Krishnath
First Post
Well, here it is, the Dire Worg. Comments and suggestions are appreciated.
Worg, Dire
Large Magical Beast
Hit Dice: 12d10+48 (114 hp)
Initiative: +5 (+1 Dex, Improved Initiative)
Speed: 60'
AC: 16 (-1 size, +1 Dex, +6 natural)
Attacks: Bite +18 melee and 2 claws +13 melee
Damage: Bite 1d8+7 plus Poison, claw 1d6+3
Face/Reach: 5' by 10'/5'
Special Attacks: Trip, poison, howl,
Special Qualities: Scent, damage reduction 15/silver, SR 16,
Saves: Fort +12, Ref +9, Will +7
Abilities: Str 25, Dex 13, Con 19, Int 8, Wis 16, Cha 12
Skills: Hide +5 (-2), Listen +11 (+3), Move Silently +7 (+1), Spot +11 (+3), Wilderness Lore +8*
Feats: Ability Focus (Howl), Ability Focus (Poison), Alertness, Improved Initiative (B),
Climate/Terrain: Any forest, hill, plains, and mountains.
Organization: Solitary, pair, or pack (6-11)
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral Evil
Advancement: 13-18 HD (Large), 19-36 HD (Huge)
Despite their names, dire worgs are not animals.
Dire Worgs resemble large black wolves the size of horses, with glowing red, green, or yellow eyes.
They are agressive and sadistic creatures that kill for sport and play with their food.
Combat:
Dire Worgs coordinate their attacks and use flanking whenever possible. If able they tend to attack spellcasters first. When facing a large number of well armed opponents, one of the dire worgs will use its devastating howl attack.
Trip (Ex): A dire worg that hits with its bite attack can attempt to trip the opponent without making a touch attack, and without provoking an attack of oppertunity. If the attempt fails, the opponent cannot react to trip the dire worg.
Poison (Ex): Bite, fortitude save (DC 22), initial and secondary damage 2d6 temporary Dex.
Howl (Su): As a standard action a dire worg can howl, the sound produced is eerie and causes all creatures within earshot of the dire worg to make a will save (DC 19) or become panicked for 4d6 rounds. This is a sonic mind-affecting fear effect. Dire Worgs, worgs and goblins are immune to the howl of a dire worg. If a creature makes the save, it is immune to the effects of that dire worgs howl for one day.
Skills: The dire worg recieves a +1 racial bonus to Listen, Move Silently, and Spot checks, and a +2 racial bonus to Hide checks. A dire worg has a +4 racial bonus to Wilderness Lore checks when tracking by scent.
Later,
Worg, Dire
Large Magical Beast
Hit Dice: 12d10+48 (114 hp)
Initiative: +5 (+1 Dex, Improved Initiative)
Speed: 60'
AC: 16 (-1 size, +1 Dex, +6 natural)
Attacks: Bite +18 melee and 2 claws +13 melee
Damage: Bite 1d8+7 plus Poison, claw 1d6+3
Face/Reach: 5' by 10'/5'
Special Attacks: Trip, poison, howl,
Special Qualities: Scent, damage reduction 15/silver, SR 16,
Saves: Fort +12, Ref +9, Will +7
Abilities: Str 25, Dex 13, Con 19, Int 8, Wis 16, Cha 12
Skills: Hide +5 (-2), Listen +11 (+3), Move Silently +7 (+1), Spot +11 (+3), Wilderness Lore +8*
Feats: Ability Focus (Howl), Ability Focus (Poison), Alertness, Improved Initiative (B),
Climate/Terrain: Any forest, hill, plains, and mountains.
Organization: Solitary, pair, or pack (6-11)
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral Evil
Advancement: 13-18 HD (Large), 19-36 HD (Huge)
Despite their names, dire worgs are not animals.
Dire Worgs resemble large black wolves the size of horses, with glowing red, green, or yellow eyes.
They are agressive and sadistic creatures that kill for sport and play with their food.
Combat:
Dire Worgs coordinate their attacks and use flanking whenever possible. If able they tend to attack spellcasters first. When facing a large number of well armed opponents, one of the dire worgs will use its devastating howl attack.
Trip (Ex): A dire worg that hits with its bite attack can attempt to trip the opponent without making a touch attack, and without provoking an attack of oppertunity. If the attempt fails, the opponent cannot react to trip the dire worg.
Poison (Ex): Bite, fortitude save (DC 22), initial and secondary damage 2d6 temporary Dex.
Howl (Su): As a standard action a dire worg can howl, the sound produced is eerie and causes all creatures within earshot of the dire worg to make a will save (DC 19) or become panicked for 4d6 rounds. This is a sonic mind-affecting fear effect. Dire Worgs, worgs and goblins are immune to the howl of a dire worg. If a creature makes the save, it is immune to the effects of that dire worgs howl for one day.
Skills: The dire worg recieves a +1 racial bonus to Listen, Move Silently, and Spot checks, and a +2 racial bonus to Hide checks. A dire worg has a +4 racial bonus to Wilderness Lore checks when tracking by scent.
Later,