giant cobra is intelligent enough to be trained by someone willing to brave its deadly venom. Snake-charmers, serpent cults and assassins occasionally keep these snakes. Giant cobras are most commonly trained as guards, sacred animals, or to milk them of their venom. Even "tame" giant cobras always remain dangerous and should be handled carefully.</p><p> </p><p>Giant cobras lair in burrows they steal from other animals. They mate once a year, then the female builds a nest and guards her clutch off eggs until they hatch. A single female usually lays between a dozen and a score of eggs. Giant cobra eggs are prized as delicacies by some wild elves and jungle giants, and are also sought after by people wanting to hatch the young snakes and raise them.</p><p> </p><p>Giant cobras are usually between 12 and 30 feet long, but they can grow considerably bigger than that. A typical specimen is 24 feet from nose to tail and weighs 500 pounds.</p><p> </p><p><strong>COMBAT</strong></p><p> </p><p>Giant cobras try to use their poison bite as often as they can. They often retreat into undergrowth or a burrow to give their poison time to work, then return to eat any victims who fall to their venom.</p><p> </p><p>A giant cobra can swallow a creature up to two size categories smaller than itself, but this is a slow process requiring at least a minute of time and a non-resisting meal, not an action it can perform in combat.</p><p></p><p> <strong>Mesmerize Animals (Su):</strong> A giant cobra can paralyze animals as a standard action by swaying slowly and steadily while staring at them. Every animal within 30 feet of the snake that can see its swaying must make a successful Will save (DC 12) to avoid the effect. Failure means the creature is paralyzed for as long as the giant cobra continues to sway (requiring a standard action every round) and for 1d6 rounds thereafter. Mesmerizing sway is a mind-affecting effect. The save DC is Charisma-based. </p><p></p><p><strong>Poison (Ex):</strong> A giant cobra has a poisonous bite that deals initial and secondary damage of 1d8 Con unless the victim succeeds at a DC 15 Fortitude save. The save DCs is Constitution-based and includes a +4 racial bonus.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5838138, member: 57383"] [b]Giant Cobra Working Draft[/b] [SIZE=4][B]Snake, Giant Cobra [/B][/SIZE]Large Magical Beast [B]Hit Dice:[/B] 3d10 (16 hp) [B]Initiative:[/B] +7 [B]Speed:[/B] 30 ft. (6 squares), climb 20 ft, swim 30 ft. [B]Armor Class:[/B] 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 [B]Base Attack/Grapple:[/B] +3/+7 [B]Attack:[/B] Bite +5 melee (1d8 plus poison) [B]Full Attack:[/B] Bite +5 melee (1d8 plus poison) [B]Space/Reach:[/B] 10 ft./5 ft. [B]Special Attacks:[/B] Mesmerize animal, poison [B]Special Qualities:[/B] Scent [B]Saves:[/B] Fort +3, Ref +6, Will +2 [B]Abilities:[/B] Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 12 [B]Skills:[/B] Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8 [B]Feats:[/B] Improved Initiative, Weapon Finesse [B]Environment:[/B] Any warm land [B]Organization:[/B] Solitary, pair or quiver (3-6) [B]Challenge Rating:[/B] 3 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] 4-5 HD (Large), 6-9 HD (Huge) [B]Level Adjustment:[/B] — [I]An enormous cobra, as long and heavy as a large python.[/I] A giant cobra is a larger, slightly magical version of an ordinary cobra that is able to mesmerize animals by performing a swaying, hypnotic "dance". A giant cobra only hunts during the day, it will normally try to flee if encountered at night. They prefer warm-blooded prey up to the size of a gnome or roe deer, and have no compunctions against eating humanoids. A giant cobra is intelligent enough to be trained by someone willing to brave its deadly venom. Snake-charmers, serpent cults and assassins occasionally keep these snakes. Giant cobras are most commonly trained as guards, sacred animals, or to milk them of their venom. Even "tame" giant cobras always remain dangerous and should be handled carefully. Giant cobras lair in burrows they steal from other animals. They mate once a year, then the female builds a nest and guards her clutch off eggs until they hatch. A single female usually lays between a dozen and a score of eggs. Giant cobra eggs are prized as delicacies by some wild elves and jungle giants, and are also sought after by people wanting to hatch the young snakes and raise them. Giant cobras are usually between 12 and 30 feet long, but they can grow considerably bigger than that. A typical specimen is 24 feet from nose to tail and weighs 500 pounds. [B]COMBAT[/B] Giant cobras try to use their poison bite as often as they can. They often retreat into undergrowth or a burrow to give their poison time to work, then return to eat any victims who fall to their venom. A giant cobra can swallow a creature up to two size categories smaller than itself, but this is a slow process requiring at least a minute of time and a non-resisting meal, not an action it can perform in combat. [B]Mesmerize Animals (Su):[/B] A giant cobra can paralyze animals as a standard action by swaying slowly and steadily while staring at them. Every animal within 30 feet of the snake that can see its swaying must make a successful Will save (DC 12) to avoid the effect. Failure means the creature is paralyzed for as long as the giant cobra continues to sway (requiring a standard action every round) and for 1d6 rounds thereafter. Mesmerizing sway is a mind-affecting effect. The save DC is Charisma-based. [B]Poison (Ex):[/B] A giant cobra has a poisonous bite that deals initial and secondary damage of 1d8 Con unless the victim succeeds at a DC 15 Fortitude save. The save DCs is Constitution-based and includes a +4 racial bonus. [/QUOTE]
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