My next project (#4)!

BOZ said:
hmm, dammit... but i can't just kill enlarge, since that is a big part of the concept of these guys. i will have to come up with an alternative solution. anyway, thanks again. :)

What about replacing enlarge person with enlarge fey, adding the following note: "(This works exactly as enlarge person, but affects only feys instead of humanoids)" ?

Glad to be of assistance.
 

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Knight Otu said:
You might consider turning the enlarge into a seperate ability.;)

a combination of the last two posts should work:

Enlarge (Su): Three times per day, a FEY can increase its own size. This ability functions as the enlarge person spell, except that it affects only the FEY.
 

OK, as I said before, the next two sources have four monsters each. So, I will give you all the monsters from the next source exactly as I received them (the names have been changed to protect the guilty). Don't worry about all the details, as I need to check them thoroughly in the first place. mostly, I need to much sure things are correct for 3.5 such as the SA's and SQ's, feats, CRs, and damage reduction. If, after all that, you want to examine the rest of the stats be my guest - I don't mind the help. ;) you may catch things I would miss and I could verify my findings against yours.

Anyway, if I have further questions on any of these four, I will refer you back to this post. ;)


#43
Need two feats
(under the spell-likes, the "name spells" were changed due to OGL issues)

Huge Magical Beast
Hit Dice: 16d10+96 (184hp)
Initiative: +2
Speed: 30 ft., fly 80 ft. (average)
Armor Class: 22 (-2size, +2 Dex, +12 natural)
Attacks: Bite +22 melee, 2 claws +17 melee
Damage: Bite 2d8+6, claw 1d6+3
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Improved grab, pounce, rake 1d8+3, spell-like abilities
Special Qualities: Scent, acid, cold, fire resistance 20, deflect missiles, DR 10/+3, SR25
Saves: Fort+16, Ref+12, Will+9
Abilities: Str 22, Dex 15, Con 22, Int 12, Wis 18, Cha 16
Skills: Jump +20, Intimidate +12, Listen +18, Spot +23
Feats: Dodge, Flyby Attack, Multiattack, Power Attack
Environment: Temperate and warm hills and mountains
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Usually neutral good
Advancement: 21-26 HD (Huge)
THING are griffon-like creatures with leonine upper bodies, eagle-like wings and talons on their lower bodies. The deities of Sumerian, Babylonian, and Persian pantheons employ THING as guardians. THING are normally faithful creatures, but while renowned as guardians, they sometimes covet what they guard a little too fiercely.
THING on the mortal planes are always summoned, although they sometimes find ways around their magical servitude and can be found living free in the wild. These free THING are somewhat less benign than most guardians. They prefer to live in high places, with tops of ziggurats and temples favored over natural formations. When a temple is unavailable, they try to build their own crude versions.
Free THING are sometimes the objects of local veneration by small cults, who bring them sacrifices of meat and wine, which they enjoy. THING also enjoy frightening and intimidating mortals, even when they have no interest in hurting them.
Combat
Pounce (Ex): If an THING dives or leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Rake/Improved Grab (Ex): An THING that makes a flyby attack can make two rake attacks (+17 melee) with its hind talons for 1d6+4 slashing damage each, still performing a full move, without provoking an attack of opportunity. If both talons hit the same target, the THING may do an improved grab against the target, attempting to life him into the air. It can drop the creature as a free action.
Spell-like Abilities: An THING can cast the following spells: magic aura, misdirection (three times per day); discern location, instant summons, vanish (once per day); as a 16th level spellcaster
Deflect Missiles (Ex): An THING can deflect any normal incoming missiles by making a Reflex save (DC10 + the opponent's ranged attack bonus). It may perform this as a free action.
Skills: THING receive a +4 racial bonus on Jump and Spot checks.


#44
need 2 feats

Huge Magical Beast
Hit Dice: 6d8+12 (39 hp)
Initiative: +4
Speed: 20 ft.
Armor Class: 15 (-2size, +4 Dex, +3 natural)
Attacks: Bite +5 melee
Damage: Bite 1d4 and poison
Face/Reach: 15 ft. by 15 ft.(coiled)/10 ft.
Special Attacks: Confusing gaze, poison, taste victim, spell-like abilities
Special Qualities: Keen senses, night healing, scent, unholy armor +4, Detect Good
Saves: Fort +5, Ref +8, Will 2
Abilities: Str 10, Dex 19, Con 15, Int 8, Wis 12, Cha 4
Skills: Balance +12, Climb +12, Hide +3, Listen +9, Spot +9
Feats: Weapon Finesse (bite)
Environment: Temperate and warm land
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 5-6 HD (Huge); 7-12 HD (Gargantuan)

