• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

My next project (#4)!

despair not! since you've been around here for a few years now, i'm sure you're NICE and familiar with the next source. :) that's the only hint you should need.
 

log in or register to remove this ad


OK, here we go, time to move on to the next source!

#62
Small Magical Beast
Hit Dice: 1d10+l (6hp)
Initiative: +3 (Dex)
Speed: 40ft.
AC: 14 ( + 1 size,+3 Dex)
Attacks: Gore +5 melee
Damage: Goreld6-2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Blink, dimension door, immune to poison, scent, SR16
Saves: Fort+3,Ref+5,Will-l
Abilities: Str6,Dexl7,Conl2,Int5,Wis9, Cha6
Skills: Listen+2*, Hide + 11, Spot +2*, Wilderness Lore + 2 *
Feat: Weapon Finesse (horn)
Climate/Terrain: Any temperate land
Organization: Solitary or warren (2-20)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 2-3 HD (Small)
The BUNNY is a dangerous creature that resembles a large rabbit with long white, pink, yellow, or light green fur. A unicorn-like horn, 1 to 2 feet long, protrudes from the BUNNY's head. Because of the BUNNY's interdimensional travel abilities, sages often refer to them as "blink bunnies."
COMBAT
BUNNY react to threats much differently than their normal rabbit cousins. When danger is nearby, the BUNNY becomes aggressive and moves to attack. In combat, the BUNNY stabs with its horn.
Blink (Su): BUNNY can blink as the spell cast by a 4 th-level sorcerer and can evoke or end the effect as a free action.
Dimension Door (Su): An BUNNY can teleport as dimension door cast by a 4th-level sorcerer, once per round, as a free action. The ability affects only the BUNNY, which never appears within a solid object and can act immediately after teleporting.
Immune to Poisons (Ex): An BUNNY is n<mune to all poisons.
Skills: BUNNY receive a +4 racial bonus to Spot checks due sharp eyesight and a +4 racial bonus to Spot or Wilderness Lore checks when tracking by scent.
PSIONIC BUNNY
About 10% of all BUNNY possess psionics. Use the statistics above and add the following special attack. Psionic BUNNY have Charisma 10 and are CR 2.
Psionics (Su): At will?control winds, deeper darkness, levitate, and telekinesis. These abilities are as the spells cast by a 4th-level sorcerer (save DC 10 + spell level).
Attack/DefenseModes(Sp):3/day?mind thrust, thoughtshield.
 

Let's start with the easy stuff. Drop (horn) from the Weapon Finesse entry. The BUNNY should have 4 skills points. Putting one into each (and changing Wilderness Lore to Survival) gives us Listen +0 (unless they have a racial bonus, as the asterisk would seem to indicate), Hide +8, Spot +4, Surivial +0. Of course, it might be a good idea to raise the poor BUNNY's Wisdom score...

The blink and dimension door entries should be edited to resemble the blink dog's (as this is pretty much a blink rabbit).

Should we leave the psionics as spells, ala the Monster Manual, or give it somewhat equivalent powers, ala the EPH? This entry seems to split the difference.

Demiurge out.
 

I think the bunny psionics should be MM-style spell-like abilities (ala mind flayer), as that is a lot simpler and this creature does not rely primarily on psionics.

I don't actually see anything about a racial bonus to Listen, so I don’t know where that’s coming from. I was actually thinking two ranks each in Listen and Survival, making it
Listen +1, Hide +7, Spot +3, Survival +1*, but I could see taking the Survival rank away and maybe giving it to Hide or Spot, or even Listen.
 

I say drop the Survival for Listen, since the racial bonus to Survival checks is pretty good. And the MM-style spell-like abilities works (although in that case, the attack/defense modes should be eliminated entirely, instead of being converted to their power-equivalents).

Demiurge out.
 

OK, looking just about done now. i'm having an issue with this part:

Skills: BUNNY receive a +4 racial bonus to Spot checks due sharp eyesight and a +4 racial bonus to Spot or Wilder¬ness Lore checks when tracking by scent.

does a bonus to Spot chek apply for tracking? if not, i can just cut it to +4 for Survival, the way wolves and such have it.
 

It might supposed to be along the lines of Search checks to find tracks, maybe. I think it should just be cut down to the +4 to Survival.

Demiurge out.
 

will do. moving on!

#63
I think the speed should be summarized into the SQ it has, instead of being in the stat block.

Also, need one feat.

Medium-Size Magical Beast
HitDice: 4dl0+8(30hp)
Initiative: +6(Dex)
Speed: 50ft. (on two legs) or 80ft. (on four legs), climb 20 ft
AC: 18(+6Dex,+2natural)
Attacks: 2 claws +6 melee, bite +4 melee
Damage: Claw ld4+2, bite Id6+1
Face/Reach: 5ft.by5ft./5ft.
Special Attacks: Screech, pounce, improved grab, rake
Special Qualities: Scent, increased speed, darkvision 60 ft., low-light vision
Saves: Fort+6,Ref+8, Will+2
Abilities: Strl4,Dex22,Conl5,Int7,Wisl2, Cha6
Skills: Balance+ 12,Climb+ 14, Hide+ 10*, Jump + 7, Listen +6, Move Silently + 12,Spot+6
Feat: Multiattack
Climate/Terrain: Temperate forest and mountain
Organization: Solitary
Challenge Rating: 3
Treasure: No coins; double goods (gems only); no items
Alignment: Always chaotic evil
Advancement: 5-12 HD (Medium-size)
The KITTY is a semi-intelligent bipedal feline that pos¬sesses great speed. It is a natural predator and uses it speed to stalk its prey. The KITTY appears as a large feline with elven facial qualities and a long prehensile tail. Short, dark blue fur covers its body. Its eyes are yellow. The KITTY's lair is most often a cave littered with sticks, twigs, and leaves, with walls covered in scratch marks where the beast has honed its claws.
COMBAT
The KITTY begins combat by utilizing its screech attack. After that, it uses its claw and bite attacks each round. A KITTY fights to the death.
Screech (Su): Once per 10 minutes, 60-foot spread, the KITTY can emit a high-pitched screech that deals Id8 points of sonic damage to anyone hearing it. A successful Fortitude save (DC 14) negates the damage.
Pounce (Ex): If a KITTY 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.
Improved Grab (Ex): To use this ability, the KITTY must hit with its bite attack. If it gets a hold, it can rake with its claws. The KITTY has a grapple bonus of +6.
Rake (Ex): A KITTY that gets a hold can make two rake attacks (+6 melee) with its claws for ld4+2 damage each.
Increased Speed (Ex): The KITTY can increase its base movement speed by dropping to all fours. It can maintain this increased speed for a number of rounds equal to its Con- stitution score. After that, it must succeed at a Constitution check (DC 10) each round to main-pace. The DC increases by 1 for each check made. When the check fails, the KITTY cannot use this ability for 10 rounds and cannot move any faster than its base speed (50 feet). It may run in ei¬ther mode using the normal rules for running (see "Movement" in the PHB, Chapter 9).
Skills: The KITTY receives a +4 racial bonus to Balance, Hide, Listen, Move Silently, and Spot checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
 


Into the Woods

Remove ads

Top