My next project (#4)!

Some comments on the LAs:

21#: LA +6 (natural armor, reach, unbalanced ability scores, spell-like abilities)
Somewhat more powerful than the hill giant (LA +4). +5 might be ok as well, but you might want to err on the side of caution.

32#: LA +7 (natural armor, reach, unblanced ability scores, regeneration, scent)
He's basically a troll with a few more hit dice, and the basic troll has an LA of +5. It has a higher natural armor, strength and charisma, but lower dexterity. It shouldn't have more than +5. Maybe even just +4 due to the additional hit dice, but as always, it may be better to err on the side of caution. (ECL 13 or 12, compared to 11 for standard troll)
 

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Knight Otu said:
Some comments on the LAs:


Somewhat more powerful than the hill giant (LA +4). +5 might be ok as well, but you might want to err on the side of caution.
Higher natural armor plus spell-like abilities. LA +6


Knight Otu said:
He's basically a troll with a few more hit dice, and the basic troll has an LA of +5. It has a higher natural armor, strength and charisma, but lower dexterity. It shouldn't have more than +5. Maybe even just +4 due to the additional hit dice, but as always, it may be better to err on the side of caution. (ECL 13 or 12, compared to 11 for standard troll)

Scent increases the LA, as does the higher natural armor. :p
 

Krishnath said:
Scent increases the LA, as does the higher natural armor. :p
Nope, scent doesn't enter the equation, since the base troll already has it. The natural armor is an additional +2, which is partially offset by the lower Dexterity.
 





i think a compromise of +6 would work - increasing from a base troll by a little bit, due to the +2 natural armor and the increase to Str & Cha. it isn't that much greater than a normal troll otherwise (as pointed out, a normal troll has Scent), and has a decrease in Dex. i'm fine with +6 unless you guys would like to continue discussing it.

moving along...

Possible CR issues:

There are a number of critters which may not be in their proper CR range. If they are only off by 1 or maybe 2 (depending) I may leave them as is, but some of these are pretty off.

Could you also check #19, 22, 24, 25, 27, 28, 29, 30, 31, 32, 33, 35, and 36?

#37
Small Magical Beast
Hit Dice: 1d10+2 (7 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/-2
Attack: Bite +3 melee (1d4+1)
Full Attack: Bite +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 17, Con 15, Int 7, Wis 12, Cha 6
Skills: Listen +4, Spot +4, Swim +4, Survival +6
Feats: Track

Environment: Any land
Organization: Solitary or hunting pack (2-5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-5 HD (Small)
Level Adjustment: —

Scholars believe that a legendary wizard, whose name has now fallen into obscurity, first bred DOGs. At one point in his life a gang of half-ore looters plagued him. He hired bounty hunters that used tracking dogs to hunt down the marauders, but the looters proved skilful hunters themselves and ambushed their pursuers. The wizard set about creating a breed of bloodhound that could not only track down its prey but hold it in place until help arrived to deal with the brigands. His work culminated in a species that looked in all respects like an ordinary dog, but which also had spell-like abilities to paralyze the minds of its prey.
DOGs are now highly prized by bounty hunters and formal law enforcement alike, all the more so because they are both expensive to acquire and notoriously difficult to breed. Because of their scarcity, their masters employ them individually. However, packs of two to five have been rumored to exist.

Combat
DOGs are highly disciplined animals, they know what they are supposed to do and they do not waver from it. They engage in melee combat like normal dogs, except that they only inflict subdual damage. Their conditioning prepares them to pursue and subdue, not attack and kill.
Spell-Like Abilities: 3/day—hold person (DC 11); 1/day—hold monster (DC 13). Caster level 5th. The save DCs are Charisma-based.


