I need help advancing a creature...

Aluvial

Explorer
I need help advancing a creature.... I've not done this before and could use a stat block for this.

I'm trying to advance a Dire Lion to 12 HD and then give it the fiendish template.

Can someone help me?

Thanks...

Aluvial
 

log in or register to remove this ad

I would add the template first, because you're going to be adding 4 hit dice and turning all the hit dice into Outsider Hit Dice, so it's better to add the hit dice as Outsider hit dice in the first place.

Base stats are:
Str 25 Dex 15 Con 17 Int 2 Wiz 12 Cha 10
With attacks of 2 Claws d6+7, Bite d8+3, and (2 Rakes d6+3).
And +4 Natty Armor.

Becoming a Half Fiend changes stats to:
Str 29 Dex 19 Con 19 Int 6 Wiz 12 Cha 12
Attacks are now 2 Claws at d6+9, Bite d8+4, and (2 rakes d6+4)
And +5 Natty Armor.

It now has a BAB of +12, so that Pouncing Full Attack is 2 Claws +21, Bite +19. It's grapple bonus is +25.

It has a Smite Good for +12 damage.

It can cast the following as spell-like abilities: Darkness 3/day; Desecrate 1/day; Unholy Blight 1/day; Poison 3/day; Contagion 1/day; Blasphemy 1/day.

It now has 15 ranks in 6 skills. It can fly. It has SR 22, DR of 10/Magic, it is immune to poison and has Acid Cold Electricity and Fire resistance 10.

It is CR 10 - but take that with a grain of salt, it casts Blasphemy at caster level 12 once a day. While a CR 10 is supposed to be a really tough fight for a 7th level party - that one spell will kill an entire 7th level party without so much as a saving throw.

-Frank
 

FrankTrollman said:
I would add the template first, because you're going to be adding 4 hit dice and turning all the hit dice into Outsider Hit Dice, so it's better to add the hit dice as Outsider hit dice in the first place.

Base stats are:
Str 25 Dex 15 Con 17 Int 2 Wiz 12 Cha 10
With attacks of 2 Claws d6+7, Bite d8+3, and (2 Rakes d6+3).
And +4 Natty Armor.

Becoming a Half Fiend changes stats to:
Str 29 Dex 19 Con 19 Int 6 Wiz 12 Cha 12
Attacks are now 2 Claws at d6+9, Bite d8+4, and (2 rakes d6+4)
And +5 Natty Armor.

It now has a BAB of +12, so that Pouncing Full Attack is 2 Claws +21, Bite +19. It's grapple bonus is +25.

It has a Smite Good for +12 damage.

It can cast the following as spell-like abilities: Darkness 3/day; Desecrate 1/day; Unholy Blight 1/day; Poison 3/day; Contagion 1/day; Blasphemy 1/day.

It now has 15 ranks in 6 skills. It can fly. It has SR 22, DR of 10/Magic, it is immune to poison and has Acid Cold Electricity and Fire resistance 10.

It is CR 10 - but take that with a grain of salt, it casts Blasphemy at caster level 12 once a day. While a CR 10 is supposed to be a really tough fight for a 7th level party - that one spell will kill an entire 7th level party without so much as a saving throw.

-Frank
It was the Fiendish Template (p. 107-108) not the Half-fiend Template.

Aluvial
 

Ok, here is another thing I noticed... The Dire Lion uses all good saves... (p. 63) but when you advance a magical beast you only use the good saves for Fort and Reflex... (Table 4.1, page 290) What do you do here?

