I'm running a group through the Heart of Nightfang Spire. Here's a conversion of the Mooncalf (new critter in the module). For those that have HoNS, what do you think?
I'm posting two versions: CR12 and a CR10.
Mooncalf (CR 12)
Large Magical Beast
Hit Dice: 18d10+90 (189 hp)
Initiative: +7
Speed: 40 ft. (8 squares), fly 150 ft. (poor)
AC: 25 (–1 size, +3 Dex, +13 natural)
Base Attack/Grapple: +18/+26
Attack: Tentacle +21 (2d6+4)
Full Attack: 2 tentacles +21 melee (2d6+4) and 6 arms +16 melee (1d6+2) and 1 bite +16 melee (4d4+2)
Face/Reach: 10 ft./10 ft. (30 ft. with tentacle)
Special Attacks: Constrict 2d6+4, improved grab
Special Qualities: Blindsight, damage reduction 10/magic, keen senses, spell-like abilities
Saves: Fort +16, Ref +14, Will +13
Abilities: Str 18, Dex 16, Con 20, Int 21, Wis 20, Cha 10
Skills: Bluff +12, Concentration +26, Hide +20, Intimidate +14, Knowledge (arcana) +10, Knowledge (history) +10, Listen +28, Move Silently +24, Sense Motive +13, Spot +28
Feats: Alertness, Blind-Fight, Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will
Environment: Any hills or mountains
Organization: Solitary
Challenge Rating: 12
Treasure: Double standard
Alignment: Always neutral evil
Advancement: 19–27 HD (Huge); 28–60 HD (Colossal)
Mooncalves are otherworldly monstrosities rumored to have flown down from the dark side of the moon.
When mooncalves deign to “come to ground,” they never venture farther down than mountain tops, the tips of tall hills, and generally lonely, desolate places.
A mooncalf combines elements of an immense cephalopod with the wings of a bat. It has six short tentacles and two long tentacles (30 feet). Its beaklike mouth is located where the tentacles meet.
Mooncalves do not speak, but can communicate telepathically with other creatures within a 100-foot radius.
Combat
Mooncalves fly high above their targets, striking at foes from a distance. Mooncalves grab and crush with their tentacles, or drag victims into their slavering beak, or command the elements to electrocute a victim.
An opponent can attack a mooncalf’s long tentacles with a sunder attempt as if they were weapons. A mooncalf’s long tentacles have 20 hit points each. If a mooncalf is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a mooncalf’s tentacles deals 10 points of damage to the creature. If both tentacles are severed, the mooncalf may no longer use either its improved grab or constrict special attacks. The creature regrows severed limbs in 1d4 days.
Blindsight (Ex): A mooncalf can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 100 feet.
Constrict (Ex): A mooncalf deals automatic 2d6+4 damage with a successful grapple check against Large or smaller creatures. It can make a bite attack against grappled foes as well.
Improved Grab (Ex): To use this ability, the mooncalf must hit an opponent of up to Large size with a long tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It if wins the grapple check, it establishes a hold and can constrict.
Keen Senses (Ex): A mooncalf sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 150 feet.
Spell-Like Abilities: 1/day—call lightning (DC 18), control weather, control winds (DC 20), dominate animal (DC 18), greater magic fang, quench (DC 18), protection from energy (DC 18), and resist energy (DC 17). Caster Level 9th. The save DCs are Wisdom-based.
Mooncalf (CR 10)
Large Magical Beast
Hit Dice: 14d10+70 (147 hp)
Initiative: +7
Speed: 40 ft. (8 squares), fly 150 ft. (poor)
AC: 25 (–1 size, +3 Dex, +13 natural)
Base Attack/Grapple: +14/+22
Attack: Tentacle +17 (2d6+4)
Full Attack: 2 tentacles +17 melee (2d6+4) and 6 arms +12 melee (1d6+2) and 1 bite +12 melee (4d4+2)
Face/Reach: 10 ft./10 ft. (30 ft. with tentacle)
Special Attacks: Constrict 2d6+4, improved grab
Special Qualities: Blindsight, damage reduction 10/magic, keen senses, spell-like abilities
Saves: Fort +14, Ref +12, Will +10
Abilities: Str 18, Dex 16, Con 20, Int 17, Wis 18, Cha 10
Skills: Bluff +12, Concentration +22, Hide +16, Knowledge (arcana) +10, Knowledge (history) +10, Listen +23, Move Silently +20, Sense Motive +12, Spot +23
Feats: Alertness, Blind Fight, Combat Expertise, Improved Initiative, Iron Will
Environment: Any hills or mountains
Organization: Solitary
Challenge Rating: 12
Treasure: Double standard
Alignment: Always neutral evil
Advancement: 15-18 (Large), 19–27 HD (Huge); 28–60 HD (Colossal)
Mooncalves are otherworldly monstrosities rumored to have flown down from the dark side of the moon.
