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<blockquote data-quote="kronos182" data-source="post: 6905926" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'">Saurian Boar</span></p><p><span style="font-family: 'Calibri'">A saurian boar is agenetically-modified beast created by an unidentified race of extraterrestrialsthat have been studying the Earth for several decades. The saurian boar’s hideis covered with gray scales and along the spine short plates protrude from theboar’s body. The average saurian boar stands 3 feet high at the shoulder andmeasures roughly 4 feet long. Its formidable, yellowed tusks protrude from itslower jaw and can grow up to 12 inches long. The creature’s legs end in long,terrible claws that it uses to attack others.</span></p><p><span style="font-family: 'Calibri'">Species Traits</span></p><p><span style="font-family: 'Calibri'">The saurian boar hasthe following traits.</span></p><p><span style="font-family: 'Calibri'">Ferocity (Ex): Asuarian boar is so fiercely aggressive in combat that it continues fightingeven when disabled or dying.</span></p><p><span style="font-family: 'Calibri'">Leaping Pounce (Ex):When a saurian boar charges a foe and jumps at least the last 10 feet of it, itmay make a full attack, including two rake attacks.</span></p><p><span style="font-family: 'Calibri'">Rake (Ex): Against acreature with which it grapples, a saurian boar may make two secondary rakeattacks that deal claw damage.</span></p><p><span style="font-family: 'Calibri'">Scent (Ex): Thisability allows a saurian boar to detect approaching enemies, sniff out hiddenfoes, and track by sense of smell.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Saurian Boar </span></p><p><span style="font-family: 'Calibri'">CR 4 </span></p><p><span style="font-family: 'Calibri'">Medium-size animal; </span></p><p><span style="font-family: 'Calibri'">HD 3d8+10; hp 25; Mas 17; </span></p><p><span style="font-family: 'Calibri'">Init +0; Spd 40 ft.; </span></p><p><span style="font-family: 'Calibri'">Defense 18, touch 10, flatfooted 18 (+8 natural); </span></p><p><span style="font-family: 'Calibri'">BAB +2; Grap +4; </span></p><p><span style="font-family: 'Calibri'">Atk +4 melee (1d8+3, gore, 1d4 claw); Full Atk +4 melee (1d8+3, gore); </span></p><p><span style="font-family: 'Calibri'">FS 5 ft. by 5 ft.; Reach 5 ft.; </span></p><p><span style="font-family: 'Calibri'">SQ ferocity, leaping pounce, low-light vision, rake, scent; </span></p><p><span style="font-family: 'Calibri'">AL none; </span></p><p><span style="font-family: 'Calibri'">SV Fort +6, Ref +3, Will +2; AP 0; Rep +0; </span></p><p><span style="font-family: 'Calibri'">Str 15, Dex 10, Con 19, Int 2, Wis 13, Cha 4.</span></p><p><span style="font-family: 'Calibri'">Skills: Jump +8,Listen +7, Spot +5.</span></p><p><span style="font-family: 'Calibri'">Feats: None.</span></p><p><span style="font-family: 'Calibri'">Advancement: 4–5 HD(Medium-size).</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Burrow-Mawg</span></p><p><span style="font-family: 'Calibri'">Burrow-mawgs are despicable little creatures with a severe hankering for flesh.Some people call them land piranhas, for they swarm and consume meat just likethose ravenous fish. These creatures hail from the world of Aloth.</span></p><p><span style="font-family: 'Calibri'">In appearance, these fiends resemble a blend between a badger and a large bat.They are covered in a layer of dark red-brown fur with four long, black clawsat the end of each powerful limb. The claws are easily as long as a man'sfinger, and are meant for two purposes: burrowing through earth and rendingflesh. They have two large blood-red eyes that enable extrordinary nightvision, mucous-dripping upturned snouts that hone in on living flesh from halfa league away, and pointed, bat-like ears that detect slight noises acrossgreat distances.</span></p><p><span style="font-family: 'Calibri'">Their most frightening feature by far, however is their strong, prodigious mawsfilled with dozens of sharp, serrated fangs-perhaps this is the source of thename "mawg."</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Burrow-mawg</span></p><p><span style="font-family: 'Calibri'">Type: Animal</span></p><p><span style="font-family: 'Calibri'">Size: Tiny</span></p><p><span style="font-family: 'Calibri'">CR: 1</span></p><p><span style="font-family: 'Calibri'">Hit Points: 1d10+2 (7 hp)</span></p><p><span style="font-family: 'Calibri'">Mas: </span></p><p><span style="font-family: 'Calibri'">Init: +4 (+4 Dex)</span></p><p><span style="font-family: 'Calibri'">Speed: 30 ft, burrow 10 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 16 (+2 size, +4 Dex)</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: 0/-4</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 2 1/2 ft /0 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: Bite +6 melee (1d6 -1, 18-20x3), 2 claws +1 melee (1d4-1)</span></p><p><span style="font-family: 'Calibri'">Special Attacks: Rage</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Scent, light blindness, keen teeth</span></p><p><span style="font-family: 'Calibri'">Allegiances: </span></p><p><span style="font-family: 'Calibri'">Saves: Fort +4, Reflex +6, Will +1</span></p><p><span style="font-family: 'Calibri'">Reputation: </span></p><p><span style="font-family: 'Calibri'">Abilities: Str 8, Dex 18, Con 15, Int 4, Wis 12, Cha 6</span></p><p><span style="font-family: 'Calibri'">Skills: Listen +9*, Spot +9*</span></p><p><span style="font-family: 'Calibri'">Feats: Weapon Finesse (bite), Weapon Finesse (claw)</span></p><p><span style="font-family: 'Calibri'">Organization: Pack (10-20) or mob (20-40)</span></p><p><span style="font-family: 'Calibri'">Possessions: </span></p><p><span style="font-family: 'Calibri'">Advancement: 2-3 HD (Tiny)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Combat</span></p><p><span style="font-family: 'Calibri'">Burrow-mawgs attack immediately at the first scent of food if it appears thatthey have sufficient numbers to bring down their prey.