Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Mooncalf
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="tmaaas" data-source="post: 1519653" data-attributes="member: 6481"><p>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?</p><p></p><p>I'm posting two versions: CR12 and a CR10.</p><p></p><p><strong>Mooncalf</strong> (CR 12)</p><p><strong>Large Magical Beast</strong></p><p><strong>Hit Dice:</strong> 18d10+90 (189 hp)</p><p><strong>Initiative:</strong> +7</p><p><strong>Speed:</strong> 40 ft. (8 squares), fly 150 ft. (poor)</p><p><strong>AC:</strong> 25 (–1 size, +3 Dex, +13 natural)</p><p><strong>Base Attack/Grapple:</strong> +18/+26</p><p><strong>Attack:</strong> Tentacle +21 (2d6+4)</p><p><strong>Full Attack:</strong> 2 tentacles +21 melee (2d6+4) and 6 arms +16 melee (1d6+2) and 1 bite +16 melee (4d4+2)</p><p><strong>Face/Reach:</strong> 10 ft./10 ft. (30 ft. with tentacle)</p><p><strong>Special Attacks:</strong> Constrict 2d6+4, improved grab</p><p><strong>Special Qualities:</strong> Blindsight, damage reduction 10/magic, keen senses, spell-like abilities</p><p><strong>Saves:</strong> Fort +16, Ref +14, Will +13</p><p><strong>Abilities:</strong> Str 18, Dex 16, Con 20, Int 21, Wis 20, Cha 10</p><p><strong>Skills:</strong> Bluff +12, Concentration +26, Hide +20, Intimidate +14, Knowledge (arcana) +10, Knowledge (history) +10, Listen +28, Move Silently +24, Sense Motive +13, Spot +28</p><p><strong>Feats:</strong> Alertness, Blind-Fight, Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will</p><p></p><p><strong>Environment:</strong> Any hills or mountains</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 12</p><p><strong>Treasure:</strong> Double standard</p><p><strong>Alignment:</strong> Always neutral evil</p><p><strong>Advancement:</strong> 19–27 HD (Huge); 28–60 HD (Colossal)</p><p></p><p>Mooncalves are otherworldly monstrosities rumored to have flown down from the dark side of the moon.</p><p> 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.</p><p> 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.</p><p> Mooncalves do not speak, but can communicate telepathically with other creatures within a 100-foot radius.</p><p></p><p><strong>Combat</strong></p><p>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.</p><p> 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.</p><p></p><p><strong>Blindsight (Ex):</strong> 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.</p><p><strong>Constrict (Ex):</strong> 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. </p><p><strong>Improved Grab (Ex):</strong> 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.</p><p><strong>Keen Senses (Ex):</strong> 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.</p><p><strong>Spell-Like Abilities:</strong> 1/day—<em>call lightning</em> (DC 18), <em>control weather</em>, <em>control winds</em> (DC 20), <em>dominate animal</em> (DC 18), <em>greater magic fang</em>, <em>quench</em> (DC 18), <em>protection from energy</em> (DC 18), and <em>resist energy</em> (DC 17). Caster Level 9th. The save DCs are Wisdom-based. </p><p></p><p></p><p><strong>Mooncalf</strong> (CR 10)</p><p><strong>Large Magical Beast</strong></p><p><strong>Hit Dice:</strong> 14d10+70 (147 hp)</p><p><strong>Initiative:</strong> +7</p><p><strong>Speed:</strong> 40 ft. (8 squares), fly 150 ft. (poor)</p><p><strong>AC:</strong> 25 (–1 size, +3 Dex, +13 natural)</p><p><strong>Base Attack/Grapple:</strong> +14/+22</p><p><strong>Attack:</strong> Tentacle +17 (2d6+4)</p><p><strong>Full Attack:</strong> 2 tentacles +17 melee (2d6+4) and 6 arms +12 melee (1d6+2) and 1 bite +12 melee (4d4+2)</p><p><strong>Face/Reach:</strong> 10 ft./10 ft. (30 ft. with tentacle)</p><p><strong>Special Attacks:</strong> Constrict 2d6+4, improved grab</p><p><strong>Special Qualities:</strong> Blindsight, damage reduction 10/magic, keen senses, spell-like abilities</p><p><strong>Saves:</strong> Fort +14, Ref +12, Will +10</p><p><strong>Abilities:</strong> Str 18, Dex 16, Con 20, Int 17, Wis 18, Cha 10</p><p><strong>Skills:</strong> Bluff +12, Concentration +22, Hide +16, Knowledge (arcana) +10, Knowledge (history) +10, Listen +23, Move Silently +20, Sense Motive +12, Spot +23</p><p><strong>Feats:</strong> Alertness, Blind Fight, Combat Expertise, Improved Initiative, Iron Will</p><p></p><p><strong>Environment:</strong> Any hills or mountains</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 12</p><p><strong>Treasure:</strong> Double standard</p><p><strong>Alignment:</strong> Always neutral evil</p><p><strong>Advancement:</strong> 15-18 (Large), 19–27 HD (Huge); 28–60 HD (Colossal)</p><p></p><p>Mooncalves are otherworldly monstrosities rumored to have flown down from the dark side of the moon.</p><p> 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.</p><p> 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.