#38
Small Undead (Incorporeal)
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: 5 ft. (1 square), 60 ft. fly (good) (12 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 deflection), touch 15, flat-footed 12
Base Attack/Grapple: +1/—
Attack: Incorporeal claw +5 melee (1d2 Strength damage)
Full Attack: Incorporeal claw +5 melee (1d2 Strength damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, undead traits
Saves: Fort +1, Ref +4, Will +2
Abilities: Str -, Dex 16, Con —, Int 2, Wis 11, Cha 12
Skills: Hide +10, Listen +5, Spot +5
Feats: Flyby Attack, Weapon Finesse

Environment: Any
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: 3-4 HD (Small)
Level Adjustment: —

BIRDs are undead birds created to serve as familiars and pets. Most are gifts from evil gods or manufactured by necromancers by some well-guarded ritual. They have the general size and shape of regular ravens, but are entirely comprised of shadow. Their eyes glow a dark red and their cries are screeching whispers. They will obey their master, but are willful and sly. They are always looking to feed.

Combat
BIRDs love to attack out of the night sky, dive-bombing the unaware. When indoors, they lie in wait in high, dark corners, always watchful of opportunities. The only way a BIRD can feed is by sapping another creature’s strength.
Strength Damage (Su): Living creatures hit by a BIRD’s incorporeal claw attack must succeed on a DC 12 Fortitude save or take 1d2 points of Strength damage. The save DC is Charisma-based. A creature reduced to 0 Strength in this way dies.


#39
Large Magical Beast
Hit Dice: 5d10 +10 (35 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +5/+12
Attack: Bite +7 melee (1d8+5)
Full Attack: Bite +7 melee (1d8+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Howl, trip
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +7, Ref +5, Will +7
Abilities: Str 17, Dex 14, Con 14, Int 12, Wis 15, Cha 13
Skills: Hide +6, Listen +8, Move Silently +9, Spot +10, Survival +2*
Feats: Alertness, Improved Initiative

Environment: Any forest, hill, plains and mountains
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 4
Treasure: 1/10 coins; 50% goods; 75% items
Alignment: Always neutral good
Advancement: 6-10 HD (Large), 11-15 HD (Huge)
Level Adjustment: -

WOLFs are protectors of nature, defending the land from poachers, despoilers and all who would destroy it. They appear as large, but otherwise normal, wolves with coats ranging from light silver to dark brown. WOLFs ally themselves with druids and rangers or protect the land in packs. They despise all humanoid races, especially goblins, who hunt them for their pelts. Although WOLFs understand both sylvan and common they are unable to speak it.

Combat
WOLFs hunt their prey in typical wolf fashion. They circle their prey, harassing them, not allowing them to rest or sleep. They attack in unison and do not give up the chase until their prey is dead.
Howl (Su): A WOLF can let loose a powerful howl that functions just like the shout spell (DC 14, caster level 5th). A thing can use its howl once every 1d4 rounds. The save DC is Constitution-based.
Trip (Ex): A WOLF that hits with its bite attack can attempt to trip the opponent (+7 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the WOLF.
Skills: A WOLF has a +2 racial bonus on Hide, Listen, Move Silently and Spot checks.
*A WOLF has a +4 racial bonus on Survival checks when tracking by scent.


#40
Large Construct
Hit Dice: 4d10+30 (52 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armour Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +3/+12
Attack: Slam +7 melee (1d8+7)
Full Attack: Slam +7 melee (1d8+7)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: —
Special Qualities: Construct traits, damage reduction 10/slashing, damage reduction 5/piercing, darkvision 60 ft., low-light vision
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 20, Dex 10, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —

Environment: Any
Organization: Solitary (with rider) or accompanied by dwarves
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

A CONSTRUCT is a large humanoid-shaped construct built to hold one Medium humanoid inside (the 'rider'). With no intelligence, CONSTRUCTs are little more than animated conveyances.
First built by dwarven wizards long ago, CONSTRUCTs serve as transportation and protection for elite dwarf spellcasters. The wealthiest dwarven cities and nations field units of CONSTRUCT-equipped cavalry units, but these are rare and never large. Most CONSTRUCTs are built by clerics to demonstrate the might of their faith.
Spirits of ancient dwarves provide the animating force for CONSTRUCTs. The creation process calls a willing ancestor from the outer realms and binds it to the CONSTRUCT's frame. Although they are not undead, the spirits have feint connection to the material plane, making the constructs more tractable than many golems.