</span></p><p><span style="font-family: 'Calibri'">Rage (Ex): As soon as a burrow-mawg pack smells prey, it flies into a berserkrage. Individual mawgs gain +4 Str, +4 Con, and -2 AC. If half the pack is killedduring combat, then each creature may make a Will save (DC 15) to end its rageand flee. Any creature that remains enraged fights until either it or itsopponents are dead.</span></p><p><span style="font-family: 'Calibri'">Light Blindness (Ex): Abrupt exposure to bright light blinds burrow-mawgs for 1round. They also suffer a -1 circumstance penalty to all attack rolls, savesand skill checks while operating in bright light.</span></p><p><span style="font-family: 'Calibri'">Keen Teeth: The teeth of the burrow-mawg are incredibly sharp and rend horriblycuts.</span></p><p><span style="font-family: 'Calibri'">Skills: *Burrow-mawgs receive a +4 racial bonus to Spot and Listen checks. TheSpot bonus only applies under low-light or darkerconditions.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Burrow-mawg adrenal glands can be harvested and used in strength boostingsubstances, such as Boost. When used as an additive, the bonuses are doubled,and the penalties, if any, are increased by 50%, and duration increased byhalf. This raises the cost of the item by +3 PDC.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">MentiscaptorWhipspider</span></p><p><span style="font-family: 'Calibri'">Ranging from 2 to 4 feet high and roughly the same size round, thesespider-like creatures were originally mistaken by explorers for some kind ofgreat whipsiders, akin to those found on Earth. Yet the "mentiscaptors,"as they are now most often called, are far from related to their Earth-boundkin. Their rear four legs are used to support their callous, orb-shaped bodies,while the front four are used in striking their prey. Both forelegs and rearlegs are from 2 to 3 feet long, with chitinous plates to protect them, muchlike their body. The front legs have 6-inch spearlike claws used to pierce their prey.</span></p><p><span style="font-family: 'Calibri'">Mentiscaptors have an array of milky black eyes, which they use to watchintently for prey. These pack-hunters roam only at night, typically in groupsof 3 to 8, and are gifted with two notably evolutionary talents: the ability todistort their location, which makes them more difficult to strike them, and astrange power to paralyze their victims, making it easier to capture theirprey.</span></p><p><span style="font-family: 'Calibri'">Mentiscaptors can be found on many worlds, and are considered dangerous pestsand are exterminated when found. They seem to find ways to stowaway on ships,travelling from world to world, laying eggs and spreading their population.Their world of origin is lost to history, as many planets have hugepopulations, only kept in check by even larger predators, or exterminationsweeps by military groups.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Mentiscaptor</span></p><p><span style="font-family: 'Calibri'">Type: vermin</span></p><p><span style="font-family: 'Calibri'">Size: small</span></p><p><span style="font-family: 'Calibri'">CR: 4</span></p><p><span style="font-family: 'Calibri'">Hit Points: 4d8 (18)</span></p><p><span style="font-family: 'Calibri'">Mas: 11</span></p><p><span style="font-family: 'Calibri'">Init: +4 (+4 Dex)</span></p><p><span style="font-family: 'Calibri'">Speed: 30 ft, climb 20 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 19 (+1 size, +4 Dex, +4 natural)</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +2/-2</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft / 5 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: Full atk +9 melee 4 claws (1d4-2 claw), +4 melee bite(1d3-2)</span></p><p><span style="font-family: 'Calibri'">Special Attacks: Mind Freeze</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Blur, fear of light, collective, blindsight 30ft</span></p><p><span style="font-family: 'Calibri'">Allegiances: none</span></p><p><span style="font-family: 'Calibri'">Saves: Fort +4, Reflex +5, Will +1</span></p><p><span style="font-family: 'Calibri'">Reputation: +0</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 6, Dex 18, Con 11, Int 2, Wis 11, Cha 5</span></p><p><span style="font-family: 'Calibri'">Skills: Climb +8, Hide +10, Jump +4, Listen +12, Move Silently +10, Search +6,Spot +10</span></p><p><span style="font-family: 'Calibri'">Feats: Weapon Finesse (claws, bite)</span></p><p><span style="font-family: 'Calibri'">Possessions: none</span></p><p><span style="font-family: 'Calibri'">Advancement: 5-8 HD (small)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Species Traits</span></p><p><span style="font-family: 'Calibri'">Mind Freeze (Ex): When two or more mentiscaptors flank a target, they emit atype of sonic field, while inaudible to most species, causes a creature tofreeze in place. This requires a full-round action from both mentiscaptors, soone or the other must delay or ready an action to use this attacksimultaneously. When the attack occurs, the target makes a Will saving throw(DC 14). If the target fails the save, he/she is held in place for 2 rounds. Aheld creature is aware and breathes normally, but can not take any physicalactions, including talking. A winged creature that is held cannot flap itswings and may fall. This is a sonic effect, but even creatures without normalhearing are affected, but gain a +2 to their saves. </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Blur (Su/Ex): A light-warping effect continually surrounds a mentiscaptor,making it difficult to discern the creature's true location. Any melee orranged attack directed at it, including spells or other powers that require atouch attack, has a 50% miss chance unless the attacker can locate the beast bysome means other than sight. </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Fear of Light (Ex): The mentiscaptor is frightened by sunlight. Any time it isexposed to sunlight or a sudden bright light, it must make a Will save (DC 20)or flee as quickly as it can. If unable to flee, the creature is shaken (-2penalty on attack rolls, saving throws, and skill checks) for the remainder ofthe encounter or until the light source is removed. On a successful save, thecreature overcomes the fear and can approach the source or otherwise actwithout penalty.