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Heroes, Inc Character Thread
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<blockquote data-quote="Hypersmurf" data-source="post: 2384664" data-attributes="member: 1656"><p><strong>Nature's Allies</strong></p><p></p><p><strong>Augmented Tyrannosaurus</strong></p><p>[sblock]Huge Animal</p><p><strong>Hit Dice:</strong> 18d8+135 (216 hp)</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 40 ft. (8 squares)</p><p><strong>Armor Class:</strong> 14 (–2 size, +1 Dex, +5 natural) touch 9, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> +13/+32</p><p><strong>Attack:</strong> Bite +22 melee (3d6+16)</p><p><strong>Full Attack:</strong> Bite +22 melee (3d6+16)</p><p><strong>Space/Reach:</strong> 15 ft./10 ft.</p><p><strong>Special Attacks:</strong> Improved grab, swallow whole</p><p><strong>Special Qualities:</strong> Low-light vision, scent</p><p><strong>Saves:</strong> Fort +18, Ref +12, Will +8</p><p><strong>Abilities:</strong> Str 32, Dex 12, Con 25, Int 2, Wis 15, Cha 10</p><p><strong>Skills:</strong> Hide –2, Listen +14, Spot +14</p><p><strong>Feats:</strong> Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track</p><p><strong>Alignment:</strong> Neutral</p><p> </p><p>Despite its enormous size and 6-ton weight, a tyrannosaurus is a swift runner. Its head is nearly 6 feet long, and its teeth are from 3 to 6 inches in length. It is slightly more than 30 feet long from nose to tail.</p><p></p><p><strong>Combat</strong></p><p>A tyrannosaurus pursues and eats just about anything it sees. Its tactics are simple—charge in and bite.</p><p></p><p><em>Improved Grab (Ex):</em> To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.</p><p></p><p><em>Swallow Whole (Ex):</em> A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.</p><p></p><p>A Huge tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.</p><p></p><p><strong>Skills:</strong> A tyrannosaurus has a +2 racial bonus on Listen and Spot checks.[/sblock]</p><p><strong>Augmented Greater Earth Elemental</strong></p><p>[sblock]Huge Elemental (Earth, Extraplanar) </p><p>Hit Dice: 21d8+147 (241 hp) </p><p>Initiative: –1 </p><p>Speed: 30 ft. (6 squares) </p><p>Armor Class: 20 (–2 size, –1 Dex, +13 natural), touch 7, flat-footed 20 </p><p>Base Attack/Grapple: +15/+35 </p><p>Attack: Slam +25 melee (2d10+12) </p><p>Full Attack: 2 slams +25 melee (2d10+12)</p><p>Space/Reach: 15 ft./15 ft. </p><p>Special Attacks: Earth mastery, push </p><p>Special Qualities: Damage reduction 10/–, earth glide, darkvision 60 ft., elemental traits </p><p>Saves: Fort +19, Ref +6, Will +9 </p><p>Abilities: Str 35, Dex 8, Con 25, Int 8, Wis 11, Cha 11 </p><p>Skills: Listen +14, Spot +14 </p><p>Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack </p><p></p><p>When summoned to the Material Plane, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from.</p><p></p><p>Earth elementals speak Terran but rarely choose to do so.</p><p></p><p><strong>Combat</strong></p><p>Though an earth elemental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth elemental can move along the bottom of a body of water but prefers not to.</p><p></p><p><em>Earth Mastery (Ex):</em> An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)</p><p></p><p><em>Push (Ex):</em> An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.</p><p></p><p><em>Earth Glide (Ex):</em> An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.</p><p></p><p><strong>Earth Elemental Sizes</strong></p><p>Greater 36 ft. 54,000 lb.[/sblock]</p><p><strong>Augmented Huge Earth Elemental</strong></p><p>[sblock]Huge Elemental (Earth, Extraplanar) </p><p><strong>Hit Dice:</strong> 16d8+112 (184 hp) </p><p><strong>Initiative:</strong> –1 </p><p><strong>Speed:</strong> 30 ft. (6 squares) </p><p><strong>Armor Class:</strong> 18 (–2 size, –1 Dex, +11 natural), touch 7, flat-footed 18 </p><p><strong>Base Attack/Grapple:</strong> +12/+31 </p><p><strong>Attack:</strong> Slam +21 melee (2d10+11) </p><p><strong>Full Attack:</strong> 2 slams +21 melee (2d10+11) </p><p><strong>Space/Reach:</strong> 15 ft./15 ft. </p><p><strong>Special Attacks:</strong> Earth mastery, push </p><p><strong>Special Qualities:</strong> Damage reduction 5/–, earth glide, darkvision 60 ft., elemental traits </p><p><strong>Saves:</strong> Fort +17, Ref +4, Will +7 </p><p><strong>Abilities:</strong> Str 33, Dex 8, Con 25, Int 6, Wis 11, Cha 11 </p><p><strong>Skills:</strong> Listen +10, Spot +9 </p><p><strong>Feats:</strong> Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack </p><p><strong>Alignment:</strong> Neutral </p><p></p><p>When summoned to the Material Plane, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from.