</p><p> Mooncalves do not speak, but can communicate telepathically with other creatures within a 100-foot radius.</p><p></p><p><strong>Combat</strong></p><p>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.</p><p> 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.</p><p></p><p><strong>Blindsight (Ex):</strong> 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.</p><p><strong>Constrict (Ex):</strong> 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. </p><p><strong>Improved Grab (Ex):</strong> 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.</p><p>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.</p><p><strong>Spell-Like Abilities:</strong> 1/day—<em>call lightning</em> (DC 17), <em>control weather</em>, <em>control winds</em> (DC 19), <em>dominate animal</em> (DC 17), <em>greater magic fang</em>, <em>quench</em> (DC 17), <em>protection from energy</em> (DC 17), and <em>resist energy</em> (DC 16). Caster Level 7th. The save DCs are Wisdom-based.</p></blockquote><p></p>
[QUOTE="tmaaas, post: 1519653, member: 6481"] 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. [B]Mooncalf[/B] (CR 12) [B]Large Magical Beast[/B] [B]Hit Dice:[/B] 18d10+90 (189 hp) [B]Initiative:[/B] +7 [B]Speed:[/B] 40 ft. (8 squares), fly 150 ft. (poor) [B]AC:[/B] 25 (–1 size, +3 Dex, +13 natural) [B]Base Attack/Grapple:[/B] +18/+26 [B]Attack:[/B] Tentacle +21 (2d6+4) [B]Full Attack:[/B] 2 tentacles +21 melee (2d6+4) and 6 arms +16 melee (1d6+2) and 1 bite +16 melee (4d4+2) [B]Face/Reach:[/B] 10 ft./10 ft. (30 ft. with tentacle) [B]Special Attacks:[/B] Constrict 2d6+4, improved grab [B]Special Qualities:[/B] Blindsight, damage reduction 10/magic, keen senses, spell-like abilities [B]Saves:[/B] Fort +16, Ref +14, Will +13 [B]Abilities:[/B] Str 18, Dex 16, Con 20, Int 21, Wis 20, Cha 10 [B]Skills:[/B] Bluff +12, Concentration +26, Hide +20, Intimidate +14, Knowledge (arcana) +10, Knowledge (history) +10, Listen +28, Move Silently +24, Sense Motive +13, Spot +28 [B]Feats:[/B] Alertness, Blind-Fight, Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will [B]Environment:[/B] Any hills or mountains [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 12 [B]Treasure:[/B] Double standard [B]Alignment:[/B] Always neutral evil [B]Advancement:[/B] 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. [B]Combat[/B] 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. [B]Blindsight (Ex):[/B] 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. [B]Constrict (Ex):[/B] 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. [B]Improved Grab (Ex):[/B] 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. [B]Keen Senses (Ex):[/B] 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. [B]Spell-Like Abilities:[/B] 1/day—[I]call lightning[/I] (DC 18), [I]control weather[/I], [I]control winds[/I] (DC 20), [I]dominate animal[/I] (DC 18), [I]greater magic fang[/I], [I]quench[/I] (DC 18), [I]protection from energy[/I] (DC 18), and [I]resist energy[/I] (DC 17). Caster Level 9th. The save DCs are Wisdom-based. [B]Mooncalf[/B] (CR 10) [B]Large Magical Beast[/B] [B]Hit Dice:[/B] 14d10+70 (147 hp) [B]Initiative:[/B] +7 [B]Speed:[/B] 40 ft. (8 squares), fly 150 ft. (poor) [B]AC:[/B] 25 (–1 size, +3 Dex, +13 natural) [B]Base Attack/Grapple:[/B] +14/+22 [B]Attack:[/B] Tentacle +17 (2d6+4) [B]Full Attack:[/B] 2 tentacles +17 melee (2d6+4) and 6 arms +12 melee (1d6+2) and 1 bite +12 melee (4d4+2) [B]Face/Reach:[/B] 10 ft./10 ft. (30 ft. with tentacle) [B]Special Attacks:[/B] Constrict 2d6+4, improved grab [B]Special Qualities:[/B] Blindsight, damage reduction 10/magic, keen senses, spell-like abilities [B]Saves:[/B] Fort +14, Ref +12, Will +10 [B]Abilities:[/B] Str 18, Dex 16, Con 20, Int 17, Wis 18, Cha 10 [B]Skills:[/B] Bluff +12, Concentration +22, Hide +16, Knowledge (arcana) +10, Knowledge (history) +10, Listen +23, Move Silently +20, Sense Motive +12, Spot +23 [B]Feats:[/B] Alertness, Blind Fight, Combat Expertise, Improved Initiative, Iron Will [B]Environment:[/B] Any hills or mountains [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 12 [B]Treasure:[/B] Double standard [B]Alignment:[/B] Always neutral evil [B]Advancement:[/B] 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. [B]Combat[/B] 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. [B]Blindsight (Ex):[/B] 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. [B]Constrict (Ex):[/B] 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. [B]Improved Grab (Ex):[/B] 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. [B]Spell-Like Abilities:[/B] 1/day—[I]call lightning[/I] (DC 17), [I]control weather[/I], [I]control winds[/I] (DC 19), [I]dominate animal[/I] (DC 17), [I]greater magic fang[/I], [I]quench[/I] (DC 17), [I]protection from energy[/I] (DC 17), and [I]resist energy[/I] (DC 16). Caster Level 7th. The save DCs are Wisdom-based. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Mooncalf
Top