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Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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<blockquote data-quote="Ferret" data-source="post: 838548" data-attributes="member: 4052"><p>Shadow wood Raccoon</p><p>Small Outsider</p><p>Hit Dice: 1d8+1 (5 hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 30 ft, climb 30 ft, swim 30 ft</p><p>AC: 17 (+1 size, +3 Dex, +3 natural)</p><p>Attack: 2 claws +4 melee, bite -1 melee</p><p>Damage: Claw 1d3, bite 1d4</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Special Attacks: Spikes</p><p>Special Qualities: Slow fall, Scent, Low-light vision, Cold resistance(5), Shadow blend, Evasion, Elemental, Dark vision, Plant, Wood sense</p><p>Saves: Fort +2, Ref +4, Will +1</p><p>Abilities: Str 10, Dex 16, Con 13, Int 4, Wis 12, Cha 10</p><p>Skills: Climb +11, Listen +8, Spot +8, Swim +11</p><p>Feats: Weapon Finesse (claws, bite)</p><p>Climate/Terrain: Temperate forest</p><p>Organization: Solitary or den (male plus female and 1-2 young)</p><p>Challenge Rating: 2</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 2-6 HD (Small)</p><p></p><p>Shadow wood raccoons, or Shade wood ‘coons as they are sometimes known, are raccoons that seem to be made up of long, dark vines, with occasional bark hide. Though they are not swayed in any moral direction, they do tend to be mischievous.</p><p> </p><p>COMBAT </p><p></p><p>They attack from the shadows, and only use melee combat if the opponent is to strong or they are seen.</p><p></p><p>Slow Fall (Ex): A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is.</p><p></p><p>Shadow blend (Su): In any other condition other then full daylight a shadow creatures can disappear into the shadows, giving 9/10 concealment. Artificial illumination, or even light or continual flame, does not affect this, but a daylight spell will.</p><p></p><p>Elemental: Immune to poison, sleep, paralysis and stunning. Not subject to critical hits.</p><p></p><p>Plant: Also due to the closeness to plants it is immune to polymorphing and mind-influencing effects.</p><p></p><p>Wood sense (Ex): The can Detect any creature in contact with vegetation, within 60ft, even if the is not in contact with the same vegetation.</p><p></p><p>Skills: Raccoons receive a +4 racial bonus to Listen and Spot checks, and a +6 to move silently</p><p></p><p>And also</p><p></p><p>Hollow black bear</p><p>Medium-Sized Undead</p><p>Hit Dice: 3d12 (19hp)</p><p>Initiative: +3</p><p>Speed: 60ft</p><p>AC: 15 (+2 Natural +3 Dex)</p><p>Attacks: 2 Claws, +9 melee; Bite +4 Melee</p><p>Face/reach: 5ft. By 5ft./5ft.</p><p>Special Qualities: Scent</p><p>Saves: Fort +3, Refl +6, Will +2</p><p>Abilities: Str 23, Dex 17, Con --, Int 2, Wis 12, Cha 6</p><p>Skills: Climb +8, Listen +4, Spot +7, Swim +10</p><p></p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary or pair</p><p>Challenge Rating: 4</p><p>Treasure: None</p><p>Alignment: Always neutral evil</p><p>Advancement Range: 4-5 HD (Medium-size)</p><p></p><p>Sorry to write and run but it's getting late.</p></blockquote><p></p>
[QUOTE="Ferret, post: 838548, member: 4052"] Shadow wood Raccoon Small Outsider Hit Dice: 1d8+1 (5 hp) Initiative: +3 (Dex) Speed: 30 ft, climb 30 ft, swim 30 ft AC: 17 (+1 size, +3 Dex, +3 natural) Attack: 2 claws +4 melee, bite -1 melee Damage: Claw 1d3, bite 1d4 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Spikes Special Qualities: Slow fall, Scent, Low-light vision, Cold resistance(5), Shadow blend, Evasion, Elemental, Dark vision, Plant, Wood sense Saves: Fort +2, Ref +4, Will +1 Abilities: Str 10, Dex 16, Con 13, Int 4, Wis 12, Cha 10 Skills: Climb +11, Listen +8, Spot +8, Swim +11 Feats: Weapon Finesse (claws, bite) Climate/Terrain: Temperate forest Organization: Solitary or den (male plus female and 1-2 young) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 2-6 HD (Small) Shadow wood raccoons, or Shade wood ‘coons as they are sometimes known, are raccoons that seem to be made up of long, dark vines, with occasional bark hide. Though they are not swayed in any moral direction, they do tend to be mischievous. COMBAT They attack from the shadows, and only use melee combat if the opponent is to strong or they are seen. Slow Fall (Ex): A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is. Shadow blend (Su): In any other condition other then full daylight a shadow creatures can disappear into the shadows, giving 9/10 concealment. Artificial illumination, or even light or continual flame, does not affect this, but a daylight spell will. Elemental: Immune to poison, sleep, paralysis and stunning. Not subject to critical hits. Plant: Also due to the closeness to plants it is immune to polymorphing and mind-influencing effects. Wood sense (Ex): The can Detect any creature in contact with vegetation, within 60ft, even if the is not in contact with the same vegetation. Skills: Raccoons receive a +4 racial bonus to Listen and Spot checks, and a +6 to move silently And also Hollow black bear Medium-Sized Undead Hit Dice: 3d12 (19hp) Initiative: +3 Speed: 60ft AC: 15 (+2 Natural +3 Dex) Attacks: 2 Claws, +9 melee; Bite +4 Melee Face/reach: 5ft. By 5ft./5ft. Special Qualities: Scent Saves: Fort +3, Refl +6, Will +2 Abilities: Str 23, Dex 17, Con --, Int 2, Wis 12, Cha 6 Skills: Climb +8, Listen +4, Spot +7, Swim +10 Climate/Terrain: Any land and underground Organization: Solitary or pair Challenge Rating: 4 Treasure: None Alignment: Always neutral evil Advancement Range: 4-5 HD (Medium-size) Sorry to write and run but it's getting late. [/QUOTE]
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