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<blockquote data-quote="BOZ" data-source="post: 1982862" data-attributes="member: 1241"><p>i'm pushing this for 2 reasons. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p>1.) it's due monday.</p><p>2.) plus the stuff in the above post, these last two new ones are all i have left. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>take your time, peice by peice if you have to...</p><p></p><p></p><p>#31</p><p>check out this one’s special attack form:</p><p></p><p>Large Aberration</p><p>Hit Dice: 4d8+8 (26 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft. (6 squares), climb 30 ft. (6 squares)</p><p>Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12</p><p>Base Attack/Grapple: +3/+12</p><p>Attack: Claw +7 melee (1d6+5)</p><p>Full Attack: 2 claws +7 melee (1d6+5) and bite +2 melee (2d6+2)</p><p>Face/Reach: 10 ft./5 ft.</p><p>Special Attacks: Full mauling</p><p>Special Qualities: Darkvision 60 ft.</p><p>Saves: Fort +3, Ref +3, Will +5</p><p>Abilities: Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7</p><p>Skills: Balance +4, Climb +13, Hide +3, Jump +5, Listen +4, Move Silently +4, Spot +4</p><p>Feats: Alertness, Stealthy</p><p></p><p>Environment: Warm forest</p><p>Organization: Solitary or band (2-8)</p><p>Challenge Rating: 2</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 5-8 HD (Large)</p><p>Level Adjustment: —</p><p></p><p>THINGs are fierce hunters of the steaming jungle. THINGs are an amalgam of an ape and a panther. They have the body of a great cat while maintain the stance and attack style of an ape. Their apish brute force coincides with their stalking predator skills.</p><p></p><p>Combat</p><p>Full Mauling (Ex): When the THING can get above a creature of Large size or larger, it can drop down upon its back and attack, not only with its jaws and forelimbs, but with its clawed, heavily muscled hind limbs as well. These two attacks have a +2 melee attack bonus and inflict 2d4+2 damage each. The THING favors this tactic when attacking large prey such as rhinos, hippos, wild or domestic cattle, etc. Given a Huge opponent or larger, such as an elephant, two or more THINGs can employ this attack at the same time. </p><p>Skills: THINGs have a +8 racial bonus on Climb checks. A THING can always choose to take 10 on Climb checks, even if rushed or threatened.</p><p></p><p></p><p>#32</p><p>now, this one has a Snatch attack like the one before, only it doesn’t meet the prerequisite of being Huge.</p><p></p><p>Large Magical Beast</p><p>Hit Dice: 4d10+4 (26 hp)</p><p>Initiative: +3</p><p>Speed: 10 ft. (2 squares), fly 50 ft. (average) (10 squares)</p><p>Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13</p><p>Base Attack/Grapple: +4/+12</p><p>Attack: Bite +7 melee (1d8+4)</p><p>Full Attack: Bite +7 melee (1d8+4) and 2 claws +2 melee (1d6+2)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Improved Grab, screech, snatch</p><p>Special Qualities: Darkvision 60 ft., low-light vision</p><p>Saves: Fort +5, Ref +7, Will +3</p><p>Abilities: Str 18, Dex 17, Con 13, Int 10, Wis 14, Cha 10</p><p>Skills: Listen +7, Move Silently +7, Spot +11</p><p>Feats: Alertness (PLUS ONE)</p><p></p><p>Environment: Warm forest</p><p>Organization: Solitary or pair</p><p>Challenge Rating: 4</p><p>Treasure: None </p><p>Alignment:......Always neutral </p><p>Advancement: 5-8 HD (Large), 9-12 HD (Huge)</p><p>Level Adjustment: —</p><p></p><p>BIRDIE are large, intelligent birds of the tropics. Their plumage is brightly colored: deep blues, emerald greens, yellows, violets, and vibrant reds. Although they resemble parrots, their massive size and carnivorous appetite make the BIRDIE a feared sight in the jungle.</p><p>BIRDIE speak broken Common and are able to perfectly mimic short phrases of intelligent speech in any language. They are birds, however, so their conversations are often confusing, as the giant birds hop from subject to subject as if listeners can easily follow their flighty logic.</p><p></p><p>Combat</p><p>Improved Grab (Ex): If a BIRDIE hits an opponent of at least one size category smaller than itself or smaller with a bite or claw attack, it deals normal damage and either attempts to start a grapple as a free action without provoking an attack of opportunity, or it pulls the opponent into its space without provoking an attack of opportunity and holds him with a -20 penalty to grapple checks, using its remaining attacks against other opponents. A successful hold does not deal any additional damage; each successful grapple check it makes during successive rounds automatically deals normal damage, and allows it to use its Snatch ability if it wishes, flying off with its victim in tow.