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<blockquote data-quote="der_kluge" data-source="post: 1291496" data-attributes="member: 945"><p>Ok, this is complicated. Essentially, IMC, the party will meet this guy. It's a deer that was awakened. I started with donkey stats and modified them (hey, it was the closest thing, don't laugh!). Then I applied the "monster of legend" template from the MM II. Then, I applied the Animal Lord template from ToH. This is what I ended up with. It's not easy spending 380 skill points for a deer, let me tell you.</p><p></p><p>Oh, and he's also the avatar of a dead god of Law and Nature. The name of this god is Elbard, which I've stolen from a MonkeyGod module called Treasures of Elbard. In that module, Elbard is a region, not a god at all. Go figure. Anyway, here it is. Enjoy.</p><p></p><p>A few other notes: IMC, Fey is the same language as Druidic. And I made him Lawful neutral, since this god is law/nature. Most animal lords are neutral.</p><p></p><p></p><p>[code]</p><p>[b]THE WHITE STAG, AVATAR OF ELBARD</p><p> Medium Awakened Magical Animal Lord of Legend, [Extraplanar, Law][/b]</p><p>[b]Hit Dice:[/b] 20d8+200 (290 hp)</p><p>[b]Initiative:[/b] +12 (+8 Dex, +4 Improved Initiative)</p><p>[b]Speed:[/b] 40 ft. (8 squares)</p><p>[b]Armor Class:[/b] 25 (+8 Dex, +8 natural, +2 Insight), touch 20, flat-footed 21</p><p>[b]Base Attack/Grapple:[/b] +10/ n/a</p><p>[b]Attack:[/b] Bite +10 melee (1d6)</p><p>[b]Full Attack:[/b] Bite +10 melee (1d6), Slam +10 melee (1d6)</p><p>[b]Space/Reach:[/b] 5 ft./5 ft.</p><p>[b]Special Attacks:[/b] Spells as a 5th level Cleric, Spell-like abilities, Summon Allies</p><p>[b]Special Qualities:[/b] Low-light vision, scent, DR 20/+2, See in Darkness, Immune</p><p> to poison, immune to acid, Haste, Alternate Form, fire resistance 30, cold </p><p>resistance 30, SR 28, Sealed mind, Detect Thoughts</p><p>[b]Saves:[/b] Fort +26, Ref +27, Will +20</p><p>[b]Abilities:[/b] Str 28, Dex 27, Con 30, Int 33, Wis 19, Cha 21</p><p>[b]Skills:[/b] Balance +31, Concentration +27, Hide +31, Intimidate +28, Jump +32, </p><p>Knowledge (Geography) +34, Knowledge (History) +34, Knowledge (Religion) </p><p>+34, Knowledge (the planes) +34, Knowledge (nature) +34, Knowledge (local) </p><p>+34 Listen +29, Move Silently +31, Sense Motive +27, Spellcraft +34, Spot +29, </p><p>Swim +21</p><p>[b]Feats:[/b] Alertness, Endurance, Great Fortitude, Improved Initiative, Iron Will, </p><p>Lightning Reflexes, Multiattack, Run</p><p>[b]Environment:[/b] Temperate forests</p><p>[b]Organization:[/b] Solitary</p><p>[b]Challenge Rating:[/b] 16</p><p>[b]Advancement:[/b] —</p><p>[b]Level Adjustment:[/b] —</p><p>[b]Alignment:[/b] Lawful Neutral</p><p></p><p>The White Stag speaks Fey (Druidic) and Ancient Elven.</p><p>[b]Damage Reduction (Su):[/b] 20/+2</p><p>[b]See in Darkness (Su):[/b] The creature can see perfectly in darkness of any kind, </p><p>even that created by deeper darkness spells.</p><p>[b]Haste (Su):[/b] The White Stag can take an extra partial action each round, as if </p><p>affected by a haste spell.</p><p>[b]Spell-like Abilities:[/b] At will – charm person, plane shift, teleport without error </p><p>(self plus 50 lbs. of objects only); 3/day – anti-magic field. These abilities are </p><p>as the spells cast by a 20th-level sorcerer (base save DC 10+5).</p><p>[b]Summon Allies (Sp):[/b] Three times per day, an animal lord can automatically </p><p>summon 50 HD worth of deer.</p><p>[b]Alternate form (Su):[/b] All animal lords can shift into animal or human form as </p><p>though using the polymorph self spell. In animal form, an animal lord appears as </p><p>the normal creature over which it rules. In humanoid form, an animal lord </p><p>appears as a very attractive human with subtle animal-like features. Changing </p><p>forms is a standard action. Upon changing forms, the animal lord regains hit </p><p>points as if having rested for a day.</p><p>[b]Sealed mind (Ex):[/b] Immune to all mind-influencing effects.</p><p>[b]Detect thoughts (Su):[/b] An animal lord can continuously detect thoughts as the </p><p>spell cast by a 20th-level sorcerer (base save DC 20). It can suppress or </p><p>resume this ability as a free action.</p><p>[b]Foresight (Su):[/b] An animal lord is continuously protected by foresight as the spell </p><p>cast by a 20th-level sorcerer. It can suppress or resume this ability as a free </p><p>action. This ability grants the White Stag a +2 insight bonus on its AC and </p><p>Reflex saves.</p><p>[b]Telepathy (Su):[/b] An animal lord can communicate telepathically with any </p><p>creature within 100 feet that has a language. Each animal lord can also </p><p>communicate telepathically with all animals of its type.</p><p>[b]Cleric Spells:[/b] 5, 4+1, 3+1, 2+1 (Domains: Law, Animal); 0 – Create Water, Cure </p><p>Minor Wounds, Detect Magic, Detect Poison, Light; 1st – Bane, Detect Chaos, </p><p>Divine Favor, Shield of Faith, Protection from chaos; 2nd – Lesser Restoration, </p><p>Remove Paralysis, Shield Other, Calm Emotions; 3rd – Prayer, Searing Light, </p><p>Magic circle against chaos</p><p>[/code]</p></blockquote><p></p>