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Collective (Ex): All mentiscaptors within 1 mile of one another are in constantcommunication. If one is aware of a particular danger, they all are. If one inthe group is not flat-footed, none of them are. No mentiscaptor in a group isconsidered flanked unless all of them are.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Skill Bonuses: Mentiscaptors receive a +4 species bonus on Hide and MoveSilently checks, a +6 species bonus on Jump checks, and a +8 species bonus onListen, Search, and Spot checks. If their blindsight is negated, they lose theListen, Search and Spot bonuses.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Bonus Feat: Mentiscaptors gain the bonus feat Weapon Finesse (claws).</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Banded Howler</span></p><p><span style="font-family: 'Calibri'">Type:Animal</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">CR: 3</span></p><p><span style="font-family: 'Calibri'">Hit Points: 4d8</span></p><p><span style="font-family: 'Calibri'">Mas: </span></p><p><span style="font-family: 'Calibri'">Init: +8 (+4 Dex, +4 Improved Initiative)</span></p><p><span style="font-family: 'Calibri'">Speed: 50 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 16 (-1 size, +4 Dex, +3 natural)</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +3/+7</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft by 10 ft / 5 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: +10 melee Bite (1d8+10)</span></p><p><span style="font-family: 'Calibri'">Special Attacks: Echoing Howl</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Scent</span></p><p><span style="font-family: 'Calibri'">Allegiances: </span></p><p><span style="font-family: 'Calibri'">Saves: Fort +7, Reflex +8, Will +1</span></p><p><span style="font-family: 'Calibri'">Reputation: </span></p><p><span style="font-family: 'Calibri'">Abilities: Str 24, Dex 18, Con 16, Int 2, Wis 10, Cha 6</span></p><p><span style="font-family: 'Calibri'">Skills: Intuit Direction +4, Listen +8, Spot +4, Sense Motive +2</span></p><p><span style="font-family: 'Calibri'">Feats: Improved Initiative</span></p><p><span style="font-family: 'Calibri'">Possessions: </span></p><p><span style="font-family: 'Calibri'">Advancement: 5-8 HD (Large)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Banded howlers resemble large wolves with glowing, yellowish green eyes andhave deep banana yellow fur with bold, dark brown, banded stripes. Thesecreatures use a combination ofinitiative, aggressiveness, and cunning to overpower their prey and opponents. </span></p><p><span style="font-family: 'Calibri'">When that fails,they use their eerie, reverberating howl to leave the normally intelligentbabbling, trembling, and lying curled up in a fetal position. It is the beliefof many that banded howlers are the walking essence of dark, evil insanity. Thetruth is, banded howlers aren’t really evil by nature, and the issue ofinsanity is debatable.</span></p><p><span style="font-family: 'Calibri'">Adult howlers can betrained, with a great degree of determination and wax earplugs, but thedomestication of the pups is much easier. Banded howler pups have a constantbark and yelp that reverberates much like the echoing howl of the adults butthe noise does not take on its supernatural ability to send fear through theintelligent until the beast matures to an adult. Once the pups have matured,they tend to reserve this special noise for combat purposes only. The typicalbark of an adult banded howler more or less resembles that of a wolf.</span></p><p><span style="font-family: 'Calibri'">Banded howlers areprized for both its unique ability as well as its use as a riding mount. Oftenthey are sent ahead of the army with a sole rider who’s either particularlydaft in the head or has adequate ear protection. Banded howlers are carnivorousand eat much of the same thing dogs and wolves eat.</span></p><p><span style="font-family: 'Calibri'">Banded howlerfemales can have one litter a year, a full eight months of pregnancy from timeof conception until birth. A litter normally yields one to four (1d4) pups.Banded howler pups reach full maturity at three years of age and usually reachan age between thirty to forty-one years (Max Age: 30 +1d10).</span></p><p><span style="font-family: 'Calibri'">Carrying Capacity: Alight load for a banded howler is up to 699 lbs; a medium load is 700 to 1398lbs; and a heavy load is 1399 to 2100 lbs. A banded howler can drag 10500 lbs.An exotic saddle is required to ride a banded howler.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Banded howlers are found on a world full of forests and grasslands. The nativesused the banded howlers as riding mounts and as guard animals. Colonistsdiscovered the usefulness of the banded howlers after the natives attackedthem. After peace was achieved after years of fighting, the colonists havemanaged to domesticate banded howlers and export them for sale to interestedparties.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Combat</span></p><p><span style="font-family: 'Calibri'">The banded howler isa cunning creature, preferring to use its initiative to rush into an area,howl, and then start picking off the weakest of the affected targets.