InsanePsychoRabbit
First Post
Sorry, have to remove this
Last edited:
Finally updated the Sabrenal, though I haven't given it sigilry feats yet. I also have the Ankylonal ready and I want to get it up before I get too busy with schoolwork/gaming/visiting the Michigan Renaissance Festival/watching my mom play Valkyria Chronicles.
Your original text had the ankylonal as Gargantuan, but I downsized it to Huge. The basic concept I had for this is of a big tank that can sit there and take damage but deal plenty of damage when needed. My original idea for this one involved it having a Whirlwind Attack-like ability with its tail slam, but I decided to transfer that ability to the stegosinal.
I finally have the Stegosinal ready, but I'm waffling on the CR. Is it closer to CR 18 or CR 19?
The Toss and Dorsal Plates abilities are stolen straight out of the Stegosaurus from Dragon 318.
Special Qualities: Damage reduction 15/evil and silver, darkvision 60 ft., dorsal plates, immunity to electricity and petrification, lay on hands, low-light vision, resistance to acid 10, cold 5, fire 5, and sonic 10, speak with animals, spell resistance 32, tongues
Skills: Concentration +30, Craft (sigils) +21, Diplomacy +27, Handle Animal +7, Heal +22, Intimidate +27, Knowledge (nature) +26, Knowledge (Nymian sigilry) +21, Knowledge (the planes) +24, Listen +26, Spot +26, Survival +26 (+28 in aboveground natural environments, +28 on other planes)
Feats: Alertness, Empower Spell-Like Ability (mass cure moderate wounds), Great Fortitude, Improved Critical (tail slap), Improved Natural Attack (tail slap), Iron Will, Power Attack
Challenge Rating: 18? 19?
Advancement: 21-30 HD (Huge), 30-40 HD (Gargantuan)
Level Adjustment: -
A stegosinal's natural weapons (and any manufactured weapons it may wield) are considered magic and good-aligned for the purposes of overcoming damage reduction. Stegosinals are quadrupeds and lack opposable thumbs; therefore, they cannot wield traditional manufactured weapons.
Spell-like Abilities (Sp): At will – detect evil, detect poison, magic circle against evil (self only), neutralize poison, remove disease, shield of faith; 3/day - cone of cold (DC 19), mass cure moderate wounds, restoration; 1/day - mass heal, polar ray, regenerate. Caster level 20th. The save DCs are Charisma-based.
Skills: A stegosinal has a +2 racial bonus on Handle Animal and Survival checks and a +8 racial bonus on Craft (sigils) and Knowledge (Nymian sigilry) checks.
By the way, thanks for taking some of the work off of me. If you would be so kind, could you also make the Pangolinal and Mammothinal?
I assume that since it has sigilry skills and racial bonuses that you will give it Art of Sigilry (B) - adding that, and upping SR to 34/35 and DR to 18/20 I would say CR 19 and LA of +7. Advancement HD is repetitive at 30 HD.
So does this manufactured weapons statement mean that I can make wicked exotic weaponry that fits onto body parts like appendages, tail, and plates? Sweet. It also sounds like this quadruped creature should be offered at least some semblance of anthropomorphism beyond that - so let's say that it has opposable thumbs that are not fully developed enough as to fit your description (cannot hold weaponry or heavy items, but similar enough for anthro appearance), and limited biped movement (1/2 base speed, no running) and fully quadruped speed as is.
So with cone of cold and polar ray, there will be a slight coldness twist on this one? That will be kind of cool for illustrations of it - thick furs or something.
I like the relation between the two dinopriminals for the purposes of guarding sacred sites and their tactics. Round by round tactics would be great in this instance - though it is good enough as is for the current needs. ...I think that's it.... But I am scatterbrained right now.