Combat
CONSTRUCTs have the straightforward approach to combat typical of constructs. When threatened, they simply walk up to the enemy and start bashing. What makes them unusual is that they are built to house a rider and are often under the control of a sentient being. The CONSTRUCT obeys simple commands from the rider. Unlike golems, CONSTRUCTs obey without question, making them ideal protection in battle. Typically a spell caster riding a CONSTRUCT moves in relative safety across the battlefield while casting. A CONSTRUCT can hold one Medium creature of roughly dwarf-shaped physiology.

Riding a CONSTRUCT
CONSTRUCTs offer several advantages in combat. They move faster than most Medium humanoids, offer substantial cover to a rider and allow most characters, especially spell casters, to do more in a round of combat.
Arcane Spell Failure: A CONSTRUCT confines a rider much like a suit of armour. The rider suffers an arcane spell failure chance of 20%, which stacks with any arcane spell failure chance from armour and shields.
Cover: A CONSTRUCT provides its rider with soft cover, granting a +4 bonus to armour class.
Manoeuvring: A rider uses his Ride skill to control a CONSTRUCT as though it were his mount. Riding a CONSTRUCT follows many of the rules for mounted combat, though being mindless, CONSTRUCTs are never frightened by combat, and the rider need not make a Ride check to control one in battle. A rider can guide the CONSTRUCT while keeping both arms free, allowing for normal spellcasting and attacking. The rider follows all other normal rules for mounted combat; although the CONSTRUCT can make charge attacks, it cannot run fast enough to allow it to deal double damage with a lance as other, more common mounts, would.

Construction
Building a CONSTRUCT is expensive and time consuming, but nowhere near as demanding as the creation process for more powerful constructs. The physical body is a wood and iron framework that must be built before the magical animation can take place. The creation process takes four weeks and requires materials costing 500 gp. Creating the body requires a DC 15 Craft (blacksmithing) check and a DC 15 Craft (carpentry) check.
CL 11th; Craft Construct, animate objects, bull's strength, mount, caster must be at least 11th level; Price 8,000 gp; Cost 4,500 gp + 160 XP.


#41
Large Construct
Hit Dice: 16d10+30 (118 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 28 (-1 size, -1 Dex, +20 natural), touch 8, flat-footed 28
Base Attack/Grapple: +12/+26
Attacks: Slam +21 melee (2d10+10)
Damage: 2 slams +21 melee (2d10+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Adhesive orb
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision, weapon adhesion
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 31, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —

Environment: Any land and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 17-32 HD (Large)
Level Adjustment: —

Crafted from an unusual combination of tar and rock, the CONSTRUCT appears as a roughly humanoid creature standing eight feet tall and weighing 500 pounds. Globs of sticky black tar connect its rocky appendages to its nearly cylindrical torso. Although largely humanoid in appearance, two curved stone horns protrude from its forehead, just above its two black eyes of smouldering tar. Unlike most golems, CONSTRUCTs possess a fluid gait and are able to run, a by-product of its adhesive tar joints.