THING are desert-dwelling creatures living in deep burrows. THING are the offspring of the Egyptian pantheon's greatest enemy the serpent Apep (who attempts to swallow the chariot of Amun Ra every day but is beaten back).
THING frequently approach civilaized areas looking for victims, devouring children, blinding women and priests, and attacking temples. THING often come out in storms and eclipses by rampaging through human settlements.
Combat
Poison (Ex): The bite of THING is poisonous, doing initial and secondary damage of 1d6 temporary Constitution and blindness, unless a Fort save (DC14) is made. Furthermore, if an THING spends a full round licking an opponent with its tongue before biting (a separate attack roll is required), the victim ets a -4 penalty to his poison saving throw.
Confusing Gaze (Sp): Once per day, as a free action, an THING can stare directly into an opponent with 30 ft. facing. If the target makes eye contact with the THING (Reflex save at DC 18 to avoid gaze), he must make a Fort save (DC 13)or fall under the effects of a confusion spell.
Spell-like Abilities: An THING can cast blindness or deeper darkness three times per day as a 5th level cleric.
Night Healing (Su): THING are able to draw healing from the dark. At night, or within the fastness of its darkness, they have fast healing 5.
Keen Sense (Ex): THING can see four times as well as humans in low-light conditions but only half as well in normal light. They also have darkvision 100 ft.
**Detect Good: An THING prefers to kill good things. It can cast detect good at will as an 8th level caster.
Unholy Armor (Su): THING have a +4 profane Armor Class bonus against holy creatures: angels, celestials, and those wielding holy weapons.


#45
need 3 feats (I will probably make the Snatch ability into the feat of the same name - Monster Manual p304)

Huge Magical Beast
Hit Dice: 16d10+98 (186hp)
Initiative: +2
Speed: 20 ft., fly 80 ft. (average)
Armor Class: 27 (-2size, +3 Dex, +16 natural)
Attacks: 2 claws +28 melee, bite +23 melee
Damage: Claw 2d6+12, bite 2d8+6
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Snatch, glorious dance, pyre
Special Qualities: Luminosity
Saves: Fort +15, Ref +11, Will 9
Abilities: Str 34, Dex 16, Con 24, Int 10, Wis 22, Cha 40
Skills: Listen +14, Perform +33, Spot +14
Feats: Flyby Attack, Multiattack
Environment: Temperate and warm mountains
Organization: Solitary or pair
Challenge Rating: 9
Treasure: Double goods (gems only)
Alignment: Always neutral
Advancement: 19-32 HD (Gargantuan); 33-54 HD (Colossal)

The THING is a heron of enormous size, the prince of birds to which all other birds pay homage. Its red and purple plumage (highlighted by occasional tongues of flame coming out from beneath the feathers) is glorious beyond compare. Its nest is composed of the finest woods. Even its dropping are precious. Its dance is the most beautiful sight that the Egyptians gods permit to exist in the world.
The THING is not a predator; it only fights in self-defense or when an obviously hostile intruder gets too close to its nest. Some seek the THING for its treasures; others seek it just so they can behold it.
The THING dwells in high hills, sometimes close to flaming mountains, where its dance is said by some to cause earthquakes.
Combat
Snatch (Ex): A THING that hits a creature of Small or Medium size with a claw attack attempts to start a grapple as a free action without provoking an attack of opportunity. If the THING achieves a hold, it can fly off with its prey and automatically make a beak attack each round in lieu of a claw attack. It can drop a snatched creature as a free action.
Glorious Dance (Su): A THING may spend a full round action dancing in place, fanning its feather flames with its wings. This dance is so beautiful that a creature with 8 Hit Dice or less that comes within 30 ft. of the dancing THING must make a Will save (DC19) or die, and any creature with between 8 and 16 Hit Dice must make an identical save or be slowed. Those with more than 16 Hit Dice are immune to this effect. While it is dancing, the flames serve as a fire shield (warm) as cast by a 20th level sorcerer.
Pyre (Su): When a THING dies (its natural lifespan is a thousand years) or is slain, the flames that constantly surround it expand and intensify to consume its body. Everyone within 120 ft. (even those with evasion or improved evasion) takes 16d6 points of fire damage; a Reflex save (DC 26) halves damage.
24 hours after its death, a new THING rises out of the ashes of the old. It then encases the ashes of its predecessors in an egg of myrrh and takes it to the altar of the sun god Amun-Ra in Heliopolis. The egg is worth a great fortune, but anyone interruption its journey is cursed by the gods of Egypt. *Everything is great except for that last part to Heliopolis. Can you think of something more generic in its place?

