Hogzilla: a study of advancing a dire boar, and CR adjustment.

frankthedm

First Post
Awaken bestows 2 HD along with an average Int [3d6] and a 1d3 charisma bump to an animal.

How would awakening affect CR? A boost on its own, say +1[couting a 3d6 int as = a HD in animals since the normally are brainless beatsticks] , or just 2 more HD towards the +1CR for every 3HD.

Should this be kept seperate from animal's HD as advancement is concerned?[like animal compainion does] Or would awakening an animal move it down the path to lager size based on HD? [Princess Mononoke's animal gods]



DIRE BOAR
Large Animal Hit Dice: 7d8+21 (52 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 15 (–1 size, +6 natural), touch 9, flat-footed 15 Base Attack/Grapple: +5/+17 Attack: Gore +12 melee (1d8+12) Full Attack: Gore +12 melee (1d8+12) Space/Reach: 10 ft./5 ft. Special Attacks: Ferocity Special Qualities: Low-light vision, scent Saves: Fort +8, Ref +5, Will +8 Abilities: Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8 Skills: Listen +8, Spot +8 Feats: Alertness, Endurance, Iron Will Environment: Temperate forests Organization: Solitary or herd (5–8) Challenge Rating: 4 Treasure: None Alignment: Always neutral Advancement: 8–16 HD (Large); 17–21 HD (Huge)

Dire boars are omnivorous and spend most of their time rooting around, much as ordinary pigs do. They viciously attack anything that approaches them, however.

Dire boars grow up to 12 feet long and weigh as much as 2,000 pounds.
Combat

A dire boar charges its opponent, trying to rip the target open with its tusks.

Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.


Table: Improved Monster CR Increase
Creature’s Original Type CR Increase
Aberration, construct, elemental, fey, giant, humanoid, ooze, plant, undead, vermin +1 per 4 HD added
Animal, magical beast, monstrous humanoid +1 per 3 HD added
Dragon, outsider, nonassociated class levels +1 per 2 HD or 2 levels added
Directly associated class levels +1 per level added
Other Modifiers:
Size increased to Large or larger +1 to CR
Monster’s ability scores based on elite array* +1 to CR
Monster possesses special attacks or qualities that significantly improve combat effectiveness +2 to CR
Monster possesses special attacks or qualities that improve combat effectiveness in a minor way +1 to CR
Template added + template CR modifier
* Do not apply this increase if you advance a monster by class levels. (Monsters advanced by class levels are assumed to use the elite array.)


Yes I know CR is more of an Art. I began thinning about this after i statted up some demonicly infused dire boars.

.......The Cult has equipped it with the magical chain barding of a Huge beast
and its enchanted hoove shoes. The have given it bloated, enchanted ticks that act as potions when they are consumed. Add other potions as needed to challenge the party. A beast this ferocious has left great ruin in the woods, one could get rich looting the woods, though the cult has rounded up the enchanted items they can find.

Hogzilla!
Advanced /awakened /fiendish/ Boarbarian1: Magical beast, extraplanar
Hit Dice: 22d8 + 1d12 +con= 267HP [313 Raging] &Ferocity
Initiative: +4
Speed: 50 ft.enhanced to 80 ft. 16 squares.
Armor Class: 27 [25] (–2 size, +4 dex,,+6 armour, +9 natural), touch 13, flat-footed 23.
Base Attack/Grapple: +17/+39[41]
Attack: Gore +29[31] melee (2d6+21[24] magic
Full Attack: Gore + melee (2d6+21[24] Magic
Space/Reach: 15ft./10t.
Special Attacks: Ferocity, Rage 1/day[stats], smite good {+23 damage 1/day
Special Qualities: Low-light vision, 60' darkvision scent, SR 19, Cold & fire resist 10, DR10 magic
Saves: Fort +23[25], Ref +17, Will +17[19]
Abilities: Str 38,[42] Dex 18, Con 24[28], Int 10, Wis 14, Cha 8
Skills: Listen +11, Hide -1 Spot +11, survival +8
Feats: Iron will, Endurance, weapon focus, dodge, power attack, improved critical, mobility, spring attack
Environment: Temperate forests
Organization: Solitary or with Orcus cultists
Challenge Rating: 13 to 15
Treasure: +2 huge chain ’shirt’ barding{6550gp], Horseshoes of zyphyr [3000gp], potion tick of flight[750]

[ scattered in forest] 50,000 copper,10,000 silver, 500gp 100 platinum, 2000 in goods and gear [more if PC skilled in armour and weapon smithing]
Alignment: Chaotic evil


hogzilla Jr.
....The priesthood of orcus has taken the shoes from the mount of a fallen hero and placed them on the Beast.