</span></p><p><span style="font-family: 'Calibri'">Echoing Howl (Su):Instead of choosing to bite, the banded howler can raise its head and beltforth a reverberating howl. So unsettling is this sound that those within 30 ftwith an Intelligence score of 9 or higher and can hear the howl must succeedwith a Will save (DC 14) or be paralyzed with a gibbering, mad fear for 2 to 5(1d4+1) rounds or until the banded howler or another creature or individualattacks them. Whether or not the save is successful, the target opponentscannot be affected again by the echoing howl of the banded howler for one fullday.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">BerserkerWasp</span></p><p><span style="font-family: 'Calibri'">Berserk wasps are four-inch long insects with red bodies and double sets ofshiny black wings. When enraged, their wings produce a deep, raspy buzzing,which in swarms of a hundred or more produces a bone-shaking drone that panicseven well-trained beasts. </span></p><p><span style="font-family: 'Calibri'">Berserker wasps are a hardy, adaptive breed of insect that does not buildnests, but rather attacks and paralyzes large animals, using them as livinghosts for their eggs and as nourishment for the hatchlings when they emerge.The wasps are dormant in the winter, emerging from burrows in the ground duringthe second week of spring. Queens then take to the air, attracting as manymales as possible, and proceed to travel through the forests and grasslands,looking for a place to lay their eggs. Scouts range up to a mile ahead of theswarm, seeking out possible victims. Berserker wasps are drawn exclusively tothe scent of blood, and their sensitive olfactory bulbs can sense a woundedperson or animal up to a league away. When a victim is found, the swarmenvelops it, stinging it hundreds of times until the insects' paralyzing poisontakes effect. Then the queen and her males burrow into the still-living bodyand make their nest, laying eggs and feeding on the victim's tissues until theyoung hatch, up to a week later. After another week, the young have developedwings and the swarm moves on, leaving little more than a skeleton to mark theirpassing.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Berserker Wasp</span></p><p><span style="font-family: 'Calibri'">Type: Vermin (Swarm)</span></p><p><span style="font-family: 'Calibri'">Size: Diminutive</span></p><p><span style="font-family: 'Calibri'">CR: 5</span></p><p><span style="font-family: 'Calibri'">Hit Points: 10d8-20 (25 hp) (swarm)</span></p><p><span style="font-family: 'Calibri'">Mas: </span></p><p><span style="font-family: 'Calibri'">Init: +1 (+1 Dex)</span></p><p><span style="font-family: 'Calibri'">Speed: Fly 60 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 15 (+4 size, +1 Dex)</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +1/-8</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft by 5 ft / 0 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: Sting +9 melee 1d10 plus poison</span></p><p><span style="font-family: 'Calibri'">Special Attacks: Distraction, Drone, Poison sting</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Vulnerable to cold, vermin traits</span></p><p><span style="font-family: 'Calibri'">Allegiances: </span></p><p><span style="font-family: 'Calibri'">Saves: Fort +0, Reflex +2, Will -1</span></p><p><span style="font-family: 'Calibri'">Reputation: </span></p><p><span style="font-family: 'Calibri'">Abilities: Str 1, Dex 13, Con 6, Int 1, Wis 8, Cha 2</span></p><p><span style="font-family: 'Calibri'">Skills: None</span></p><p><span style="font-family: 'Calibri'">Feats: Combat Reflexes, Track</span></p><p><span style="font-family: 'Calibri'">Possessions: </span></p><p><span style="font-family: 'Calibri'">Advancement: 11-14 HD (swarm)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Combat</span></p><p><span style="font-family: 'Calibri'">Berserker wasps depend on speed and sheer numbers to bring down their prey,summoned by pheromones broadcast from their wide-ranging scouts and raring downupon victims seemingly out of nowhere.</span></p><p><span style="font-family: 'Calibri'">Drone: If the swarm takes any damage, the berserker swarm becomes high agitatedand their wings begin to emit a deep, raspy buzzing, causing animals and peopleto panic. Creatures within 50 feet of the swarm must make a Will Save DC 14 orbe panicked for 1d4 rounds. This is a sonic based attack.</span></p><p><span style="font-family: 'Calibri'">Distraction (Ex): Any living creature that begins its turn with a berserkerwasp swarm in its space must succeed on a DC 13 Fortitude save or be nauseatedfor 1 round.</span></p><p><span style="font-family: 'Calibri'">Poison Sting (Ex): Berserker wasps inject a powerful paralytic poison with eachsting. Every time a victim is successfully stung, he must succeed at aFortitude save (DC 17) or suffer 2 points of Dexterity ability damage per sting.This loss is temporary.</span></p><p><span style="font-family: 'Calibri'">Vulnerable to Cold (Ex): Berserker wasps take double damage from cold-basedattacks.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Firedrake</span></p><p><span style="font-family: 'Calibri'">The firedrake is a large lizard that's found on a thermal world, near sourcesof geothermal heat such as geysers, dormant volcanoes and subterranean lavaflows. The skin of a firedrake is knobby and black, like newly-forged iron,with numerous small, oval nodules running along its back that glow like rubieswhen exposed to firelight.</span></p><p><span style="font-family: 'Calibri'">Firedrakes are fierce and aggressive, staking out a territory that suppliesthem with a ready source of heat and attacking any who violate their domain.</span></p><p><span style="font-family: 'Calibri'">Occasionally, when a volcano becomes active and begins spewing lava, there arereports of firedrakes following flows and attacking anything in their path,apparently driven into a murderous frenzy by the volcano's activity.</span></p><p><span style="font-family: 'Calibri'">The crystalline nodules on a firedrake's back are very rare and highly prizedas forms of jewelry, and some weapon designers are experimenting with using thenodules in weapons such as lasers.