</p><p></p><p>Earth elementals speak Terran but rarely choose to do so.</p><p></p><p><strong>Combat</strong></p><p>Though an earth elemental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth elemental can move along the bottom of a body of water but prefers not to.</p><p></p><p><em>Earth Mastery (Ex):</em> An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)</p><p></p><p><em>Push (Ex):</em> An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.</p><p></p><p><em>Earth Glide (Ex):</em> An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.</p><p></p><p><strong>Earth Elemental Sizes</strong></p><p>Huge 32 ft. 48,000 lb.[/sblock]</p><p><strong>Augmented Dire Wolf</strong></p><p>[sblock]Large Animal</p><p><strong>Hit Dice:</strong> 6d8+30 (57 hp)</p><p><strong>Initiative:</strong> +2</p><p><strong>Speed:</strong> 50 ft. (10 squares)</p><p><strong>Armor Class:</strong> 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12</p><p><strong>Base Attack/Grapple:</strong> +4/+17</p><p><strong>Attack:</strong> Bite +13 melee (1d8+13)</p><p><strong>Full Attack:</strong> Bite +13 melee (1d8+13)</p><p><strong>Space/Reach:</strong> 10 ft./5 ft.</p><p><strong>Special Attacks:</strong> Trip</p><p><strong>Special Qualities:</strong> Low-light vision, scent</p><p><strong>Saves:</strong> Fort +10, Ref +7, Will +6</p><p><strong>Abilities:</strong> Str 29, Dex 15, Con 21, Int 2, Wis 12, Cha 10</p><p><strong>Skills:</strong> Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*</p><p><strong>Feats:</strong> Alertness, Run, TrackB, Weapon Focus (bite)</p><p><strong>Alignment:</strong> Neutral</p><p></p><p>Dire wolves are efficient pack hunters that will kill anything they can catch.</p><p></p><p>Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.</p><p></p><p><strong>Combat</strong></p><p>Dire wolves prefer to attack in packs, surrounding and flanking a foe when they can.</p><p></p><p><em>Trip (Ex):</em> A dire wolf that hits with a bite attack can attempt to trip its opponent (+13 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.</p><p></p><p><strong>Skills:</strong> A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. </p><p></p><p>*It also has a +4 racial bonus on Survival checks when tracking by scent.[/sblock]</p></blockquote><p></p>
[QUOTE="Hypersmurf, post: 2384664, member: 1656"] [b]Nature's Allies[/b] [b]Augmented Tyrannosaurus[/b] [sblock]Huge Animal [b]Hit Dice:[/b] 18d8+135 (216 hp) [b]Initiative:[/b] +1 [b]Speed:[/b] 40 ft. (8 squares) [b]Armor Class:[/b] 14 (–2 size, +1 Dex, +5 natural) touch 9, flat-footed 13 [b]Base Attack/Grapple:[/b] +13/+32 [b]Attack:[/b] Bite +22 melee (3d6+16) [b]Full Attack:[/b] Bite +22 melee (3d6+16) [b]Space/Reach:[/b] 15 ft./10 ft. [b]Special Attacks:[/b] Improved grab, swallow whole [b]Special Qualities:[/b] Low-light vision, scent [b]Saves:[/b] Fort +18, Ref +12, Will +8 [b]Abilities:[/b] Str 32, Dex 12, Con 25, Int 2, Wis 15, Cha 10 [b]Skills:[/b] Hide –2, Listen +14, Spot +14 [b]Feats:[/b] Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track [b]Alignment:[/b] Neutral Despite its enormous size and 6-ton weight, a tyrannosaurus is a swift runner. Its head is nearly 6 feet long, and its teeth are from 3 to 6 inches in length. It is slightly more than 30 feet long from nose to tail. [b]Combat[/b] A tyrannosaurus pursues and eats just about anything it sees. Its tactics are simple—charge in and bite. [i]Improved Grab (Ex):[/i] To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round. [i]Swallow Whole (Ex):[/i] A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents. [b]Skills:[/b] A tyrannosaurus has a +2 racial bonus on Listen and Spot checks.