My next project (#5)!

i'll play it safe and go with +5. ;)

#8
needs another feat.

*should we have something about training/riding/carrying capacity?

Large Magical Beast
Hit Dice: 4dl0+12 (32 hp)
Initiative: +1
Speed: 50-ft. (10 Squares)
Armor Class: 16 (+1 Dex, -1 Size, +6 Natural Armor)
Base Attack/Grapple: +4/+12
Attack: Hoof+8 melee, bite +3 melee
Full Attack: 2 hooves +8 melee (ld6+4) or bite +3 melee (ld4+2)
Space/Reach: 5-ft. by 10-ft./5-ft.
Special Attacks: Spell-like ability
Special Qualities: Cold Resistance 10, scent
Saves: Fort+7, Ref+5, Will+2
Abilities: Str 18, Dex 13, Con 17, Int 3, Wis 12, Cha6
Skills: Listen +4, Spot +4
Feats: Dodge
Environment: Tundra
Organization: Herd (2-12) or domesticated
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 5-6 HD (Large)
Level Adjustment: -

BEASTs are ferocious horse-like creatures of the tundra. BEASTs resemble oversized Shetland ponies in that they are as large as a typical warhorse and of the same shape, but a thick pelt of long hair covers their entire body. This hair even covers their faces, leaving their eyes to appear as little more than coals sunk into their heads. This physiological feature, combined with their magical nature, makes them usually resistant to cold. Their long coats remain even after they enter warmer climes, yet no one has ever reported them to suffer any ill effects from temperate or even hot environments.
People of the tundra value the BEAST as mounts. Although training a BEAST is a difficult task, once trained they are loyal and mighty mounts. BEASTs are also attached to their arctic home and are rarely seen outside the tundra. Any that are have had their rider slain or have been rustled away from their homes. BEASTs taken outside of the tundra often refuse to mate outside their home habitat or their offspring refuse to be trained by anyone other than people of the tundra and have to be released.
Combat
BEASTs gained notoriety among those who saw them on the battlefield for being as ferocious in a fight. They can bite and strike with their hooves like a heavy warhorse. They also possess a fearsome ability to summon the essence of cold in which they were born and project it as a weapon.
Cone of Cold (Sp): Up to three times per day, a BEAST can exhale the elemental cold of its native habitat. This ability functions like the cone of cold spell as if cast by a 9th level sorcerer, the cone emanates from the creatures mouth.
Using this ability requires a full-round action and the BEAST cannot combine it with any other attack or any form of movement in the same round.
Cold Resistance (Ex): BEASTs suffer less from cold damage than most other creatures, since they come from as frosty a climate as any living creature can stand. They have cold resistance 10.
 

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Take out the "or" in the full attack descriptor. And isn't a 9d6 breath weapon awfully powerful for a CR 4?

The second feat should be Endurance. It's a good mount feat. I think it should have information on riding/training and carrying capacity, except that I'm not well-versed in determining how difficult something is to train. Its carrying capacity should be:
Light load: 300 lbs or less
Medium load: 301 to 600 lbs
Heavy load: 601 to 900 lbs

It's missing a single skill point: it has 6, but it should have 7. Add the extra point to Spot, maybe?

Demiurge out.
 

Should Tundra be "cold plains"?

demiurge1138 said:
I think it should have information on riding/training and carrying capacity, except that I'm not well-versed in determining how difficult something is to train.

you're never too old to learn. ;)
the information is basically all found on page 71-72 of the PHB. those critters from the MM that have such info (pegasus, griffon, etc) are generally all magical beasts with Int scores higher than 2, which increases the DC by +5. basically, the info given in the MM is about teaching them to bear a rider during combat which is DC 20 according to the chart.

the only other thing beyond that would be to guesstimate the price of young.
 

Tundra is equivalent to cold plains.

So teaching a creature with Int 3, like this BEAST, to accept a rider in combat is DC 25?
And young price, CR 4, something similar to the value of an owlbear chick? That's 2000 gp, right?
Oh, and just noticed that the Space/Reach entry needs fixing.