When mooncalves deign to “come to ground,” they never venture farther down than mountain tops, the tips of tall hills, and generally lonely, desolate places.
A mooncalf combines elements of an immense cephalopod with the wings of a bat. It has six short tentacles and two long tentacles (30 feet). Its beaklike mouth is located where the tentacles meet.
Mooncalves do not speak, but can communicate telepathically with other creatures within a 100-foot radius.
Combat
Mooncalves fly high above their targets, striking at foes from a distance. Mooncalves grab and crush with their tentacles, or drag victims into their slavering beak, or command the elements to electrocute a victim.
An opponent can attack a mooncalf’s long tentacles with a sunder attempt as if they were weapons. A mooncalf’s long tentacles have 20 hit points each. If a mooncalf is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a mooncalf’s tentacles deals 10 points of damage to the creature. If both tentacles are severed, the mooncalf may no longer use either its improved grab or constrict special attacks. The creature regrows severed limbs in 1d4 days.
Blindsight (Ex): A mooncalf can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 100 feet.
Constrict (Ex): A mooncalf deals automatic 2d6+4 damage with a successful grapple check against Large or smaller creatures. It can make a bite attack against grappled foes as well.
Improved Grab (Ex): To use this ability, the mooncalf must hit an opponent of up to Large size with a long tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It if wins the grapple check, it establishes a hold and can constrict.
Keen Senses (Ex): A mooncalf sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 150 feet.
Spell-Like Abilities: 1/day—call lightning (DC 17), control weather, control winds (DC 19), dominate animal (DC 17), greater magic fang, quench (DC 17), protection from energy (DC 17), and resist energy (DC 16). Caster Level 7th. The save DCs are Wisdom-based.
I'm posting two versions: CR12 and a CR10.
Mooncalf (CR 12)
Large Magical Beast
Hit Dice: 18d10+90 (189 hp)
Initiative: +7
Speed: 40 ft. (8 squares), fly 150 ft. (poor)
AC: 25 (–1 size, +3 Dex, +13 natural)
Base Attack/Grapple: +18/+26
Attack: Tentacle +21 (2d6+4)
Full Attack: 2 tentacles +21 melee (2d6+4) and 6 arms +16 melee (1d6+2) and 1 bite +16 melee (4d4+2)
Face/Reach: 10 ft./10 ft. (30 ft. with tentacle)
Special Attacks: Constrict 2d6+4, improved grab
Special Qualities: Blindsight, damage reduction 10/magic, keen senses, spell-like abilities
Saves: Fort +16, Ref +14, Will +13
Abilities: Str 18, Dex 16, Con 20, Int 21, Wis 20, Cha 10
Skills: Bluff +12, Concentration +26, Hide +20, Intimidate +14, Knowledge (arcana) +10, Knowledge (history) +10, Listen +28, Move Silently +24, Sense Motive +13, Spot +28
Feats: Alertness, Blind-Fight, Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will
Environment: Any hills or mountains
Organization: Solitary
Challenge Rating: 12
Treasure: Double standard
Alignment: Always neutral evil
Advancement: 19–27 HD (Huge); 28–60 HD (Colossal)
Mooncalves are otherworldly monstrosities rumored to have flown down from the dark side of the moon.
When mooncalves deign to “come to ground,” they never venture farther down than mountain tops, the tips of tall hills, and generally lonely, desolate places.
A mooncalf combines elements of an immense cephalopod with the wings of a bat. It has six short tentacles and two long tentacles (30 feet). Its beaklike mouth is located where the tentacles meet.
Mooncalves do not speak, but can communicate telepathically with other creatures within a 100-foot radius.
Combat
Mooncalves fly high above their targets, striking at foes from a distance. Mooncalves grab and crush with their tentacles, or drag victims into their slavering beak, or command the elements to electrocute a victim.