</span></p><p><span style="font-family: 'Calibri'">Some people have managed to domesticate some firedrakes to use as guard animalson warm planets, such as desert or other thermal planets. Although firedrakescan survive on planets that aren't really warm, they become lethargic and slowwhen the average temperature is below 30 degrees Celsius.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Firedrake</span></p><p><span style="font-family: 'Calibri'">Type: animal</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">CR: 5</span></p><p><span style="font-family: 'Calibri'">Hit Points: 8d10+48 (81 hp)</span></p><p><span style="font-family: 'Calibri'">Mas: 22</span></p><p><span style="font-family: 'Calibri'">Init: +3 (+3 Dex)</span></p><p><span style="font-family: 'Calibri'">Speed: 90 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 16 (-1 size, +3 Dex, +4 natural)</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +6/+10</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft by 10 ft / 5 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: Bite +9 melee (1d10+3) and two claws +4 melee (1d6+3)</span></p><p><span style="font-family: 'Calibri'">Special Attacks: Living furnace, fiery death</span></p><p><span style="font-family: 'Calibri'">Special Qualities: fire immunity, cold vulnerability</span></p><p><span style="font-family: 'Calibri'">Allegiances: </span></p><p><span style="font-family: 'Calibri'">Saves: Fort +12, Reflex +9, Will +0</span></p><p><span style="font-family: 'Calibri'">Reputation: </span></p><p><span style="font-family: 'Calibri'">Abilities: Str 16, Dex 17, Con 22, Int 2, Wis 7, Cha 6</span></p><p><span style="font-family: 'Calibri'">Skills: Balance +6, Climb +4, Hide +6, Jump +5, Listen +7, Move Silently +5,Spot +6</span></p><p><span style="font-family: 'Calibri'">Feats: Cleave, Combat Reflexes</span></p><p><span style="font-family: 'Calibri'">Possessions: </span></p><p><span style="font-family: 'Calibri'">Advancement: 6-10 HD (Large)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Combat</span></p><p><span style="font-family: 'Calibri'">The firedrake attacks its victims with tooth and claw and inflicts horribledamage simply from the heat radiating from its body. When cornered in its ownterritory, the reptile tries to force opponents to fight dangerously close toscalding steam and lava flows, where it clearly has theadvantage.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Living Furnace (Ex): Heat radiates from a firedrake like a blazing forge, andits touch ignites combustible material such as paper, wood and clothes. Also,its claws and bite inflict an additional 2d8 points of heat-related damage witheach successful hit.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Fiery Death (Ex): When it dies, a firedrake releases its heat energy in a finalexplosion that causes 3d8 damage to all victims within 30 feet (Reflex save DC16 for half). Unfortunately, this explosion destroys or renders worthless mostof the ruby-like nodules on its body. Roll 1d8-6 to determine how many remainintact.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Fire Immunity (Ex): The firedrake is immune to fire-based attacks, such as fromflamethrowers, lava, fire and even plasma weapons. Lasers deal halfdamage.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Cold Vulnerability (Ex): The firedrake requires heat to be comfortable, andsuffers double damage from cold based attacks. Also when in environments with atemperature of less than 30 degrees Celsius, the firedrake becomes slow andlethargic, suffering a -20 feet to speed, -2 Dex penalty, and all skills andattacks suffer a -2 penalty. These penalties remain even if returned to awarmer environment. It must rest in a warmer environment for at least 2 hoursbefore the penalties are negated.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">The ruby-like nodules on the back of the firedrake are difficult to collect andare highly valued, gaining a possible PDC equivalent sale price of around PDC25 each or more. It is possible to build a weapon that uses a firedrake nodulein a weapon that deals fire-based energy weapon, such as a laser, which wouldenhance its capabilities, but the Craft DC would be increased by +5.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 6905926, member: 6668634"] [FONT=Calibri]Saurian Boar[/FONT] [FONT=Calibri]A saurian boar is agenetically-modified beast created by an unidentified race of extraterrestrialsthat have been studying the Earth for several decades. The saurian boar’s hideis covered with gray scales and along the spine short plates protrude from theboar’s body. The average saurian boar stands 3 feet high at the shoulder andmeasures roughly 4 feet long. Its formidable, yellowed tusks protrude from itslower jaw and can grow up to 12 inches long. The creature’s legs end in long,terrible claws that it uses to attack others.[/FONT] [FONT=Calibri]Species Traits[/FONT] [FONT=Calibri]The saurian boar hasthe following traits.[/FONT] [FONT=Calibri]Ferocity (Ex): Asuarian boar is so fiercely aggressive in combat that it continues fightingeven when disabled or dying.[/FONT] [FONT=Calibri]Leaping Pounce (Ex):When a saurian boar charges a foe and jumps at least the last 10 feet of it, itmay make a full attack, including two rake attacks.[/FONT] [FONT=Calibri]Rake (Ex): Against acreature with which it grapples, a saurian boar may make two secondary rakeattacks that deal claw damage.[/FONT] [FONT=Calibri]Scent (Ex): Thisability allows a saurian boar to detect approaching enemies, sniff out hiddenfoes, and track by sense of smell.[/FONT] [FONT=Calibri] Saurian Boar CR 4 Medium-size animal; HD 3d8+10; hp 25; Mas 17; Init +0; Spd 40 ft.; Defense 18, touch 10, flatfooted 18 (+8 natural); BAB +2; Grap +4; Atk +4 melee (1d8+3, gore, 1d4 claw); Full Atk +4 melee (1d8+3, gore); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ ferocity, leaping pounce, low-light vision, rake, scent; AL none; SV Fort +6, Ref +3, Will +2; AP 0; Rep +0; Str 15, Dex 10, Con 19, Int 2, Wis 13, Cha 4.