[/sblock] [b]Augmented Greater Earth Elemental[/b] [sblock]Huge Elemental (Earth, Extraplanar) Hit Dice: 21d8+147 (241 hp) Initiative: –1 Speed: 30 ft. (6 squares) Armor Class: 20 (–2 size, –1 Dex, +13 natural), touch 7, flat-footed 20 Base Attack/Grapple: +15/+35 Attack: Slam +25 melee (2d10+12) Full Attack: 2 slams +25 melee (2d10+12) Space/Reach: 15 ft./15 ft. Special Attacks: Earth mastery, push Special Qualities: Damage reduction 10/–, earth glide, darkvision 60 ft., elemental traits Saves: Fort +19, Ref +6, Will +9 Abilities: Str 35, Dex 8, Con 25, Int 8, Wis 11, Cha 11 Skills: Listen +14, Spot +14 Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack When summoned to the Material Plane, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from. Earth elementals speak Terran but rarely choose to do so. [b]Combat[/b] Though an earth elemental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth elemental can move along the bottom of a body of water but prefers not to. [i]Earth Mastery (Ex):[/i] An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) [i]Push (Ex):[/i] An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks. [i]Earth Glide (Ex):[/i] An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. [b]Earth Elemental Sizes[/b] Greater 36 ft. 54,000 lb.[/sblock] [b]Augmented Huge Earth Elemental[/b] [sblock]Huge Elemental (Earth, Extraplanar) [b]Hit Dice:[/b] 16d8+112 (184 hp) [b]Initiative:[/b] –1 [b]Speed:[/b] 30 ft. (6 squares) [b]Armor Class:[/b] 18 (–2 size, –1 Dex, +11 natural), touch 7, flat-footed 18 [b]Base Attack/Grapple:[/b] +12/+31 [b]Attack:[/b] Slam +21 melee (2d10+11) [b]Full Attack:[/b] 2 slams +21 melee (2d10+11) [b]Space/Reach:[/b] 15 ft./15 ft. [b]Special Attacks:[/b] Earth mastery, push [b]Special Qualities:[/b] Damage reduction 5/–, earth glide, darkvision 60 ft., elemental traits [b]Saves:[/b] Fort +17, Ref +4, Will +7 [b]Abilities:[/b] Str 33, Dex 8, Con 25, Int 6, Wis 11, Cha 11 [b]Skills:[/b] Listen +10, Spot +9 [b]Feats:[/b] Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack [b]Alignment:[/b] Neutral When summoned to the Material Plane, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from. Earth elementals speak Terran but rarely choose to do so. [b]Combat[/b] Though an earth elemental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth elemental can move along the bottom of a body of water but prefers not to. [i]Earth Mastery (Ex):[/i] An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) [i]Push (Ex):[/i] An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks. [i]Earth Glide (Ex):[/i] An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. [b]Earth Elemental Sizes[/b] Huge 32 ft. 48,000 lb.[/sblock] [b]Augmented Dire Wolf[/b] [sblock]Large Animal [b]Hit Dice:[/b] 6d8+30 (57 hp) [b]Initiative:[/b] +2 [b]Speed:[/b] 50 ft. (10 squares) [b]Armor Class:[/b] 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 [b]Base Attack/Grapple:[/b] +4/+17 [b]Attack:[/b] Bite +13 melee (1d8+13) [b]Full Attack:[/b] Bite +13 melee (1d8+13) [b]Space/Reach:[/b] 10 ft./5 ft. [b]Special Attacks:[/b] Trip [b]Special Qualities:[/b] Low-light vision, scent [b]Saves:[/b] Fort +10, Ref +7, Will +6 [b]Abilities:[/b] Str 29, Dex 15, Con 21, Int 2, Wis 12, Cha 10 [b]Skills:[/b] Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2* [b]Feats:[/b] Alertness, Run, TrackB, Weapon Focus (bite) [b]Alignment:[/b] Neutral Dire wolves are efficient pack hunters that will kill anything they can catch. Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds. [b]Combat[/b] Dire wolves prefer to attack in packs, surrounding and flanking a foe when they can. [i]Trip (Ex):[/i] A dire wolf that hits with a bite attack can attempt to trip its opponent (+13 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf. [b]Skills:[/b] A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. *It also has a +4 racial bonus on Survival checks when tracking by scent.[/sblock] [/QUOTE]
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