Need help with monster that uses its tail to ski, knock down opponents

BOZ

Creature Cataloguer
We’re converting the alcor (an arctic version of the lizardfolk) - http://www.enworld.org/forums/showthread.php?t=66479&page=2&pp=25 (near the bottom, and on to page 3) - and we need help figuring out how to work some of its special abilities.

The monster’s original text states:

It has earned the nickname “the skier” because of the mode of travel it frequently uses. By balancing itself on its large, flat tail, the alcor can glide across snow and ice (downhill only; no self-propulsion is involved) at a 24” movement rate. It can also move fairly quickly on its legs, but generally only uses this form of locomotion for short distances or if traversing flat or rising terrain.

not quite sure what to do about this. Someone suggested in the thread, “For the skiing ability--According to the A&EG, skis allow full movement across snow and icy surfaces but cannot be used at all on any other terrain. Downhill speed can be as a run (x4) on slight grades or as a run (x5) on severe grades.” I have them at being able to ski at 60 feet/round from the straight conversion, but x4 is even better. :) I do think there should be an entry in the Combat section, as not every has the A&EG to reference.

The alcor is carnivorous and primarily concerned with obtaining food. However, a few groups (10% chance for each small band encountered) are composed of relatively intelligent specimens that have learned to fashion crude weapons. These alcors carry small darts and javelins fashioned from sharp stones and wood (doing 1-3 and 1-6 hp damage respectively) for use as missile weapons. The more intelligent sorts will also carry spears for use in close combat. When charging to attack using its skiing movement, the alcor has a +2 bonus to hit and does double damage with the spear. When the charge is complete, the creature will usually drop its weapon and engage its opponent with its claws.

what I may do is put weapon attacks in the stat block, and simply add some flavor text about tribes that don’t use weapons. I believe there is a standard charge action in the game now, but should I add anything relating to it using a spear to charge down a mountain or something?

The alcor’s razor-sharp claws do 1-3 hp damage per hit, and it can bite for 1-4 hp damage. These attacks may be used against a single foe or divided between two targets in a round. The creature can also attack with its tail (when not skiing) at the rate of one tail-slap every two rounds. A strike by the tail does 3-12 hp damage, and a target hit by the tail must save versus petrification or be knocked down. Opponents of size S have a -4 penalty to this saving throw, and those of size L receive a bonus of +5. A target that is knocked down forfeits any attack(s) it would otherwise have been entitled to in the remainder of the current round, and also cannot attack during the following round while it regains its feet. All attacks against a target that has been knocked down are made at +4 to the attacker’s chance “to hit.”
If an alcor chooses to attack with its tail, it cannot use claw or bite attacks in the same round. If it knocks down an opponent, it will attack that foe in preference to any others during the following round.

again, I believe there is some kind of standard knockdown action that would probably work here as well. What I need to know is if there should be a special bonus to some other kind of notation in the combat text.
 
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Okie doke. I'll bite...

BOZ said:
We’re converting the alcor (an arctic version of the lizardfolk) - http://www.enworld.org/forums/showthread.php?t=66479&page=2&pp=25 (near the bottom, and on to page 3) - and we need help figuring out how to work some of its special abilities.

Might want to expand on how a cold-blooded creature has managed to adapt to arctic weather. Just saying so seems a little vague for such an oddity. ;)

BOZ said:
not quite sure what to do about this. Someone suggested in the thread, “For the skiing ability--According to the A&EG, skis allow full movement across snow and icy surfaces but cannot be used at all on any other terrain. Downhill speed can be as a run (x4) on slight grades or as a run (x5) on severe grades.” I have them at being able to ski at 60 feet/round from the straight conversion, but x4 is even better. :) I do think there should be an entry in the Combat section, as not every has the A&EG to reference.

Downhill isn't always quick, if there are obstacles or if one goes from side to side. I'd do it akin to the way they handle allowing run while swimming in a straight line for aquatic creatures (less than 45 degrees = x4, 45 degrees or more = x5).

BOZ said:
what I may do is put weapon attacks in the stat block, and simply add some flavor text about tribes that don’t use weapons. I believe there is a standard charge action in the game now, but should I add anything relating to it using a spear to charge down a mountain or something?

Add both to stat blocks with an "or" and an asterisk to explain how some primitives use only natural weapons. For the downhill charge, adjust this-

Powerful Charge (Ex): When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The amount of damage from the attack is given in the creature’s description.

Downhill Charge (Ex): When a creature with this special attack makes a charge downhill, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The amount of damage from the attack is given in the creature’s description.

BOZ said:
again, I believe there is some kind of standard knockdown action that would probably work here as well. What I need to know is if there should be a special bonus to some other kind of notation in the combat text.

Why not take the Dragon's Tail Sweep and trim it down to something more acceptable for the size of the creatures?

Tail Sweep (Ex): This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).

Minor Tail Sweep (Ex): This special attack allows a alcor (of at least medium size) to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 5 feet (10 feet?), extending from an intersection on the edge of the alcor’s space in any direction. Creatures within the swept area are affected if they are no more than one size larger in category than the alcor. A tail sweep allows for a Trip Attack without provoking an AoO. Rather than making an opposed Str (or Dex, whichever has a higher modifier), the affected creature(s) can attempt a Reflex save to avoid the Trip (DC 10 + alcor's HD). Successfully avoiding the Trip does not allow for the opponent to make a Trip Attack of their own.

(Or something along those lines...)

Hope that helps... :)
 
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what I may do is put weapon attacks in the stat block, and simply add some flavor text about tribes that don’t use weapons. I believe there is a standard charge action in the game now, but should I add anything relating to it using a spear to charge down a mountain or something?

I'm in favor of using existing mechanics when applicable, so why not treat this as a mounted charge (if the creature is moving at x4 or x5 movement)? Seems reasonable. You can give them feats racially, or decide that only the more cunning/intelligent ones would develop this trick, and make them use a feat for it. Also opens up lots of opportunities for a classed alcor to pick up the mounted combat tree ;)
 

crossposted from the other thread about this in the creature catolage forms.

BOZ said:
again, I believe there is some kind of standard knockdown action that would probably work here as well. What I need to know is if there should be a special bonus to some other kind of notation in the combat text.

Standerd knockdown type effect while different in name would be a trip. Example of a monster trip attack ability

SRD said:
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

So use the mechanics of that, but change the name to knockdown and make it with the tail not the mouth. Thats my suggestions.
 





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