[/FONT] [FONT=Calibri]Skills: Jump +8,Listen +7, Spot +5.[/FONT] [FONT=Calibri]Feats: None.[/FONT] [FONT=Calibri]Advancement: 4–5 HD(Medium-size). [/FONT] [HR][/HR] [FONT=Calibri]Burrow-Mawg Burrow-mawgs are despicable little creatures with a severe hankering for flesh.Some people call them land piranhas, for they swarm and consume meat just likethose ravenous fish. These creatures hail from the world of Aloth. In appearance, these fiends resemble a blend between a badger and a large bat.They are covered in a layer of dark red-brown fur with four long, black clawsat the end of each powerful limb. The claws are easily as long as a man'sfinger, and are meant for two purposes: burrowing through earth and rendingflesh. They have two large blood-red eyes that enable extrordinary nightvision, mucous-dripping upturned snouts that hone in on living flesh from halfa league away, and pointed, bat-like ears that detect slight noises acrossgreat distances. Their most frightening feature by far, however is their strong, prodigious mawsfilled with dozens of sharp, serrated fangs-perhaps this is the source of thename "mawg." Burrow-mawg Type: Animal Size: Tiny CR: 1 Hit Points: 1d10+2 (7 hp) Mas: Init: +4 (+4 Dex) Speed: 30 ft, burrow 10 ft Defense: 16 (+2 size, +4 Dex) BAB/Grp: 0/-4 FS/Reach: 2 1/2 ft /0 ft Attacks: Bite +6 melee (1d6 -1, 18-20x3), 2 claws +1 melee (1d4-1) Special Attacks: Rage Special Qualities: Scent, light blindness, keen teeth Allegiances: Saves: Fort +4, Reflex +6, Will +1 Reputation: Abilities: Str 8, Dex 18, Con 15, Int 4, Wis 12, Cha 6 Skills: Listen +9*, Spot +9* Feats: Weapon Finesse (bite), Weapon Finesse (claw) Organization: Pack (10-20) or mob (20-40) Possessions: Advancement: 2-3 HD (Tiny) Combat Burrow-mawgs attack immediately at the first scent of food if it appears thatthey have sufficient numbers to bring down their prey. Rage (Ex): As soon as a burrow-mawg pack smells prey, it flies into a berserkrage. Individual mawgs gain +4 Str, +4 Con, and -2 AC. If half the pack is killedduring combat, then each creature may make a Will save (DC 15) to end its rageand flee. Any creature that remains enraged fights until either it or itsopponents are dead. Light Blindness (Ex): Abrupt exposure to bright light blinds burrow-mawgs for 1round. They also suffer a -1 circumstance penalty to all attack rolls, savesand skill checks while operating in bright light. Keen Teeth: The teeth of the burrow-mawg are incredibly sharp and rend horriblycuts. Skills: *Burrow-mawgs receive a +4 racial bonus to Spot and Listen checks. TheSpot bonus only applies under low-light or darkerconditions. Burrow-mawg adrenal glands can be harvested and used in strength boostingsubstances, such as Boost. When used as an additive, the bonuses are doubled,and the penalties, if any, are increased by 50%, and duration increased byhalf. This raises the cost of the item by +3 PDC. [/FONT] [HR][/HR] [FONT=Calibri]MentiscaptorWhipspider Ranging from 2 to 4 feet high and roughly the same size round, thesespider-like creatures were originally mistaken by explorers for some kind ofgreat whipsiders, akin to those found on Earth. Yet the "mentiscaptors,"as they are now most often called, are far from related to their Earth-boundkin. Their rear four legs are used to support their callous, orb-shaped bodies,while the front four are used in striking their prey. Both forelegs and rearlegs are from 2 to 3 feet long, with chitinous plates to protect them, muchlike their body. The front legs have 6-inch spearlike claws used to pierce their prey. Mentiscaptors have an array of milky black eyes, which they use to watchintently for prey. These pack-hunters roam only at night, typically in groupsof 3 to 8, and are gifted with two notably evolutionary talents: the ability todistort their location, which makes them more difficult to strike them, and astrange power to paralyze their victims, making it easier to capture theirprey. Mentiscaptors can be found on many worlds, and are considered dangerous pestsand are exterminated when found. They seem to find ways to stowaway on ships,travelling from world to world, laying eggs and spreading their population.Their world of origin is lost to history, as many planets have hugepopulations, only kept in check by even larger predators, or exterminationsweeps by military groups. Mentiscaptor Type: vermin Size: small CR: 4 Hit Points: 4d8 (18) Mas: 11 Init: +4 (+4 Dex) Speed: 30 ft, climb 20 ft Defense: 19 (+1 size, +4 Dex, +4 natural) BAB/Grp: +2/-2 FS/Reach: 5 ft / 5 ft Attacks: Full atk +9 melee 4 claws (1d4-2 claw), +4 melee bite(1d3-2) Special Attacks: Mind Freeze Special Qualities: Blur, fear of light, collective, blindsight 30ft Allegiances: none Saves: Fort +4, Reflex +5, Will +1 Reputation: +0 Abilities: Str 6, Dex 18, Con 11, Int 2, Wis 11, Cha 5 Skills: Climb +8, Hide +10, Jump +4, Listen +12, Move Silently +10, Search +6,Spot +10 Feats: Weapon Finesse (claws, bite) Possessions: none Advancement: 5-8 HD (small) Species Traits Mind Freeze (Ex): When two or more mentiscaptors flank a target, they emit atype of sonic field, while inaudible to most species, causes a creature tofreeze in place. This requires a full-round action from both mentiscaptors, soone or the other must delay or ready an action to use this attacksimultaneously. When the attack occurs, the target makes a Will saving throw(DC 14). If the target fails the save, he/she is held in place for 2 rounds. Aheld creature is aware and breathes normally, but can not take any physicalactions, including talking. A winged creature that is held cannot flap itswings and may fall. This is a sonic effect, but even creatures without normalhearing are affected, but gain a +2 to their saves. Blur (Su/Ex): A light-warping effect continually surrounds a mentiscaptor,making it difficult to discern the creature's