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Oh alright then.. :p

Anyone else got anything that they'd like to share?

I'm going to port over my Shock, Frost & Ingnition Hounds that I made for D&D3e.
 
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Here are the Hounds as promised.

Shock Hounds
Challenge Rating: x
Size & Type: Medium-sized Magical Beast
Hit Dice: 5d10+5
Hit Points: 32
Massive Damage Threshold: 12
Initiative: +2
Speed: 40 ft
Defense: 15 (+2 Dex, +3 Natural Armor)
BAB: +5
Grap: +6
Attack: +7 melee (1d6+1, Bite)
Full Attack: +7 melee (1d6+1, Bite)
Fighting Space: 5 ft by 5 ft
Reach: 5 ft
Special Qualities: Trip, Breath Weapon, Scent, Electrical Resistance 5
Allegiances: Neutral
Saves: Fort +5, Ref +6, Will +3
Action Points: 0
Reputation: +0
Abilities: Str 12, Dex 15, Con 12, Int 10, Wis 15, Cha 12
Skills: Hide +6, Listen +9, Move Silently +7, Spot +7, Wilderness Lore +4*
Feats: Power Attack, Weapon Finesse (Bite)
Advancement: 6 – 8 HD (Large)
Shock Hounds from all outward appearances seem to be a normal member of the Huskie species of canines. The only thing to indicate that they are not what they appear to be is the vague light blue tinge to their fur.

Combat:

Breath Weapon (Su): A shock hound has a line of lightning for a breath weapon. The line is 30 feet long by 5 feet wide and high (ie. 30’ L x 5’ W x 5’ H), and deals 2d6 electrical damage with a Ref DC 13 to avoid.

Trip (Ex): A shock hound that hits with a bite attack can attempt to trip the opponent as a free action (see page 139 in the Player’s Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the shock hound.

Skills: *Shock Hounds receive a +2 racial bonus to Wilderness Lore checks when tracking by scent.

******

Frost Hounds
Challenge Rating: x
Size & Type: Medium-sized Magical Beast
Hit Dice: 5d10+5
Hit Points: 32
Massive Damage Threshold: 12
Initiative: +2
Speed: 40 ft
Defense: 15 (+2 Dex, +3 Natural Armor)
BAB: +5
Grap: +6
Attack: +7 melee (1d6+1, Bite)
Full Attack: +7 melee (1d6+1, Bite)
Fighting Space: 5 ft by 5 ft
Reach: 5 ft
Special Qualities: Trip, Breath Weapon, Scent, Cold Resistance 5
Allegiances: Neutral
Saves: Fort +5, Ref +6, Will +3
Action Points: 0
Reputation: +0
Abilities: Str 12, Dex 15, Con 12, Int 10, Wis 15, Cha 12
Skills: Hide +6, Listen +9, Move Silently +7, Spot +7, Wilderness Lore +4*
Feats: Power Attack, Weapon Finesse (Bite)
Advancement: 6 – 8 HD (Large)

Frost Hounds from all outward appearances seem to be a normal member of the Huskie species of canines. The only thing to indicate that they are not what they appear to be is the vague light blue tinge to their fur.

Combat:

Breath Weapon (Su): A frost hound has a cone of cold for a breath weapon. The cone is 15 feet long by 15 feet wide and high (ie. 15’ L x 15’ W x 15’ H), and deals 2d8 cold damage with a Ref DC 13 to avoid.

Trip (Ex): A frost hound that hits with a bite attack can attempt to trip the opponent as a free action (see page 139 in the Player’s Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the frost hound.

Skills: *Frost Hounds receive a +2 racial bonus to Wilderness Lore checks when tracking by scent.

******

Ignition Hounds
Challenge Rating: x
Size & Type: Medium-sized Magical Beast
Hit Dice: 5d10+5
Hit Points: 32
Massive Damage Threshold: 12
Initiative: +2
Speed: 40 ft
Defense: 15 (+2 Dex, +3 Natural Armor)
BAB: +5
Grap: +6
Attack: +7 melee (1d6+1, Bite)
Full Attack: +7 melee (1d6+1, Bite)
Fighting Space: 5 ft by 5 ft
Reach: 5 ft
Special Qualities: Trip, Breath Weapon, Scent, Electrical Resistance 5
Allegiances: Neutral
Saves: Fort +5, Ref +6, Will +3
Action Points: 0
Reputation: +0
Abilities: Str 12, Dex 15, Con 12, Int 10, Wis 15, Cha 12
Skills: Hide +6, Listen +9, Move Silently +7, Spot +7, Wilderness Lore +4*
Feats: Power Attack, Weapon Finesse (Bite)
Advancement: 6 – 8 HD (Large)

Ignition Hounds from all outward appearances seem to be a normal member of the Huskie species of canines. The only thing to indicate that they are not what they appear to be is the vague light red tinge to their fur.

Combat:

Breath Weapon (Su): An ignition hound has a cone of fire for a breath weapon. The cone is 15 feet long by 15 feet wide and high (ie. 15’ L x 15’ W x 15’ H), and deals 2d10 fire damage with a Ref DC 13 to avoid.

Trip (Ex): An ignition hound that hits with a bite attack can attempt to trip the opponent as a free action (see page 139 in the Player’s Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the ignition hound.

Skills: *Ignition Hounds receive a +2 racial bonus to Wilderness Lore checks when tracking by scent.
 

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