Aluvial
 

Originally

Code:
DIRE LION
 	Large Animal
Hit Dice:	8d8+24 (60 hp)
Initiative:	+2
Speed:	40 ft. (8 squares)
Armor Class:	15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple:	+6/+17
Attack:	Claw +13 melee (1d6+7)
Full Attack:	2 claws +13 melee (1d6+7) and bite +7 melee (1d8+3)
Space/Reach:	10 ft./5 ft.
Special Attacks:	Improved grab, pounce, rake 1d6+3
Special Qualities:	Low-light vision, scent
Saves:	Fort +9, Ref +8, Will +7
Abilities:	Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills:	Hide +2*, Listen +7, Move Silently +5, Spot +7
Feats:	Alertness, Run, Weapon Focus (claw)
Environment:	Warm plains
Organization:	Solitary, pair, or pride (6–10)
Challenge Rating:	5
Treasure:	None
Alignment:	Always neutral
Advancement:	9–16 HD (Large); 17–24 HD (Huge)
Level Adjustment:	—

OK, so you want to advance it to 12 HD. This doesn't change his size. But he does gain 2 feats, and one ability increase (All of the physical abilities seem good choices, but I'd go with STR ).
His BAB raises to +9 (as cleric of 12 HD)
His Base saves are +8/+8/+8. Notice that some animals (like this one) also have a good will save besides always having good Fort and Ref.
Remember the claw has weapon focus.
Finnally, you have 4 skill points to distribute. I'd raise Spot and Listen by 2. I believe they're "racial" skills for animals.
The feats I'd choose are Multiattack (-2 to bite instead of -5). And Improved Natural Attack [Claw] (1d8 instead of 1d6). The bite could also go up, but ther are more claw attacks, and it generally ties in with the weapon focus.
Code:
Fiendish DIRE LION
 	Large Animal
Hit Dice:	12d8+36 (90 hp)
Initiative:	+2
Speed:	40 ft. (8 squares)
Armor Class:	15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple:	+9/+21
Attack:	Claw +17 melee (1d8+8)
Full Attack:	2 claws +17 melee (1d8+8) and bite +14 melee (1d8+4)
Space/Reach:	10 ft./5 ft.
Special Attacks:	Improved grab, pounce, rake 1d8+4
Special Qualities:	Low-light vision, scent, DR 10/magic, Smite Good (+12 Dmg), 
                          Cold and Fire resistance 10, SR 17, Darkvision 60'.
Saves:	Fort +11, Ref +10, Will +9
Abilities:	Str 26, Dex 15, Con 17, Int 3, Wis 12, Cha 10
Skills:	Hide +2*, Listen +9, Move Silently +5, Spot +9
Feats:	Alertness, Run, Weapon Focus (claw), Multiattack, Improved Natural  
             Attack (Claw).
Challenge Rating:	8 (+1 for extra 3HD +2 for template)


Hope this helped.
 
Last edited:

iwatt said:
Originally

Code:
DIRE LION
	Large Animal
Hit Dice:	8d8+24 (60 hp)
Initiative:	+2
Speed:	40 ft. (8 squares)
Armor Class:	15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple:	+6/+17
Attack:	Claw +13 melee (1d6+7)
Full Attack:	2 claws +13 melee (1d6+7) and bite +7 melee (1d8+3)
Space/Reach:	10 ft./5 ft.
Special Attacks:	Improved grab, pounce, rake 1d6+3
Special Qualities:	Low-light vision, scent
Saves:	Fort +9, Ref +8, Will +7
Abilities:	Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills:	Hide +2*, Listen +7, Move Silently +5, Spot +7
Feats:	Alertness, Run, Weapon Focus (claw)
Environment:	Warm plains
Organization:	Solitary, pair, or pride (6–10)
Challenge Rating:	5
Treasure:	None
Alignment:	Always neutral
Advancement:	9–16 HD (Large); 17–24 HD (Huge)
Level Adjustment:	—