</p><p>Screech (Su): A BIRDIE can emit a blood-curdling, scream-like cry once every 1d4 rounds. Usually this screech precedes a dive attack, but may be used at any time. Those within 80 feet must succeed at a Will</p><p>save (DC 14) or cower in fear for 1 round; cowering creatures lose their Dexterity bonus to AC, can take no actions, and foes gain a +2 bonus to hit them. Those who successfully save against this effect cannot be affected by the same screech effect from the same BIRDIE for one day.</p><p>Snatch (Ex): A BIRDIE that achieves a successful grapple with its Improved Grab ability, on an opponent of one size category smaller than itself or smaller, can fly off with its victim. It can drop a snatched creature as a free action or use a standard action to fling it aside or dash it against a rock. A flung creature travels 30 feet and takes 3d6 points of damage. A creature dashed against a rock suffers 4d6 points of damage and must succeed at a Fortitude save (DC 16) or be stunned for 1 round; stunned creatures lose their Dexterity bonus to AC, can take no actions, and foes gain a +2 bonus to hit them. Falling damage equal to 1 d6 damage per 10 feet fallen, to a maximum of 20d6, may also apply.</p><p></p><p>BIRDIE AS MOUNTS</p><p>BIRDIE arc sometimes captured while young and trained as aerial mounts by rangers, druids, or other defenders of jungles and rain forests. These great birds serve almost willingly if fed a healthy diet of tasty forest mammals or big, juicy insects. BIRDIE can be trained as aerial mounts with a successful Handle Animal skill check (DC 22). This DC may be reduced by 2 points if the BIRDIE is "bribed" with a large selection of its favorite foods.</p><p></p><p>BIRDIE TREASURES</p><p>The remains of a BIRDIE are valuable for their use as food and in creating magical tools. A BIRDIE's beak can be combined with a Craft (taxidermy) check (DC 12) and a. gentle repose, spell to create a horn capable of sounding the BIRDIE's dreaded screech. Each of a BIRDIE's wings provide enough material to be made into a cape of feather falling for one Medium-sized creature. The delicate plumage on these wings, if handled properly with a Craft (weaving) check (DC 15), provides a +1 equipment bonus to the caster level of the resulting cape. If mishandled, the feathers are still a handsome foundation for such an item. BIRDIE feathers are considered of natural masterwork quality due to their size and durability.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1982862, member: 1241"] i'm pushing this for 2 reasons. ;) 1.) it's due monday. 2.) plus the stuff in the above post, these last two new ones are all i have left. :) take your time, peice by peice if you have to... #31 check out this one’s special attack form: Large Aberration Hit Dice: 4d8+8 (26 hp) Initiative: +2 Speed: 30 ft. (6 squares), climb 30 ft. (6 squares) Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +3/+12 Attack: Claw +7 melee (1d6+5) Full Attack: 2 claws +7 melee (1d6+5) and bite +2 melee (2d6+2) Face/Reach: 10 ft./5 ft. Special Attacks: Full mauling Special Qualities: Darkvision 60 ft. Saves: Fort +3, Ref +3, Will +5 Abilities: Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7 Skills: Balance +4, Climb +13, Hide +3, Jump +5, Listen +4, Move Silently +4, Spot +4 Feats: Alertness, Stealthy Environment: Warm forest Organization: Solitary or band (2-8) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 5-8 HD (Large) Level Adjustment: — THINGs are fierce hunters of the steaming jungle. THINGs are an amalgam of an ape and a panther. They have the body of a great cat while maintain the stance and attack style of an ape. Their apish brute force coincides with their stalking predator skills. Combat Full Mauling (Ex): When the THING can get above a creature of Large size or larger, it can drop down upon its back and attack, not only with its jaws and forelimbs, but with its clawed, heavily muscled hind limbs as well. These two attacks have a +2 melee attack bonus and inflict 2d4+2 damage each. The THING favors this tactic when attacking large prey such as rhinos, hippos, wild or domestic cattle, etc. Given a Huge opponent or larger, such as an elephant, two or more THINGs can employ this attack at the same time. Skills: THINGs have a +8 racial bonus on Climb checks. A THING can always choose to take 10 on Climb checks, even if rushed or threatened. #32 now, this