true location. Any melee orranged attack directed at it, including spells or other powers that require atouch attack, has a 50% miss chance unless the attacker can locate the beast bysome means other than sight. Fear of Light (Ex): The mentiscaptor is frightened by sunlight. Any time it isexposed to sunlight or a sudden bright light, it must make a Will save (DC 20)or flee as quickly as it can. If unable to flee, the creature is shaken (-2penalty on attack rolls, saving throws, and skill checks) for the remainder ofthe encounter or until the light source is removed. On a successful save, thecreature overcomes the fear and can approach the source or otherwise actwithout penalty. Collective (Ex): All mentiscaptors within 1 mile of one another are in constantcommunication. If one is aware of a particular danger, they all are. If one inthe group is not flat-footed, none of them are. No mentiscaptor in a group isconsidered flanked unless all of them are. Skill Bonuses: Mentiscaptors receive a +4 species bonus on Hide and MoveSilently checks, a +6 species bonus on Jump checks, and a +8 species bonus onListen, Search, and Spot checks. If their blindsight is negated, they lose theListen, Search and Spot bonuses. Bonus Feat: Mentiscaptors gain the bonus feat Weapon Finesse (claws). [/FONT] [HR][/HR] [FONT=Calibri]Banded Howler[/FONT] [FONT=Calibri]Type:Animal Size: Large CR: 3 Hit Points: 4d8 Mas: Init: +8 (+4 Dex, +4 Improved Initiative) Speed: 50 ft Defense: 16 (-1 size, +4 Dex, +3 natural) BAB/Grp: +3/+7 FS/Reach: 5 ft by 10 ft / 5 ft Attacks: +10 melee Bite (1d8+10) Special Attacks: Echoing Howl Special Qualities: Scent Allegiances: Saves: Fort +7, Reflex +8, Will +1 Reputation: Abilities: Str 24, Dex 18, Con 16, Int 2, Wis 10, Cha 6 Skills: Intuit Direction +4, Listen +8, Spot +4, Sense Motive +2 Feats: Improved Initiative Possessions: Advancement: 5-8 HD (Large) Banded howlers resemble large wolves with glowing, yellowish green eyes andhave deep banana yellow fur with bold, dark brown, banded stripes. Thesecreatures use a combination ofinitiative, aggressiveness, and cunning to overpower their prey and opponents. [/FONT] [FONT=Calibri]When that fails,they use their eerie, reverberating howl to leave the normally intelligentbabbling, trembling, and lying curled up in a fetal position. It is the beliefof many that banded howlers are the walking essence of dark, evil insanity. Thetruth is, banded howlers aren’t really evil by nature, and the issue ofinsanity is debatable.[/FONT] [FONT=Calibri]Adult howlers can betrained, with a great degree of determination and wax earplugs, but thedomestication of the pups is much easier. Banded howler pups have a constantbark and yelp that reverberates much like the echoing howl of the adults butthe noise does not take on its supernatural ability to send fear through theintelligent until the beast matures to an adult. Once the pups have matured,they tend to reserve this special noise for combat purposes only. The typicalbark of an adult banded howler more or less resembles that of a wolf.[/FONT] [FONT=Calibri]Banded howlers areprized for both its unique ability as well as its use as a riding mount. Oftenthey are sent ahead of the army with a sole rider who’s either particularlydaft in the head or has adequate ear protection. Banded howlers are carnivorousand eat much of the same thing dogs and wolves eat.[/FONT] [FONT=Calibri]Banded howlerfemales can have one litter a year, a full eight months of pregnancy from timeof conception until birth. A litter normally yields one to four (1d4) pups.Banded howler pups reach full maturity at three years of age and usually reachan age between thirty to forty-one years (Max Age: 30 +1d10).[/FONT] [FONT=Calibri]Carrying Capacity: Alight load for a banded howler is up to 699 lbs; a medium load is 700 to 1398lbs; and a heavy load is 1399 to 2100 lbs. A banded howler can drag 10500 lbs.An exotic saddle is required to ride a banded howler. Banded howlers are found on a world full of forests and grasslands. The nativesused the banded howlers as riding mounts and as guard animals. Colonistsdiscovered the usefulness of the banded howlers after the natives attackedthem. After peace was achieved after years of fighting, the colonists havemanaged to domesticate banded howlers and export them for sale to interestedparties. [/FONT] [FONT=Calibri]Combat[/FONT] [FONT=Calibri]The banded howler isa cunning creature, preferring to use its initiative to rush into an area,howl, and then start picking off the weakest of the affected targets.[/FONT] [FONT=Calibri]Echoing Howl (Su):Instead of choosing to bite, the banded howler can raise its head and beltforth a reverberating howl. So unsettling is this sound that those within 30 ftwith an Intelligence score of 9 or higher and can hear the howl must succeedwith a Will save (DC 14) or be paralyzed with a gibbering, mad fear for 2 to 5(1d4+1) rounds or until the banded howler or another creature or individualattacks them. Whether or not the save is successful, the target opponentscannot be affected again by the echoing howl of the banded howler for one fullday. [/FONT] [HR][/HR] [FONT=Calibri]BerserkerWasp Berserk wasps are four-inch long insects with red bodies and double sets ofshiny black wings. When enraged, their wings produce a deep, raspy buzzing,which in swarms of a hundred or more produces a bone-shaking drone that panicseven well-trained beasts. Berserker wasps are a hardy, adaptive breed of insect that does not buildnests, but rather attacks and paralyzes large animals, using them as livinghosts for their eggs and as nourishment for the hatchlings when they emerge.The wasps are dormant in the winter, emerging from burrows in the ground duringthe second week of spring. Queens then take to the air, attracting as manymales as possible, and proceed to travel through the forests and grasslands,looking for a place to lay their eggs. Scouts range up to a mile ahead of theswarm, seeking