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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8941669" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Tiberium Cassowary</span></strong></p><p>After the discovery of the Tiberium Razorbacks, other Tiberium mutated creatures were being discovered in the Tiberium fields of Australia. To the horror of many, Tiberium mutated cassowaries were the next discovery. Cassowaries are large flightless birds, like an emu, except they have large crests on the top of their head, three-toed feet that are thick and powerful, with a large dagger-like claw about half a foot in length, with an average height of up to six feet, and are known to be highly aggressive creatures. So far, two types of Tiberium cassowary have been discovered, the large, incredibly dangerous Crystal Claw and the Shard Tail.</p><p></p><p><strong><span style="font-size: 22px">Crystal Claw Cassowary</span></strong></p><p>The Crystal Claw Cassowary is larger than most cassowaries, standing at 7.5 to 8 feet, covered in dark green feathers that are embedded with tiberium crystal shards. It's legs are incredibly powerful, allowing it to jump high and long distances. Instead of one large claw, Crystal Claws have a large claw on each toe that looks like it was carved from a tiberium crystal and is sharp enough to cleave through armour plating.</p><p></p><p><strong>Crystal Claw Cassowary</strong></p><p>Type: Animal, Aberration</p><p>Size: Large</p><p>CR: 5</p><p>Hit Points: 6d8+24, 59</p><p>Mas: 20</p><p>Init: +1</p><p>Speed: 50 ft</p><p>Defense: 16, touch 10, flat-footed 15 (+6 natural, +1 Dex, -1 size)</p><p>BAB/Grp: +5 / +9</p><p>FS/Reach: 10 ft by 10 ft/ 5 ft</p><p>Attacks: +9 melee claw (4d4+4, 19-20x3, slashing) and +4 melee beak (1d6+4 piercing)</p><p>Special Attacks: Leap Attack</p><p>Special Qualities: low-light vision, scent, tiberium affinity, tiberium gas rage.</p><p>Allegiances:</p><p>Saves: Fort +6, Reflex +3, Will +6</p><p>Reputation:</p><p>Abilities: Str 18, Dex 12, Con 18, Int 3, Wis 13, Cha 4</p><p>Skills: Jump +10, Listen +5, Spot +6, Search +4, Survival +5</p><p>Feats: Augment Critical</p><p>Possessions:</p><p>Advancement: 7-9 (HD Medium)</p><p></p><p><strong>Combat</strong></p><p>Crystal Claws are incredibly aggressive and territorial. They use the claws on their feet to rend targets, and will use their beaks as well. They charge into combat with a leaping attack, allowing them to use both feet at once and can knock down animals larger than themselves. If they get any distance between them an a target, they will use their leap attack as often as possible, darting into and out of melee reach.</p><p></p><p><strong>Augment Critical: </strong>The crystal claw scores a critical on a role of 19 and 20 with its gore attack, dealing triple damage.</p><p></p><p><strong>Tiberium Crystal Claws (Ex):</strong> The claws on the feet are made of hardened and incredibly sharp tiberium crystal, ignoring 5 points of hardness, and 2 points of Defense from armour (equipment and natural). Each attack that successfully damages a living creature exposes it to Tiberium poisoning.</p><p></p><p><strong>Leap Attack (Ex):</strong> As a full round attack, the crystal claw moves 10 feet forward and leaps another 10 feet at the target, which can be up to 10 feet above it, with both a successful Jump check DC 15 and attack roll, dealing 1d4x10 points of damage, critical on a 19-20, triple damage, and the target must make a Reflex save DC equal to the crystal claw's Jump check or be knocked prone and trapped under its weight. If the crystal claw fails the check by less than 5, it still hits the target, but is staggered, if fails by more than 5, it hits the target but is knocked prone. For every 5 points the crystal claw beats the Jump check, it gains an additional 1d4 points of damage and increases the Reflex save the target must make by +1.</p><p></p><p><strong>Scent (Ex):</strong> This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities in Chapter Eight: Friends and Foes in d20 modern Book for details.</p><p></p><p><strong>Tiberium Affinity (Ex): </strong>The creature has an affinity with Tiberium. Tiberium fields do not hinder their movement, they can see in Tiberium gas clouds as if they were not there. When surrounded by Tiberium, such as in a field or gas, they gain Fast Heal 1, and gain +10 feet to their speed while inside the field or gas, and for 1 round afterwards. The creature is immune to all negative affects of Tiberium.</p><p></p><p><strong>Tiberium Gas Rage (Ex):</strong> If the creature is exposed to Tiberium gas, it will enter a berserk-like rage, which it can attempt to resist with a Will save DC 18. While in the rage, the creature gains +10 ft to speed, +4 to Strength (+2 to melee damage and attack rolls), and suffers -2 to Defense. The rage lasts for as long as it is in a Tiberium gas area plus 2+1d4 rounds outside of the Tiberium gas, then it is exhausted. If exposed to gas before the rage ends, extend the rage by however long it is in the Tiberium gas plus the normal 2+1d4 rounds after leaving the Tiberium gas. While in the rage, it will attack any non-Tiberium mutated creature first and within 100 feet, if none are in range or still alive, then it will attack anything else.</p><p></p><p><strong><span style="font-size: 22px">Shard Tail</span></strong></p><p>Shard Tails are smaller than normal cassowaries, standing at only 4 feet, with feathers with lighter shads of green tiberium crystals embedded in them. Their tails are made up of a half dozen large tiberium crystals, with several smaller ones around and spaced between the larger ones. The crystal tail has some, although limited movement, able to lift up, lay down, with some sideways movement. From these tail crystals, the Shard Tail can release a blast of energy similar to a laser.</p><p></p><p><strong>Shard Tail Cassowary</strong></p><p>Type: Animal, Aberration</p><p>Size: Medium</p><p>CR: 5</p><p>Hit Points: 5d8+25, 40</p><p>Mas: 20</p><p>Init: +5</p><p>Speed: 40 ft</p><p>Defense: 22, touch 15, flat-footed 17 (+7 natural, +5 Dex)</p><p>BAB/Grp: +4 / +6</p><p>FS/Reach: 10 ft by 10 ft/ 5 ft</p><p>Attacks: +6 melee claw (1d6+2 slashing), or +9 ranged tail beam (4d8 fire/electricity)</p><p>Special Attacks: scatter tail beam</p><p>Special Qualities: low-light vision, scent, tiberium affinity, damage reduction, energy resistance</p><p>Allegiances:</p><p>Saves: Fort +6, Reflex +7, Will +5</p><p>Reputation:</p><p>Abilities: Str 12, Dex 20, Con 20, Int 3, Wis 13, Cha 4</p><p>Skills: Jump +5, Listen +5, Spot +6, Search +4, Survival +5</p><p>Feats: Augment Critical</p><p>Possessions:</p><p>Advancement: 6-8 (HD Medium)</p><p></p><p><strong>Combat</strong></p><p>Shard Tails are aggressive like other cassowaries, however they use their tail beams as their primary attack method, and if they have to, will use their claws for defense in melee combat.</p><p></p><p><strong>Augment Critical: </strong>The Shard Tail scores a critical on a role of 19 and 20 with its tail beam, dealing triple damage.</p><p></p><p><strong>Tail Beam (Ex):</strong> The Shard Tail can release an energy beam from the crystals that make up its tail, dealing half fire (laser) and half electricity damage, dealing 4d8 points of damage, with a range increment of 50 feet.</p><p></p><p><strong>Damage Reduction (Ex):</strong> The impeded tiberium crystal shards in its feathers grant it some resistance to physical damage (piercing, slashing, bludgeoning, ballistic, explosives, concussion), with a Damage Reduction 5.</p><p></p><p><strong>Scatter Beam (Ex):</strong> The Shard Tail can release a large number of short energy pulses all around it, dealing 2d8 fire/electricity in a 30 foot area sphere around it, enemies within this area can make a Reflex save DC 18 for half damage. Usable once every 1d6+2 rounds.</p><p></p><p><strong>Energy Resistance (Ex):</strong> The Shard Tail has resistance 5 against lasers (fire damage, but weapon has laser in the name or description of how it works) and 5 against electricity.</p><p></p><p><strong>Scent (Ex):</strong> This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities in Chapter Eight: Friends and Foes in d20 modern Book for details.</p><p></p><p><strong>Tiberium Affinity (Ex):</strong> The creature has an affinity with Tiberium. Tiberium fields do not hinder their movement, they can see in Tiberium gas clouds as if they were not there. When surrounded by Tiberium, such as in a field or gas, they gain Fast Heal 1, and gain +10 feet to their speed while inside the field or gas, and for 1 round afterwards. The creature is immune to all negative affects of Tiberium.</p><p>If the Shard Tail is in a cloud of Tiberium gas, it's tail beam deals an extra 1d8 points of damage and gains +10 to range increment.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8941669, member: 6668634"] [B][SIZE=7]Tiberium Cassowary[/SIZE][/B] After the discovery of the Tiberium Razorbacks, other Tiberium mutated creatures were being discovered in the Tiberium fields of Australia. To the horror of many, Tiberium mutated cassowaries were the next discovery. Cassowaries are large flightless birds, like an emu, except they have large crests on the top of their head, three-toed feet that are thick and powerful, with a large dagger-like claw about half a foot in length, with an average height of up to six feet, and are known to be highly aggressive creatures. So far, two types of Tiberium cassowary have been discovered, the large, incredibly dangerous Crystal Claw and the Shard Tail. [B][SIZE=6]Crystal Claw Cassowary[/SIZE][/B] The Crystal Claw Cassowary is larger than most cassowaries, standing at 7.5 to 8 feet, covered in dark green feathers that are embedded with tiberium crystal shards. It's legs are incredibly powerful, allowing it to jump high and long distances. Instead of one large claw, Crystal Claws have a large claw on each toe that looks like it was carved from a tiberium crystal and is sharp enough to cleave through armour plating. [B]Crystal Claw Cassowary[/B] Type: Animal, Aberration Size: Large CR: 5 Hit Points: 6d8+24, 59 Mas: 20 Init: +1 Speed: 50 ft Defense: 16, touch 10, flat-footed 15 (+6 natural, +1 Dex, -1 size) BAB/Grp: +5 / +9 FS/Reach: 10 ft by 10 ft/ 5 ft Attacks: +9 melee claw (4d4+4, 19-20x3, slashing) and +4 melee beak (1d6+4 piercing) Special Attacks: Leap Attack Special Qualities: low-light vision, scent, tiberium affinity, tiberium gas rage. Allegiances: Saves: Fort +6, Reflex +3, Will +6 Reputation: Abilities: Str 18, Dex 12, Con 18, Int 3, Wis 13, Cha 4 Skills: Jump +10, Listen +5, Spot +6, Search +4, Survival +5 Feats: Augment Critical Possessions: Advancement: 7-9 (HD Medium) [B]Combat[/B] Crystal Claws are incredibly aggressive and territorial. They use the claws on their feet to rend targets, and will use their beaks as well. They charge into combat with a leaping attack, allowing them to use both feet at once and can knock down animals larger than themselves. If they get any distance between them an a target, they will use their leap attack as often as possible, darting into and out of melee reach. [B]Augment Critical: [/B]The crystal claw scores a critical on a role of 19 and 20 with its gore attack, dealing triple damage. [B]Tiberium Crystal Claws (Ex):[/B] The claws on the feet are made of hardened and incredibly sharp tiberium crystal, ignoring 5 points of hardness, and 2 points of Defense from armour (equipment and natural). Each attack that successfully damages a living creature exposes it to Tiberium poisoning. [B]Leap Attack (Ex):[/B] As a full round attack, the crystal claw moves 10 feet forward and leaps another 10 feet at the target, which can be up to 10 feet above it, with both a successful Jump check DC 15 and attack roll, dealing 1d4x10 points of damage, critical on a 19-20, triple damage, and the target must make a Reflex save DC equal to the crystal claw's Jump check or be knocked prone and trapped under its weight. If the crystal claw fails the check by less than 5, it still hits the target, but is staggered, if fails by more than 5, it hits the target but is knocked prone. For every 5 points the crystal claw beats the Jump check, it gains an additional 1d4 points of damage and increases the Reflex save the target must make by +1. [B]Scent (Ex):[/B] This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities in Chapter Eight: Friends and Foes in d20 modern Book for details. [B]Tiberium Affinity (Ex): [/B]The creature has an affinity with Tiberium. Tiberium fields do not hinder their movement, they can see in Tiberium gas clouds