[QUOTE="der_kluge, post: 1291496, member: 945"] Ok, this is complicated. Essentially, IMC, the party will meet this guy. It's a deer that was awakened. I started with donkey stats and modified them (hey, it was the closest thing, don't laugh!). Then I applied the "monster of legend" template from the MM II. Then, I applied the Animal Lord template from ToH. This is what I ended up with. It's not easy spending 380 skill points for a deer, let me tell you. Oh, and he's also the avatar of a dead god of Law and Nature. The name of this god is Elbard, which I've stolen from a MonkeyGod module called Treasures of Elbard. In that module, Elbard is a region, not a god at all. Go figure. Anyway, here it is. Enjoy. A few other notes: IMC, Fey is the same language as Druidic. And I made him Lawful neutral, since this god is law/nature. Most animal lords are neutral. [code] [b]THE WHITE STAG, AVATAR OF ELBARD Medium Awakened Magical Animal Lord of Legend, [Extraplanar, Law][/b] [b]Hit Dice:[/b] 20d8+200 (290 hp) [b]Initiative:[/b] +12 (+8 Dex, +4 Improved Initiative) [b]Speed:[/b] 40 ft. (8 squares) [b]Armor Class:[/b] 25 (+8 Dex, +8 natural, +2 Insight), touch 20, flat-footed 21 [b]Base Attack/Grapple:[/b] +10/ n/a [b]Attack:[/b] Bite +10 melee (1d6) [b]Full Attack:[/b] Bite +10 melee (1d6), Slam +10 melee (1d6) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] Spells as a 5th level Cleric, Spell-like abilities, Summon Allies [b]Special Qualities:[/b] Low-light vision, scent, DR 20/+2, See in Darkness, Immune to poison, immune to acid, Haste, Alternate Form, fire resistance 30, cold resistance 30, SR 28, Sealed mind, Detect Thoughts [b]Saves:[/b] Fort +26, Ref +27, Will +20 [b]Abilities:[/b] Str 28, Dex 27, Con 30, Int 33, Wis 19, Cha 21 [b]Skills:[/b] Balance +31, Concentration +27, Hide +31, Intimidate +28, Jump +32, Knowledge (Geography) +34, Knowledge (History) +34, Knowledge (Religion) +34, Knowledge (the planes) +34, Knowledge (nature) +34, Knowledge (local) +34 Listen +29, Move Silently +31, Sense Motive +27, Spellcraft +34, Spot +29, Swim +21 [b]Feats:[/b] Alertness, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Run [b]Environment:[/b] Temperate forests [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 16 [b]Advancement:[/b] — [b]Level Adjustment:[/b] — [b]Alignment:[/b] Lawful Neutral The White Stag speaks Fey (Druidic) and Ancient Elven. [b]Damage Reduction (Su):[/b] 20/+2 [b]See in Darkness (Su):[/b] The creature can see perfectly in darkness of any kind, even that created by deeper darkness spells. [b]Haste (Su):[/b] The White Stag can take an extra partial action each round, as if affected by a haste spell. [b]Spell-like Abilities:[/b] At will – charm person, plane shift, teleport without error (self plus 50 lbs. of objects only); 3/day – anti-magic field. These abilities are as the spells cast by a 20th-level sorcerer (base save DC 10+5). [b]Summon Allies (Sp):[/b] Three times per day, an animal lord can automatically summon 50 HD worth of deer. [b]Alternate form (Su):[/b] All animal lords can shift into animal or human form as though using the polymorph self spell. In animal form, an animal lord appears as the normal creature over which it rules. In humanoid form, an animal lord appears as a very attractive human with subtle animal-like features. Changing forms is a standard action. Upon changing forms, the animal lord regains hit points as if having rested for a day. [b]Sealed mind (Ex):[/b] Immune to all mind-influencing effects. [b]Detect thoughts (Su):[/b] An animal lord can continuously detect thoughts as the spell cast by a 20th-level sorcerer (base save DC 20). It can suppress or resume this ability as a free action. [b]Foresight (Su):[/b] An animal lord is continuously protected by foresight as the spell cast by a 20th-level sorcerer. It can suppress or resume this ability as a free action. This ability grants the White Stag a +2 insight bonus on its AC and Reflex saves. [b]Telepathy (Su):[/b] An animal lord can communicate telepathically with any creature within 100 feet that has a language. Each animal lord can also communicate telepathically with all animals of its type. [b]Cleric Spells:[/b] 5, 4+1, 3+1, 2+1 (Domains: Law, Animal); 0 – Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Light; 1st – Bane, Detect Chaos, Divine Favor, Shield of Faith, Protection from chaos; 2nd – Lesser Restoration, Remove Paralysis, Shield Other, Calm Emotions; 3rd – Prayer, Searing Light, Magic circle against chaos [/code] [/QUOTE]
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