Luminous (Su): The THING constantly radiates a rosy dawn light in a 200-foot radius. There are no shadows in this light. No magical spell or force short of a god's power can dispel the light of a THING.


#46
need 1 feat

Large Aberration
Hit Dice: 8d8+16 (52hp)
Initiative: +3
Speed: 40 ft.
Armor Class: 21 (-1size, +3 Dex, +3 banded mail, +6 natural)
Attacks: 2 claws +10 melee, 1 tail +8, longsword +8/+3 melee
Damage: Claws 2d6+4, tail 1d6+3, longsword 1d8+3
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Aura of Fear, death gaze, constrict, improved grab, poison
Special Qualities: Acid, cold, and fire resistance 15, DR 10/+2, SR20, darkvision 60ft.
Saves: Fort +6, Ref +7, Will 12
Abilities: Str 19 Dex 17, Con 15, Int 14, Wis 14, Cha 8
Skills: Climb +8, Intimidate +7, Hide +6, Listen +8, Sense Motive +8, Spot +8
Feats: Multiattack, Power Attack
Environment: Temperate and warm hills and mountains
Organization: Solitary or pair
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 12-16 HD (Huge)
THINGs have the torsos of men mounted on the bodies of giant scorpions. The human half is typically armored in a banded mail shirt and armed with a gleaming bronze longsword.
THINGs are said to watch over the road to Shamash, the land of the Babylonian sun god. They are fearless defenders, totally obedient to their cause and to the gods whom they serve. THINGs may be summoned though lesser planar ally spell.
Combat
Poison (Ex): A THING's tail stinger's poison has initial and secondary damage of 1d8 Str (Fort save of DC 26).
Death Gaze (Su): Once per day, a THING can take a full action and stare directly into an opponent's face. If the target makes eye contact with the THING (Reflex save DC 17 to avoid gaze), he must make a Fort save (DC16) or immediately die.
Aura of Fear (Su): A THING continually radiates an aura of fear in a 60-ft. radius. Those within the area must make a Will save (DC16) every round; failure results in the victim being panicked for 2d4 rounds and attempting to flee; those who successfully save are shaken while within the confines of the fear aura.
Improved Grab (Ex): To use this ability, a THING must hit a creature its own size or smaller with its claw attack. It if gets a hold, it hangs on and stings its opponents.
Constrict (Ex): A THING that gets a hold on an opponent of its size or smaller automatically deal damage with both claws, stinging at its full attack value.
 

BOZ said:
#43
Need two feats
(under the spell-likes, the "name spells" were changed due to OGL issues)

Huge Magical Beast
Hit Dice: 16d10+96 (184hp)
Initiative: +2
Speed: 30 ft., fly 80 ft. (average)
Armor Class: 22 (-2size, +2 Dex, +12 natural)
BAB/Grapple:+16/+30
Attacks: Bite +20 melee, 2 claws +18
Damage: Bite 2d8+6, claw 1d6+3
Face/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, pounce, rake 1d6+3, spell-like abilities
Special Qualities: Scent, acid, cold, fire resistance 20, deflect missiles, DR 10/magic, SR25
Saves: Fort+16, Ref+12, Will+9
Abilities: Str 22, Dex 15, Con 22, Int 12, Wis 18, Cha 16
Skills: Jump +20, Intimidate +15, Listen +20, Spot +25
Feats: Dodge, Flyby Attack, Multiattack, Power Attack Skill focus(intimidate), Alertness
Environment: Temperate and warm hills and mountains
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Usually neutral good
Advancement: 21-26 HD (Huge)

Combat
Pounce (Ex): If an THING makes a charge against a foe, it can make a full attack, including rake attacks.
Rake/Improved Grab (Ex): An THING that makes a flyby attack can make two rake attacks (at +18 attack bonus)with its hind talons for 1d6+3slashing damage each, still performing a full move, without provoking an attack of opportunity. If both talons hit the same target, the THING may do an improved grab against the target, attempting to life him into the air. It can drop the creature as a free action.
Spell-like Abilities:3/day: magic aura, misdirection; 1/day discern location, instant summons, vanish. Caster level 16th
Deflect Missiles (Ex):Whenever an Thing would be hit be a normal missile (an arrow, bolt, etc), it can attemp a Reflex save (DC 10+ the opponent's ranged attack bonus for the attack). If sucessfull the missile misses.
Skills: THING receive a +4 racial bonus on Jump and Spot checks.