An opponent can attack a mooncalf’s long tentacles with a sunder attempt as if they were weapons. A mooncalf’s long tentacles have 20 hit points each. If a mooncalf is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a mooncalf’s tentacles deals 10 points of damage to the creature. If both tentacles are severed, the mooncalf may no longer use either its improved grab or constrict special attacks. The creature regrows severed limbs in 1d4 days.
Blindsight (Ex): A mooncalf can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 100 feet.
Constrict (Ex): A mooncalf deals automatic 2d6+4 damage with a successful grapple check against Large or smaller creatures. It can make a bite attack against grappled foes as well.
Improved Grab (Ex): To use this ability, the mooncalf must hit an opponent of up to Large size with a long tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It if wins the grapple check, it establishes a hold and can constrict.
Keen Senses (Ex): A mooncalf sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 150 feet.
Spell-Like Abilities: 1/day—call lightning (DC 18), control weather, control winds (DC 20), dominate animal (DC 18), greater magic fang, quench (DC 18), protection from energy (DC 18), and resist energy (DC 17). Caster Level 9th. The save DCs are Wisdom-based.
Mooncalf (CR 10)
Large Magical Beast
Hit Dice: 14d10+70 (147 hp)
Initiative: +7
Speed: 40 ft. (8 squares), fly 150 ft. (poor)
AC: 25 (–1 size, +3 Dex, +13 natural)
Base Attack/Grapple: +14/+22
Attack: Tentacle +17 (2d6+4)
Full Attack: 2 tentacles +17 melee (2d6+4) and 6 arms +12 melee (1d6+2) and 1 bite +12 melee (4d4+2)
Face/Reach: 10 ft./10 ft. (30 ft. with tentacle)
Special Attacks: Constrict 2d6+4, improved grab
Special Qualities: Blindsight, damage reduction 10/magic, keen senses, spell-like abilities
Saves: Fort +14, Ref +12, Will +10
Abilities: Str 18, Dex 16, Con 20, Int 17, Wis 18, Cha 10
Skills: Bluff +12, Concentration +22, Hide +16, Knowledge (arcana) +10, Knowledge (history) +10, Listen +23, Move Silently +20, Sense Motive +12, Spot +23
Feats: Alertness, Blind Fight, Combat Expertise, Improved Initiative, Iron Will
Environment: Any hills or mountains
Organization: Solitary
Challenge Rating: 12
Treasure: Double standard
Alignment: Always neutral evil
Advancement: 15-18 (Large), 19–27 HD (Huge); 28–60 HD (Colossal)
Mooncalves are otherworldly monstrosities rumored to have flown down from the dark side of the moon.
When mooncalves deign to “come to ground,” they never venture farther down than mountain tops, the tips of tall hills, and generally lonely, desolate places.
A mooncalf combines elements of an immense cephalopod with the wings of a bat. It has six short tentacles and two long tentacles (30 feet). Its beaklike mouth is located where the tentacles meet.
Mooncalves do not speak, but can communicate telepathically with other creatures within a 100-foot radius.
Combat
Mooncalves fly high above their targets, striking at foes from a distance. Mooncalves grab and crush with their tentacles, or drag victims into their slavering beak, or command the elements to electrocute a victim.
An opponent can attack a mooncalf’s long tentacles with a sunder attempt as if they were weapons. A mooncalf’s long tentacles have 20 hit points each. If a mooncalf is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a mooncalf’s tentacles deals 10 points of damage to the creature. If both tentacles are severed, the mooncalf may no longer use either its improved grab or constrict special attacks. The creature regrows severed limbs in 1d4 days.
Blindsight (Ex): A mooncalf can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 100 feet.
Constrict (Ex): A mooncalf deals automatic 2d6+4 damage with a successful grapple check against Large or smaller creatures. It can make a bite attack against grappled foes as well.
Improved Grab (Ex): To use this ability, the mooncalf must hit an opponent of up to Large size with a long tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It if wins the grapple check, it establishes a hold and can constrict.
Keen Senses (Ex): A mooncalf sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 150 feet.
Spell-Like Abilities: 1/day—call lightning (DC 17), control weather, control winds (DC 19), dominate animal (DC 17), greater magic fang, quench (DC 17), protection from energy (DC 17), and resist energy (DC 16). Caster Level 7th. The save DCs are Wisdom-based.
Last edited: