My next project (#5)!

BOZ said:
let's just say that the previous publisher declared them to be 3.5 compatible conversions of previously-appeared 3.0 monsters, without realizing that his editor was a douchebag that did little or no work (so i'm the guy who gets to do all the work that should have been done in the first place). ;)
I think that's the most bitter I've ever seen you, BOZ. I think I can understand why.

Demiurge out.
 

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Could it be that I commented on a review of that product that they should have recruited help from the Creature Catalog guys?

So, what's the deal with the (2)s?
 

demiurge1138 said:
I think that's the most bitter I've ever seen you, BOZ. I think I can understand why.

let's just say that i have wasted hours of my life correcting the mistakes that this guy should have fixed in the first place. ;)

Knight Otu said:
Could it be that I commented on a review of that product that they should have recruited help from the Creature Catalog guys?

So, what's the deal with the (2)s?

possibly. :) and i have no idea what the 2s are for. maybe they indicate footnotes. i will have to look at the original source to see if i can gain a clue.
 

finished making my notes! :)

demiurge1138 said:
Give them Power Attack as their 4th feat, unless you'd prefer Improved Critical. What else needs doing?

ooh, Improved Crit on the falchion would be nice and wicked. :)

demiurge1138 said:
This creature should have 13 skill points. It seems to have, however, 19. And I think that the Craft or Handle Animal or Survival be pared down or eliminated. Even when statblocks "cheat" skills like this in the MM, they do something like "any two Craft or Profession".
quite correct on all of that. the skills line shall now read:
Skills: Climb +7, Jump +7, Listen +2*, Spot +7*, Survival +6*
Skills: *An GIANT has a +2 racial bonus on Listen, Spot, and Survival checks made in desert terrain, due to its long familiarity with such regions.

Knight Otu said:
Saves are completely wrong. They should be Fort +8, Ref +6, Will +4.

really? i added that up to be +8/+6/+5.

Knight Otu said:
Melee Attacks should be +11/+6. Ranged Attacks should be +9/+4 (+10/+5 with rocks). Was the size penalty missed?

correct! and yes, it was missed. do they get to make 2 rock attacks per round? i don't think other giants do.

Knight Otu said:
Add a [+3] behind the Dex bonus to AC, or otherwise indicate that it is reduced from the normal Dex bonus due to armor.

is that necessary? have you seen that before?

Knight Otu said:
CR 4? Better look closely at that one later...

should be higher CR shouldn't it?

Knight Otu said:
Is there supposed to be a parenthetical note for the Space/Reach entry? Or are the (2) scan corpses?
i looked at the original source, and i still have no idea what that is for. :) would the falchion give them a better reach maybe?
demiurge1138 said:
Definately not CR 4. More like 6 or so.

CR 6 is definitely closer to the truth.

more stuff:

we can just call that a composite bow now, right? :)

LA estimates?
 

Generally, giants only get one ranged attack. I think it's because drawing a throwing weapon is a move action. Unless they got Quick Draw, I think one attack is sufficient.

Yes, it's a composite bow. And I'd say a +3 LA, for total ECL of 13, would probably be appropriate.

Demiurge out.
 

here is the stat block as i have it now:

Large Giant
Hit Dice: 10d8+10 (55 hp)
Initiative: +7
Speed: 30 ft. in chainmail (6 squares); base speed 40 ft. (8 squares)
Armour Class: 22 (-1 size, +2 Dex, +6 natural, +5 chainmail), touch 11, flat-footed 20
Base Attack/Grapple: +7/+16
Attack: Falchion +11 melee (2d6+7/15-20) or composite longbow (+5) +9 ranged (2d6+5/x3) or rock +9 ranged (2d6+5)
Full Attack: Falchion +11/+6 melee (2d6+7/15-20) or composite longbow (+5) +9/+4 ranged (2d6+5/x3) or rock +9 ranged (2d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, rock catching
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 21, Dex 16, Con 13, Int 9, Wis 15, Cha 12
Skills: Climb +7, Jump +7, Listen +2*, Spot +7*, Survival +6*
Feats: Improved Critical (falchion), Improved Initiative, Point Blank Shot, Rapid Shot

Environment: Warm desert, hills, plains and mountains
Organisation: Solitary, family (2-4 plus 30% non-combatants), raiding party (6-9 plus one adept or sorcerer of 3rd-5th level plus 3-5 war chariots plus 6-10 dire lions, or tribe (31-40, plus 30% non-combatants, plus 0-7 war chariots each with 2-3 dire lions, plus 1-3 adepts or sorcerers of 1st-6th level)
Challenge Rating: 4 ? 6 ?
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +3


that leaves these bits:

Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each up to 5 range increments. The size of the range increment varies with the giant variety. A Huge giant can hurl rocks of 60 to 80 pounds. A Gargantuan giant can hurl rocks of 100 to 200 pounds, and a Colossal giant can hurl rocks of 300 pounds or more.
Rock Catching (Ex): A giant of at least Large size can catch most giant-hurled rocks (or projectiles of similar shape) thrown by giants or other creatures of up to one size category larger than the giant. Once per round, a giant that would normally be hit by a rock can catch it as a free action. The giant must be aware of the attack.

which become these (let me know if something doesn't look right) in 3.5:

Rock Throwing (Ex): The range increment is 90 feet for a GIANT’s thrown rocks. It uses both hands when throwing a rock.
Rock Catching (Ex): A GIANT can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a GIANT that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The GIANT must be ready for and aware of the attack in order to make a rock catching attempt.
 



OK then, next!

#2
needs 4 feats!

Huge Animal
Hit Dice: lld8+55 (99 hp)
Initiative: +0
Speed: 40-ft. (8 Squares)
Armor Class: 15 (+0 Dex, -2 Size, +7 Natural Armor)
Base Attack/Grapple: +8/+26
Attack: Slam +18 melee, stamp +13 melee, gore +13 melee
Full Attack: Slam +18 melee (2d6+10), 2 stamps +13 melee (2d6+5), gore +13 melee (2d8+14)
Space/Reach: 10-ft. by 20-ft./10-ft
Special Attacks: Trample
Special Qualities: Scent
Saves: Fort +13, Ref+7, Will +4
Abilities: Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha7
Skills: Listen +3, Spot +3
Feats: -
Environment: Warm forest and plains, jungle
Organization: Solitary or herd (6-30)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 12-22 HD (Huge)
Level Adjustment: -
Every advanced civilization that has existed in close proximity to elephants has used them in theatres of war. Typically, they capture elephants from the wild and run them through a careful, but intensive process of training them obey their handlers. On a battlefield, they can sow panic in foe by trampling them as well as protecting their riders by elevating them out of the reach of melee weapons. ELEPHANTs go into battle carrying on their backs an open compartment large enough to hold a handle, two soldiers (three Medium-size humanoids) and missile weapons.
ELEPHANTs can drive their foes before them in fear, but they are also unreliable under duress. They can become absolutely impossible to handle when wounded and experienced armies always make sure that their ELEPHANTs handlers carry a mallet and a spike, to drive through the beast's skull if it rampages amount friendly troops.
Mercenary companies who like to use ELEPHANTs must maintain a working business partnership with one of the rare establishments that capture and train elephants for domestic and military use. Needless to say they are both expensive and difficult to find.
Combat
Armies that employ ELEPHANTs must balance their benefits against their drawbacks. On the one hand, a mass elephant attack can wreak havoc on a foe that lacks the nerve to stand up to them. On the other hand, elephants do not take kindly to being stabbed and hacked and after they have been in the heat of battle for a while, they may ignore their handlers and run amok.
Trample (Ex): A ELEPHANT can make a special trample attack against any Medium-size or smaller creature. This is a free action and is automatically causes gore damage to its target. Opponents can forego their attacks of opportunity against the ELEPHANT in order to attempt to a Reflex save (DC 20). If the saving throw is successful, the gore only causes half normal damage.
Panic (Ex): When a ELEPHANT is reduced to less than half its hit points it may become panicked and begin to run amok. The elephant must make a Will save (DC 17) to remain under the control of its
handler. If it fails, it must execute a double move in a random direction.
A panicked ELEPHANT executes its trample attack against any eligible creature in its path. It continues move in this fashion until it is either killed or its handler regains control of the creature. If the elephant makes the aforementioned saving throw it must make another such save for every minute that it remains at less then half of its hit points.
A handler may regain control of the beast for one round by making a successful Ride check (DC 30). The next round, however, the elephant must make a Will save to see if it returns to its panicked state.
The handler may also choose to kill the elephant before it causes any more harm. If he is equipped with a mallet and stake with such a contingency in mind, he may make a special melee attack against an Armour Class of 7, reflecting the elephants susceptibility to this situation. If he succeeds, the handler has driven the stake through the elephants skull and kills it instantly.
 
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HP should be 104.

Guess what they forgot to take into account with the attack bonus?
Yep, the size penalty.

Space should be 15 ft.

Trample special attack has changed in 3.5.

Saves should be Fort +12, Ref +7, Will +4. (Wow, almost correct!)

Should have 14 skill points. I'd say Listen 7/Spot 7

Feats - Alertness, Endurance, Iron Will, Skill Focus (Listen), same as elephant.

That said, that guy looks almost like a direct copy/paste from the elephant in the SRD. The only differences are the lack of low-light vision (propably due to the fact that they weren't always spelled out in 3.0) and the panic.
 

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