one has a Snatch attack like the one before, only it doesn’t meet the prerequisite of being Huge. Large Magical Beast Hit Dice: 4d10+4 (26 hp) Initiative: +3 Speed: 10 ft. (2 squares), fly 50 ft. (average) (10 squares) Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13 Base Attack/Grapple: +4/+12 Attack: Bite +7 melee (1d8+4) Full Attack: Bite +7 melee (1d8+4) and 2 claws +2 melee (1d6+2) Space/Reach: 10 ft./10 ft. Special Attacks: Improved Grab, screech, snatch Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +5, Ref +7, Will +3 Abilities: Str 18, Dex 17, Con 13, Int 10, Wis 14, Cha 10 Skills: Listen +7, Move Silently +7, Spot +11 Feats: Alertness (PLUS ONE) Environment: Warm forest Organization: Solitary or pair Challenge Rating: 4 Treasure: None Alignment:......Always neutral Advancement: 5-8 HD (Large), 9-12 HD (Huge) Level Adjustment: — BIRDIE are large, intelligent birds of the tropics. Their plumage is brightly colored: deep blues, emerald greens, yellows, violets, and vibrant reds. Although they resemble parrots, their massive size and carnivorous appetite make the BIRDIE a feared sight in the jungle. BIRDIE speak broken Common and are able to perfectly mimic short phrases of intelligent speech in any language. They are birds, however, so their conversations are often confusing, as the giant birds hop from subject to subject as if listeners can easily follow their flighty logic. Combat Improved Grab (Ex): If a BIRDIE hits an opponent of at least one size category smaller than itself or smaller with a bite or claw attack, it deals normal damage and either attempts to start a grapple as a free action without provoking an attack of opportunity, or it pulls the opponent into its space without provoking an attack of opportunity and holds him with a -20 penalty to grapple checks, using its remaining attacks against other opponents. A successful hold does not deal any additional damage; each successful grapple check it makes during successive rounds automatically deals normal damage, and allows it to use its Snatch ability if it wishes, flying off with its victim in tow. Screech (Su): A BIRDIE can emit a blood-curdling, scream-like cry once every 1d4 rounds. Usually this screech precedes a dive attack, but may be used at any time. Those within 80 feet must succeed at a Will save (DC 14) or cower in fear for 1 round; cowering creatures lose their Dexterity bonus to AC, can take no actions, and foes gain a +2 bonus to hit them. Those who successfully save against this effect cannot be affected by the same screech effect from the same BIRDIE for one day. Snatch (Ex): A BIRDIE that achieves a successful grapple with its Improved Grab ability, on an opponent of one size category smaller than itself or smaller, can fly off with its victim. It can drop a snatched creature as a free action or use a standard action to fling it aside or dash it against a rock. A flung creature travels 30 feet and takes 3d6 points of damage. A creature dashed against a rock suffers 4d6 points of damage and must succeed at a Fortitude save (DC 16) or be stunned for 1 round; stunned creatures lose their Dexterity bonus to AC, can take no actions, and foes gain a +2 bonus to hit them. Falling damage equal to 1 d6 damage per 10 feet fallen, to a maximum of 20d6, may also apply. BIRDIE AS MOUNTS BIRDIE arc sometimes captured while young and trained as aerial mounts by rangers, druids, or other defenders of jungles and rain forests. These great birds serve almost willingly if fed a healthy diet of tasty forest mammals or big, juicy insects. BIRDIE can be trained as aerial mounts with a successful Handle Animal skill check (DC 22). This DC may be reduced by 2 points if the BIRDIE is "bribed" with a large selection of its favorite foods. BIRDIE TREASURES The remains of a BIRDIE are valuable for their use as food and in creating magical tools. A BIRDIE's beak can be combined with a Craft (taxidermy) check (DC 12) and a. gentle repose, spell to create a horn capable of sounding the BIRDIE's dreaded screech. Each of a BIRDIE's wings provide enough material to be made into a cape of feather falling for one Medium-sized creature. The delicate plumage on these wings, if handled properly with a Craft (weaving) check (DC 15), provides a +1 equipment bonus to the caster level of the resulting cape. If mishandled, the feathers are still a handsome foundation for such an item. BIRDIE feathers are considered of natural masterwork quality due to their size and durability. [/QUOTE]
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