Demiurge out.
 

demiurge1138 said:
Tundra is equivalent to cold plains.

thanks, i thought so. :)

demiurge1138 said:
So teaching a creature with Int 3, like this BEAST, to accept a rider in combat is DC 25?

according to the rules, it seems that way. the critters with that info in the MM seem to concur as well.

demiurge1138 said:
And young price, CR 4, something similar to the value of an owlbear chick? That's 2000 gp, right?

good enough for me. :cool: actually, the owlbear cubs/chicks are 3,000 to sell and 2,000 to train.

TRAINING A BEAST
Although intelligent, a BEAST requires training before it can bear a rider in combat. To be trained, a BEAST must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly BEAST requires six weeks of work and a DC 25 Handle Animal check. Riding a BEAST requires an exotic saddle. A BEAST can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
BEAST young are worth 3,000 gp apiece on the open market. Professional trainers charge 2,000 gp to rear or train a BEAST.
Carrying Capacity: A light load for a BEAST is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.
 

If those look OK, I also did some work on this:

Cone of Cold (Sp): Up to three times per day, a BEAST can exhale the elemental cold of its native habitat. This ability functions like the cone of cold spell as if cast by a 9th level sorcerer, the cone emanates from the creatures mouth.
Using this ability requires a full-round action and the BEAST cannot combine it with any other attack or any form of movement in the same round.

Changing to:

Cone of Cold (Sp): Three times per day, a BEAST can exhale the elemental cold of its native habitat as a full-round action. This attack functions like the cone of cold spell (caster level Xth; Reflex DC 15 half) except that the cone emanates from the creatures mouth. The save DC is (Constitution?)-based.
 

I'd say that 4th level caster would be appropriate. That's what a winter wolf has, and it's not only a smaller area affected, but a higher CR to boot. Of course, the winter wolf can use it more times per day, but it's not like an encounter with a BEAST will last for hours, or even minutes.

Demiurge out.
 



sounds good to me. :)

#9
magical beast or animal?

regardless, needs 3 feats.

Large Beast
Hit Dice: 8d8+24 (60 hp)
Initiative: +0
Speed: 30-ft. (6 Squares)
Armor Class: 16 (+0 Dex, -1 Size, +7 Natural Armor)
Base Attack/Grapple: +6/+14
Attack: Claw +10 melee
Full Attack: 2 claws +10 melee (2d4+6)
Space/Reach: 5-ft. by 10-ft./5-ft.
Special Attacks: -
Special Qualities: -
Saves: Fort+9, Ref +6, Will +2
Abilities: Str 19, Dex 11, Con 16, Int3,Wis ll,Cha 3
Skills: Listen +3, Spot +3
Feats: -
Environment: Any Land
Organization: Solitary or herd (2-12)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 9-12 HD (Large)
Level Adjustment: -
BEAST are tall, bipedal mammals whose hardiness and speed make them much desired a cavalry mounts. They move about on their strong, thick legs in a semi-erect posture, so that a Medium-size humanoid can sit cradled between their neck and back.
Despite their size and their ungainly look, they can move at considerable speed and their thick hide makes them durable in combat. BEAST are also adaptable beasts and they operate without complaint in sub-arctic cold and topical heat, open plain and thick jungle alike.
Missile troops in particular like having BEAST as mounts because they sit high enough that distances them from the fray of melee combat, reaching a BEAST's rider with anything other than polearms and longspears is difficult. The fact that BEAST go about on two legs also allows them to strike with their claws without rearing up and making it difficult for their rider to target a foe.
BEAST cannot pull chariots because they too high. Anyone riding in the chariot would not able to see directly in front of him.
Combat
BEAST strike with their claws in melee combat and do so without disrupting any attacks that their riders may wish to perform.
A Medium-size or smaller creature attempting to strike a rider on BEASTback with any melee weapon other than a polearm or a longspear receives a -2 circumstance penalty to attack rolls.
 

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