My suggestions are in bold and italic.
 
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BOZ said:
#44
need 2 feats

Huge Magical Beast
Hit Dice: 6d8+12 (39 hp)
Initiative: +4
Speed: 20 ft.
Armor Class: 15 (-2size, +4 Dex, +3 natural)
Attacks: Bite +8 melee
Damage: Bite 1d4 and poison
BAB/Grapple:+6/+14
Face/Reach: 15 ft./10ft
Special Attacks: Confusing gaze, poison, taste victim, spell-like abilities
Special Qualities: Keen senses, night healing, scent, unholy armor +4, Detect Good
Saves: Fort +7, Ref +9, Will +3
Abilities: Str 10, Dex 19, Con 15, Int 8, Wis 12, Cha 4
Skills: Balance +12, Climb +12, Hide +3, Listen +9, Spot +9
Feats: Weapon finesse, Ability focus (poison), Dodge
Environment: Temperate and warm land
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 7-12 HD gargantuan


Poison (Ex): The bite of THING is poisonous, doing initial and secondary damage of 1d6 temporary Constitution damage and blindness, unless a Fort save (DC17) is made. Furthermore, instead of a bite attack the THING can make a melee touch attack against a target. If successful, that target gets a -4 penalty to his next saving throw against the poison of the THING
Confusing Gaze (Sp): Once per day, as a free action, an THING can stare directly into an opponent with 30 ft. facing. Unless the target is averting its eyes (in which case the normal chances for saving against gaze attack apply), he must make a Fort save (DC 13)or fall under the effects of a confusion spell.
Spell-like Abilities: 3/day blindness, deeper darkness. Caster level 5th
Night Healing (Su): THING are able to draw healing from the dark. At night, or within the fastness of its darkness, they have fast healing 5.
Keen Sense (Ex): THING can see four times as well as humans in low-light conditions but only half as well in normal light. They also have darkvision I think 120ft is the standard for keen senses .
**Detect Good: An THING prefers to kill good things. It can cast detect good at will as an 8th level caster.
Unholy Armor (Su): THING have a +4 profane Armor Class bonus against creatures with the (Good) subtype and those wielding holy weapons

My suggestions are in blue font (easier to spot)
 

BOZ said:
#45
need 3 feats (I will probably make the Snatch ability into the feat of the same name - Monster Manual p304)

Huge Magical Beast
Hit Dice: 16d10+98 (186hp)
Initiative: +3
Speed: 20 ft., fly 80 ft. (average)
Armor Class: 27 (-2size, +3 Dex, +16 natural)
BAB/Grapple:+16/+36
Attacks: 2 claws +26melee, bite +24 melee
Damage: Claw 2d6+12, bite 2d8+6
Face/Reach: 15 ft/10ft
Special Attacks: Snatch, glorious dance, pyre
Special Qualities: Luminosity
Saves: Fort +17, Ref +13, Will +11
Abilities: Str 34, Dex 16, Con 24, Int 10, Wis 22, Cha 40
Skills: Listen +14, Perform(dancing) +36, Spot +14
Feats: Flyby Attack, Multiattack Snatch, Skill focus (perform: dancing), Dodge, Mobility
Environment: Temperate and warm mountains
Organization: Solitary or pair
Challenge Rating: 9
Treasure: Double goods (gems only)
Alignment: Always neutral
Advancement: 19-32 HD (Gargantuan); 33-54 HD (Colossal)

Combat
Glorious Dance (Su): A THING may spend a full round action dancing in place, fanning its feather flames with its wings. This dance is so beautiful that a creature with 8 Hit Dice or less that comes within 30 ft. of the dancing THING must make a Will save (DC 33) or die, and any creature with between 8 and 16 Hit Dice must make an identical save or be slowed. Those with more than 16 Hit Dice are immune to this effect. While it is dancing, the flames serve as a fire shield (warm) as cast by a 20th level sorcerer. The save DC is charisma based.
Pyre (Su): When a THING dies (its natural lifespan is a thousand years) or is slain, the flames that constantly surround it expand and intensify to consume its body. Everyone within 120 ft. takes 16d6 points of fire damage; a Reflex save (DC 25) halves damage. Neither evasion nor improved evasion help reduce this damage. The save DC is Constitution based
24 hours after its death, a new THING rises out of the ashes of the old. It then encases the ashes of its predecessors in an egg of myrrh and takes it to the altar of the sun god Amun-Ra in Heliopolis. The egg is worth a great fortune, but anyone interruption its journey is cursed by the gods of Egypt. *Everything is great except for that last part to Heliopolis. Can you think of something more generic in its place?