For parties who don't bother with tactics, here is one that could provide a more tactical challenge. Not that smart, but wise enough to hit, take cover, and hit again. Familiarize yourself with the "ready action" before this fight and don't forget it has spell resitance.

Advanced Feindish Boar -Magic beast extraplanar
Hit Dice: 16d8+48 [120] + Ferocity
Initiative: +1
Speed: 40 ft. enhanced to 70 FT.(14 squares)
Armor Class: 17 (–1 size, +2 dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +12/+24
Attack: Gore +19 melee (2d6+12)
Full Attack: Gore +19 melee (2d6+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ferocity, Smite good {+16 damage 1/day
Special Qualities: Low-light vision, scent, SR 19, Cold & fire resist 10, DR10 magic
Saves: Fort +14, Ref +10, Will +13
Abilities: Str 27, Dex 13, Con 17, Int 3, Wis 13, Cha 8
Skills: Listen +11, Hide +1, Spot +11
Feats: Power attack, Endurance, Iron Will, Dodge, mobility, spring attack.
Environment: Temperate forests
Challenge Rating: 9-ish
Treasure: Horseshoes of zyphyr [3000gp] + scattered treasure and gear from victims = an encounter level 9 treasure
Alignment: Chaotic evil
Advancement: 8–16 HD (Large); 17–21 HD (Huge)
Level Adjustment: —

 

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Man, awakened should've been a template! :confused:

From reading the spell's description, the latest main FAQ, and scouring WOTC's site, I can't figure out the following:

If an animal is awakened it becomes a magical beast. Does it gain the BAB of a magical beast? Does it gain darkvision like most magical beasts? Does it gain additional skill points for its higher Int retroactively?

Regardless, I'd go with the "just 2 more HD towards the +1 CR for every 3HD" for being awakened, as the higher Int score only affects skills, really, which isn't usually much of a factor on CR.
 

Shade said:
... as the higher Int score only affects skills, really, which isn't usually much of a factor on CR.

Int 10 means human level creativity. That means quite a bit for a beatstick that used to only exchange full attacks with the front line. but then again the monsters are only as smart as the DM. :p

skill points can matter a lot. high HD critters even make cross class skills usefull.

Jump, climb and tumble can take 20 feet off a fall, take control of bad terrain and bump your AC when fighting defensivly.

diplomacy means you have friends.

PCs are the subject of knowlege: local in most games.

Sence motive can always help.
 
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I'm not disagreeing with any of what you posted. I'm just noting that high Intelligence or high skills do not appear to have any impact on CR of existing critters.
 

Shade said:
Man, awakened should've been a template! :confused:

From reading the spell's description, the latest main FAQ, and scouring WOTC's site, I can't figure out the following:

If an animal is awakened it becomes a magical beast. Does it gain the BAB of a magical beast? Does it gain darkvision like most magical beasts? Does it gain additional skill points for its higher Int retroactively?

Regardless, I'd go with the "just 2 more HD towards the +1 CR for every 3HD" for being awakened, as the higher Int score only affects skills, really, which isn't usually much of a factor on CR.

Hi guys!

Yes, Awakened should have been a template! WotC chickened out with Savage Species, deciding to publish an Anthropomorphic template instead, because they considered it a more playable choice (not having hands can be tricky...)

Luckily, a bunch of us already went through most of this earlier! In fact, you can find the Awakened template, plus a bunch of other rules clarifications on the Awakened Animal thread!

Here's some answers to your questions (you can find further justifications in the thread above):

- CR increases by +1 (fairly arbitrary decision, but seems to work reasonably well)

- extra HD from Awakenenig does not affect size (judgement call - similar to justification for Animal Companions, and it simplifies things a lot)

- Awakened animal keeps the Features of its original animal type, i.e. HD size, BAB and save progression (see Augmented subtype)

- It does gain the Traits of its new Magical Beast type, i.e. Darkvision

- Retroactive skill points: I don't think so, skill points never work retroactively
 

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