out possible victims. Berserker wasps are drawn exclusively tothe scent of blood, and their sensitive olfactory bulbs can sense a woundedperson or animal up to a league away. When a victim is found, the swarmenvelops it, stinging it hundreds of times until the insects' paralyzing poisontakes effect. Then the queen and her males burrow into the still-living bodyand make their nest, laying eggs and feeding on the victim's tissues until theyoung hatch, up to a week later. After another week, the young have developedwings and the swarm moves on, leaving little more than a skeleton to mark theirpassing. Berserker Wasp Type: Vermin (Swarm) Size: Diminutive CR: 5 Hit Points: 10d8-20 (25 hp) (swarm) Mas: Init: +1 (+1 Dex) Speed: Fly 60 ft Defense: 15 (+4 size, +1 Dex) BAB/Grp: +1/-8 FS/Reach: 5 ft by 5 ft / 0 ft Attacks: Sting +9 melee 1d10 plus poison Special Attacks: Distraction, Drone, Poison sting Special Qualities: Vulnerable to cold, vermin traits Allegiances: Saves: Fort +0, Reflex +2, Will -1 Reputation: Abilities: Str 1, Dex 13, Con 6, Int 1, Wis 8, Cha 2 Skills: None Feats: Combat Reflexes, Track Possessions: Advancement: 11-14 HD (swarm) Combat Berserker wasps depend on speed and sheer numbers to bring down their prey,summoned by pheromones broadcast from their wide-ranging scouts and raring downupon victims seemingly out of nowhere. Drone: If the swarm takes any damage, the berserker swarm becomes high agitatedand their wings begin to emit a deep, raspy buzzing, causing animals and peopleto panic. Creatures within 50 feet of the swarm must make a Will Save DC 14 orbe panicked for 1d4 rounds. This is a sonic based attack. Distraction (Ex): Any living creature that begins its turn with a berserkerwasp swarm in its space must succeed on a DC 13 Fortitude save or be nauseatedfor 1 round. Poison Sting (Ex): Berserker wasps inject a powerful paralytic poison with eachsting. Every time a victim is successfully stung, he must succeed at aFortitude save (DC 17) or suffer 2 points of Dexterity ability damage per sting.This loss is temporary. Vulnerable to Cold (Ex): Berserker wasps take double damage from cold-basedattacks. [/FONT] [HR][/HR] [FONT=Calibri]Firedrake The firedrake is a large lizard that's found on a thermal world, near sourcesof geothermal heat such as geysers, dormant volcanoes and subterranean lavaflows. The skin of a firedrake is knobby and black, like newly-forged iron,with numerous small, oval nodules running along its back that glow like rubieswhen exposed to firelight. Firedrakes are fierce and aggressive, staking out a territory that suppliesthem with a ready source of heat and attacking any who violate their domain. Occasionally, when a volcano becomes active and begins spewing lava, there arereports of firedrakes following flows and attacking anything in their path,apparently driven into a murderous frenzy by the volcano's activity. The crystalline nodules on a firedrake's back are very rare and highly prizedas forms of jewelry, and some weapon designers are experimenting with using thenodules in weapons such as lasers. Some people have managed to domesticate some firedrakes to use as guard animalson warm planets, such as desert or other thermal planets. Although firedrakescan survive on planets that aren't really warm, they become lethargic and slowwhen the average temperature is below 30 degrees Celsius. Firedrake Type: animal Size: Large CR: 5 Hit Points: 8d10+48 (81 hp) Mas: 22 Init: +3 (+3 Dex) Speed: 90 ft Defense: 16 (-1 size, +3 Dex, +4 natural) BAB/Grp: +6/+10 FS/Reach: 5 ft by 10 ft / 5 ft Attacks: Bite +9 melee (1d10+3) and two claws +4 melee (1d6+3) Special Attacks: Living furnace, fiery death Special Qualities: fire immunity, cold vulnerability Allegiances: Saves: Fort +12, Reflex +9, Will +0 Reputation: Abilities: Str 16, Dex 17, Con 22, Int 2, Wis 7, Cha 6 Skills: Balance +6, Climb +4, Hide +6, Jump +5, Listen +7, Move Silently +5,Spot +6 Feats: Cleave, Combat Reflexes Possessions: Advancement: 6-10 HD (Large) Combat The firedrake attacks its victims with tooth and claw and inflicts horribledamage simply from the heat radiating from its body. When cornered in its ownterritory, the reptile tries to force opponents to fight dangerously close toscalding steam and lava flows, where it clearly has theadvantage. Living Furnace (Ex): Heat radiates from a firedrake like a blazing forge, andits touch ignites combustible material such as paper, wood and clothes. Also,its claws and bite inflict an additional 2d8 points of heat-related damage witheach successful hit. Fiery Death (Ex): When it dies, a firedrake releases its heat energy in a finalexplosion that causes 3d8 damage to all victims within 30 feet (Reflex save DC16 for half). Unfortunately, this explosion destroys or renders worthless mostof the ruby-like nodules on its body. Roll 1d8-6 to determine how many remainintact. Fire Immunity (Ex): The firedrake is immune to fire-based attacks, such as fromflamethrowers, lava, fire and even plasma weapons. Lasers deal halfdamage. Cold Vulnerability (Ex): The firedrake requires heat to be comfortable, andsuffers double damage from cold based attacks. Also when in environments with atemperature of less than 30 degrees Celsius, the firedrake becomes slow andlethargic, suffering a -20 feet to speed, -2 Dex penalty, and all skills andattacks suffer a -2 penalty. These penalties remain even if returned to awarmer environment. It must rest in a warmer environment for at least 2 hoursbefore the penalties are negated. The ruby-like nodules on the back of the firedrake are difficult to collect andare highly valued, gaining a possible PDC equivalent sale price of around PDC25 each or more. It is possible to build a weapon that uses a firedrake nodulein a weapon that deals fire-based energy weapon, such as a laser, which wouldenhance its capabilities, but the Craft DC would be increased by +5.[/FONT] [/QUOTE]
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