Combat
Although rarely seen, the fearsome presence of an CONSTRUCT strikes fear in even the bravest combatants. Nonetheless many opponents marvel at the creature's remarkable grace, a stark contrast to the rigid mobility of most golems.
Adhesive Orb (Su): As a standard action, an CONSTRUCT can hurl a two-foot diameter orb of hot, sticky tar at a single target up to 20 feet away. This strikes as a ranged touch attack and deals 1d6+10 points of damage plus 1d6 points of fire damage. Furthermore, the tar adheres to the target's armour, causing the target to be entangled for 2d6 rounds.
Immunity to Magic (Ex): An CONSTRUCT is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A shatter spell inflicts 3d6 points of damage to an CONSTRUCT, with no saving throw.
A transmute rock to mud spell slows an CONSTRUCT (as the slow spell) for 2d4 rounds with no saving throw, while transmute mud to rock heals 5d6 of its lost hit points.
Weapon Adhesion (Ex): The thick tar that composes an CONSTRUCT acts as a powerful adhesive, holding fast items that touch it. A weapon that strikes an CONSTRUCT is stuck fast unless the wielder succeeds on a DC 18 Reflex save. Prying off a stuck weapon requires a DC 18 Strength check. The save and check DCs are Constitution-based.

Construction
An CONSTRUCT's construction requires 1,000 pounds of rock and 250 pounds of tar. The materials to construct the body cost 2,500 gp. Creating the body requires a DC 19 Craft (sculpting) check or a DC 19 Craft (stonemasonry) check.
CL 16th; Craft Construct, geas/quest, limited wish, polymorph any object, web, caster must be at least 16th level; Price 145,000 gp; Cost 75,000 gp + 1,800 XP.


#42
Small Magical Beast (Air)
Hit Dice: 3d10 (16 hp)
Initiative: +5
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 19 (+1 size, +5 Dex, +3 natural), touch 16, flat-footed 14
Base Attack/Grapple: +3/+1
Attack: Wing slash +9 melee (2d6+2/19-20) or bite +9 melee (1d6+2)
Full Attack: Wing slash +9 melee (2d6+2/19-20) or bite +9 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Phase slash
Special Qualities: Darkvision 60 ft., low-light vision, transparent
Saves: Fort +5, Ref +8, Will +3
Abilities: Str 14, Dex 21, Con 10, Int 6, Wis 14, Cha 6
Skills: Hide +9, Listen +4, Move Silently +9, Spot +7
Feats: Flyby Attack, Improved Critical (wing slash), Weapon Finesse

Environment: Any mountains
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral evil
Advancement: 4-6 HD (Small), 7-9 HD (Medium)
Level Adjustment: —

BIRDs are legendary creatures that strike at grazing cattle, leaving it with huge gashes all across their bodies in a mass of slimy remains. The creature is a flying reptile with gray leathery wings and a long, whip-like tail ending in a stub shaped like a diamond. It has a thin head with a long pointy snout filled with small teeth. BIRDs spend the first hours of the day stretched across the surface of a rock, basking on the morning sun and practically invisible to anyone not actively looking for them, and then take off in search of their daily sustenance. They fall into deep slumber during the night, when they prefer to stay perched on a high rock out of walking creature's way.

Combat
BIRDs are aggressive and swoop down from the sky to slash any potential prey open with the razor-sharp protrusions on their wings, which are strong and flexible enough to allow the creature to perform complicated flying maneuvers.
Phase Slash (Su): As a free action, a BIRD can become incorporeal for one round. In this state it has no Strength score and loses its normal attacks, but gains a touch attack. The touch attack deals no damage, but a victim hit by it must succeed on a DC 16 Fortitude save or be stunned for 1d4 rounds. The save DC is Dexterity-based. A BIRD may use this ability once every 1d6 rounds.
Transparent (Su): Three times per day, a BIRD can become transparent, giving it a +10 enhancement bonus to Hide checks. A BIRD can maintain this state indefinitely, but if it attacks, takes a full-round action, or takes an action that requires attention it must succeed on a DC 15 Concentration check or return to its normal state.
 

Ashardalon said:
Nope, scent doesn't enter the equation, since the base troll already has it. The natural armor is an additional +2, which is partially offset by the lower Dexterity.
According to the book it does.

Savage Species said:
Scent: This special ability is worth a +1 LA

:p
 

That's not the point, Krish. The point is - the basic troll already has scent. You're trying to charge it twice for the ability.

BOZ - I'll look at the other things later, but 38 propably deserves an Improved Familiar note.
 

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