OK, so you want to advance it to 12 HD. This doesn't change his size. But he does gain 2 feats, and one ability increase (All of the physical abilities seem good choices, but I'd go with STR ).
His BAB raises to +9 (as cleric of 12 HD)
His Base saves are +8/+8/+8. Notice that some animals (like this one) also have a good will save besides always having good Fort and Ref.
Remember the claw has weapon focus.
Finnally, you have 4 skill points to distribute. I'd raise Spot and Listen by 2. I believe they're "racial" skills for animals.
The feats I'd choose are Multiattack (-2 to bite instead of -5). And Improved Natural Attack [Claw] (1d8 instead of 1d6). The bite could also go up, but ther are more claw attacks, and it generally ties in with the weapon focus.
Code:
Fiendish DIRE LION
	Large Animal
Hit Dice:	12d8+36 (90 hp)
Initiative:	+2
Speed:	40 ft. (8 squares)
Armor Class:	15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple:	+9/+21
Attack:	Claw +17 melee (1d6+8)
Full Attack:	2 claws +17 melee (1d6+8) and bite +14 melee (1d8+4)
Space/Reach:	10 ft./5 ft.
Special Attacks:	Improved grab, pounce, rake 1d6+4
Special Qualities:	Low-light vision, scent, DR 10/magic, Smite Good (+12 Dmg), Cold and Fire resistance 10, SR 17, Darkvision 60'.
Saves:	Fort +11, Ref +10, Will +9
Abilities:	Str 26, Dex 15, Con 17, Int 3, Wis 12, Cha 10
Skills:	Hide +2*, Listen +9, Move Silently +5, Spot +9
Feats:	Alertness, Run, Weapon Focus (claw),+2 more
Challenge Rating:	8 (+1 for extra 3HD +2 for template)


Hope this helped.
Yes, thanks, but doesn't the BAB go up based on Fighter, instead of Cleric?

Aluvial
 

Aluvial said:
Yes, thanks, but doesn't the BAB go up based on Fighter, instead of Cleric?

Aluvial

The SRD says:

A fiendish creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes

and

Code:
Table: Creature Improvement by Type
	Hit Die	Attack Bonus	Good Saving Throws	Skill Points*
Aberration	d8	HD x3/4 (as cleric)	Will	2 + Int mod per HD
Animal	d8	HD x3/4 (as cleric)	Fort, Ref (and sometimes Will)	2 + Int mod per HD
So I think I did it correctly. Notice I edited some things (had forgotten to amp the claw damage to 1d8).
 

iwatt said:
The SRD says:



and

Code:
Table: Creature Improvement by Type
	Hit Die	Attack Bonus	Good Saving Throws	Skill Points*
Aberration	d8	HD x3/4 (as cleric)	Will	2 + Int mod per HD
Animal	d8	HD x3/4 (as cleric)	Fort, Ref (and sometimes Will)	2 + Int mod per HD
So I think I did it correctly. Notice I edited some things (had forgotten to amp the claw damage to 1d8).
Oh, I made a mistake, I was messing with some trolls just a minute ago... you are right about the HD...

Why does the claw damage increase?

And thanks a lot for the help!

Aluvial
 

Ahh,I see the claw damage now, the feat, right?

As for the rest it looks really good. What about the rake damage? Is that considered claws or not?

Aluvial
 

Aluvial said:
Ahh,I see the claw damage now, the feat, right?

As for the rest it looks really good. What about the rake damage? Is that considered claws or not?

Aluvial

from the SRD:
Dire lions are patient hunters, just like their smaller cousins, but apt to take on bigger prey.
Dire lions grow to be up to 15 feet long and weigh up to 3,500 pounds.
Combat
A dire lion attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws. It often jumps onto a creature larger than itself.
Improved Grab (Ex): To use this ability, a dire lion must hit 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 rake.
Pounce (Ex): If a dire lion charges, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +12 melee, damage 1d6+3.
Skills: Dire lions have a +4 racial bonus on Hide and Move Silently checks.
*In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

I know what you mean.In a rake it's the rear claws (doing half Str damage by the way, instead of the foreclaws with full Str damage).

But the Claws in the description say Melee +13 (includes Weapon Focus) and 1d6+7, and the rake says melee +12 (no weapon Focus) and 1d6+3. So I'd have to say that means that the rear claws are different weapons than the fore-claws. Improved natural attack says "choose ONE natural weapon". So The damage from the rake for your Fiendis Advanced Dire Lion is: +15 1d6+4
 

Pets & Sidekicks

Remove ads

Top