as if they were not there. When surrounded by Tiberium, such as in a field or gas, they gain Fast Heal 1, and gain +10 feet to their speed while inside the field or gas, and for 1 round afterwards. The creature is immune to all negative affects of Tiberium. [B]Tiberium Gas Rage (Ex):[/B] If the creature is exposed to Tiberium gas, it will enter a berserk-like rage, which it can attempt to resist with a Will save DC 18. While in the rage, the creature gains +10 ft to speed, +4 to Strength (+2 to melee damage and attack rolls), and suffers -2 to Defense. The rage lasts for as long as it is in a Tiberium gas area plus 2+1d4 rounds outside of the Tiberium gas, then it is exhausted. If exposed to gas before the rage ends, extend the rage by however long it is in the Tiberium gas plus the normal 2+1d4 rounds after leaving the Tiberium gas. While in the rage, it will attack any non-Tiberium mutated creature first and within 100 feet, if none are in range or still alive, then it will attack anything else. [B][SIZE=6]Shard Tail[/SIZE][/B] Shard Tails are smaller than normal cassowaries, standing at only 4 feet, with feathers with lighter shads of green tiberium crystals embedded in them. Their tails are made up of a half dozen large tiberium crystals, with several smaller ones around and spaced between the larger ones. The crystal tail has some, although limited movement, able to lift up, lay down, with some sideways movement. From these tail crystals, the Shard Tail can release a blast of energy similar to a laser. [B]Shard Tail Cassowary[/B] Type: Animal, Aberration Size: Medium CR: 5 Hit Points: 5d8+25, 40 Mas: 20 Init: +5 Speed: 40 ft Defense: 22, touch 15, flat-footed 17 (+7 natural, +5 Dex) BAB/Grp: +4 / +6 FS/Reach: 10 ft by 10 ft/ 5 ft Attacks: +6 melee claw (1d6+2 slashing), or +9 ranged tail beam (4d8 fire/electricity) Special Attacks: scatter tail beam Special Qualities: low-light vision, scent, tiberium affinity, damage reduction, energy resistance Allegiances: Saves: Fort +6, Reflex +7, Will +5 Reputation: Abilities: Str 12, Dex 20, Con 20, Int 3, Wis 13, Cha 4 Skills: Jump +5, Listen +5, Spot +6, Search +4, Survival +5 Feats: Augment Critical Possessions: Advancement: 6-8 (HD Medium) [B]Combat[/B] Shard Tails are aggressive like other cassowaries, however they use their tail beams as their primary attack method, and if they have to, will use their claws for defense in melee combat. [B]Augment Critical: [/B]The Shard Tail scores a critical on a role of 19 and 20 with its tail beam, dealing triple damage. [B]Tail Beam (Ex):[/B] The Shard Tail can release an energy beam from the crystals that make up its tail, dealing half fire (laser) and half electricity damage, dealing 4d8 points of damage, with a range increment of 50 feet. [B]Damage Reduction (Ex):[/B] The impeded tiberium crystal shards in its feathers grant it some resistance to physical damage (piercing, slashing, bludgeoning, ballistic, explosives, concussion), with a Damage Reduction 5. [B]Scatter Beam (Ex):[/B] The Shard Tail can release a large number of short energy pulses all around it, dealing 2d8 fire/electricity in a 30 foot area sphere around it, enemies within this area can make a Reflex save DC 18 for half damage. Usable once every 1d6+2 rounds. [B]Energy Resistance (Ex):[/B] The Shard Tail has resistance 5 against lasers (fire damage, but weapon has laser in the name or description of how it works) and 5 against electricity. [B]Scent (Ex):[/B] This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities in Chapter Eight: Friends and Foes in d20 modern Book for details. [B]Tiberium Affinity (Ex):[/B] The creature has an affinity with Tiberium. Tiberium fields do not hinder their movement, they can see in Tiberium gas clouds as if they were not there. When surrounded by Tiberium, such as in a field or gas, they gain Fast Heal 1, and gain +10 feet to their speed while inside the field or gas, and for 1 round afterwards. The creature is immune to all negative affects of Tiberium. If the Shard Tail is in a cloud of Tiberium gas, it's tail beam deals an extra 1d8 points of damage and gains +10 to range increment. [/QUOTE]
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