Luminous (Su): The THING constantly radiates a rosy dawn light in a 200-foot radius. There are no shadows What does this mean? That if I enclose the THING in a adamantine box there is still a 200 foot radius area of light around it?? in this light. No magical spell or force short of a god's power can dispel the light of a THING.

About the Heliopolis thing: What about :"24 after its death, a new THING rises out of the ashes of the old. It then encases the ashes of its predecessor in a beautifuly ornate golden egg and flies away to far away lands. Some ancient writings say that this new THING takes the egg to the secret altar of some Sun god. But sages debate endlessly about the validity of those texts, and the identity of the god.
In any case, while the egg is worth a great fortune, it is true that anyone who interrupts the journey of the new THING becomes the victim of a curse so powerful that most mortal spellcasters aren't capable of removing it."
 
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BOZ said:
#46
need 1 feat

Large Aberration
Hit Dice: 8d8+16 (52hp)
Initiative: +3
Speed: 40 ft.
Armor Class: 21 (-1size, +3 Dex, (banded mail is +6, but has a Maximum Dex bonus of +1. So maybe this should be replaced with something else)+3 banded mail, +6 natural)
BAB/Grapple: +6/+14
Attacks: 2 claws +9 melee, 1 tail +7, or longsword +9/+4 and tail +7
Damage: Claws 2d6+4, tail 1d6+2, longsword 1d8+4
Face/Reach: 10 ft/ 5ft
Special Attacks: Aura of Fear, death gaze, constrict, improved grab, poison
Special Qualities: Acid, cold, and fire resistance 15, DR 10/magic, SR20, darkvision 60ft.
Saves: Fort +4, Ref +5, Will +8
Abilities: Str 19 Dex 17, Con 15, Int 14, Wis 14, Cha 8
Skills: Climb +8, Intimidate +7, Hide +6, Listen +10, Sense Motive +8, Spot +10
Feats: Multiattack, Power Attack, Alertness
Environment: Temperate and warm hills and mountains
Organization: Solitary or pair
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 12-16 HD (Huge)

Poison (Ex): A THING's tail stinger's poison has initial and secondary damage of 1d8 Str (Fort save of DC 16. The save DC is con-based.).
Death Gaze (Su): Once per day, a THING can take a full action and stare directly into an opponent's face. Unless the target is averting its eyes (in which case the normal chances for saving against gaze attack apply), he must make a Fort save (DC13) or immediately die. The save DC is charisma based.
Aura of Fear (Su): A THING continually radiates an aura of fear in a 60-ft. radius. Those within the area must make a Will save (DC13) every round; failure results in the victim being panicked for 2d4 rounds and attempting to flee; those who successfully save are shaken while within the confines of the fear auraand for 1d4 rounds thereafter, and are immune to the fear aura of the same THING for 24 hours (since fear effects are cumulative, not giving immunity would mean auto-frigthened creatures in 2 rounds). The save DC is cha-based
Improved Grab (Ex): To use this ability, a THING must hit a creature its own size or smaller with its claw attack. It if gets a hold, it hangs on and stings its opponents.
Constrict (Ex): A THING that gets a hold on an opponent of its size or smaller automatically deal damage with both claws, stinging at its full attack value.

I'll check the CRs later, since they may vary a lot depending on whetever the changes are or are not used.
 

#43
might need a tougher DR, how about 10/magic and evil?

For the acid, cold, and fire resistance is 20 too high? Is the spell resistance too high?

How is the CR?

Is the Vanish spell still in existence? Was the name changed perhaps?

For the Deflect Missiles ability, might it not make more sense to simply give it the Deflect Arrows feat?

This mess as originally sent to me will need to be separated into two abilities:

Rake/Improved Grab (Ex): An THING that makes a flyby attack can make two rake attacks (+17 melee) with its hind talons for 1d6+4 slashing damage each, still performing a full move, without provoking an attack of opportunity. If both talons hit the same target, the THING may do an improved grab against the target, attempting to lift him into the air. It can drop the creature as a free action.

However, that weird stuff with the Flyby Attack and the lift and grab might be maintainable. I might want to fix some of it by giving it the Snatch feat – not sure though.

Improved Grab (Ex): To use this ability, a THING must hit with its (bite attack?). It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): Attack bonus +18 melee, damage 1d6+3.



More on the rest later…
 

BOZ said:
#43
might need a tougher DR, how about 10/magic and evil?

Since they are only "usually" neutral good I'm not sure giving them DR/evil is appropiate.
If a better DR is needed, what about 10/magic and silver?

BOZ said:
For the acid, cold, and fire resistance is 20 too high?

Indeed many creatures from 3.0 with resistance 20 changed that resistance to 10. So maybe the same could be done here.
Also, a minor detail: the resistances should be listed this way:
"resistance to acid 10, cold 10, fire 10"
At least that seems to be the norm now.

BOZ said:
How is the CR?

I am tempted to lower the CR, but I am not sure about that, so maybe is safer to leave it at 10. And the SR is generally CR-based, so SR 25 is not that high.

BOZ said:
Is the Vanish spell still in existence? Was the name changed perhaps?

I guess the spell is now Banishment. But only because of phonetic reasons.

BOZ said:
For the Deflect Missiles ability, might it not make more sense to simply give it the Deflect Arrows feat?

It is certainly more elegant to give it Deflect Arrows, although these two abilities would be very different.

BOZ said:
Improved Grab (Ex): To use this ability, a THING must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): Attack bonus +18 melee, damage 1d6+3.

This seems OK.
 

#43
NexH said:
I guess the spell is now Banishment. But only because of phonetic reasons.

3.0 vanish affected objects, whereas 3.5 banishment affects creatures. I may have to ask around about that one.


NexH said:
It is certainly more elegant to give it Deflect Arrows, although these two abilities would be very different.

here is what I originally had:

“Deflect Missiles (Ex): An THING can deflect any normal incoming missiles by making a Reflex save (DC10 + the opponent’s ranged attack bonus). It may perform this as a free action.”

Here is your edit:

“Deflect Missiles (Ex):Whenever an Thing would be hit be a normal missile (an arrow, bolt, etc), it can attemp a Reflex save (DC 10+ the opponent's ranged attack bonus for the attack). If sucessfull the missile misses.”

Here is the Deflect Arrows feat:

You can deflect incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons, such as boulders hurled by giants, and ranged attacks generated by spell effects, such as Melf’s acid arrow, can’t be deflected.

For the most part, they seem to work the same way. The difference seems to be that the feat works once per round, and is automatically successful. The ability as written is a free action that works on a Reflex save. Would it make more sense to just give him the feat, or to take your rewrite and add a few details from the feat?


BOZ said:
This mess as originally sent to me will need to be separated into two abilities:

Rake/Improved Grab (Ex): An THING that makes a flyby attack can make two rake attacks (+17 melee) with its hind talons for 1d6+4 slashing damage each, still performing a full move, without provoking an attack of opportunity. If both talons hit the same target, the THING may do an improved grab against the target, attempting to lift him into the air. It can drop the creature as a free action.

…into this would be a good start:

BOZ said:
Improved Grab (Ex): To use this ability, a THING must hit with its (bite attack?). It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): Attack bonus +18 melee, damage 1d6+3.

the thing I’m wondering is if I should try to keep some of the more klunky stuff from above. The lifting in the air part, as I said earlier, might just be translatable into the Snatch feat. But what about the part about needing the Flyby Attack to initiate the Improved Grab?


Here is the stat block as I have currently fixed it up to this point:

Huge Magical Beast
Hit Dice: 16d10+96 (184 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 80 ft. (average) (16 squares)
Armor Class: 22 (-2 size, +2 Dex, +12 natural)
Base Attack/Grapple: +16/+30
Attack: Bite +20 melee (2d8+6)
Full Attack: Bite +20 melee (2d8+6) and 2 claws +18 melee (1d6+3)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, pounce, rake 1d6+3, spell-like abilities
Special Qualities: Damage reduction 10/magic and silver, darkvision 60 ft., deflect missiles, low-light vision, resistance to acid 10, cold 10, and fire 10, scent, spell resistance 25
Saves: Fort +16, Ref +12, Will +9
Abilities: Str 22, Dex 15, Con 22, Int 12, Wis 18, Cha 16
Skills: Jump +20, Intimidate +15, Listen +20, Spot +25
Feats: Alertness, Dodge, Flyby Attack, Multiattack, Power Attack, Skill Focus (intimidate)

Environment: Temperate and warm hills and mountains
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Usually neutral good
Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan)
Level Adjustment: —
 

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