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New DM- Advancing Animals?
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<blockquote data-quote="Destil" data-source="post: 761671" data-attributes="member: 1980"><p><strong>10 HD dire baddger</strong></p><p></p><p><u>Start Here</u></p><p>Dire Badger</p><p>Medium-Size Animal</p><p>Hit Dice: 3d8+12 (25 hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 30 ft., burrow 10 ft.</p><p>AC: 16 (+3 Dex, +3 natural)</p><p>Attacks: 2 claws +4 melee, bite -1 melee</p><p>Damage: Claw 1d4+2, bite 1d6+1</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Special Attacks: Rage</p><p>Special Qualities: Scent</p><p>Saves: Fort +7, Ref +6, Will +4</p><p>Abilities: Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10</p><p>Skills: Listen +6, Spot +6</p><p></p><p>Since the default badger has 3 HD, we'll be adding 7 HD. A 9 HD badger is huge, so a 10HD badger could still be huge, but you could also make a good case that when a rare one does pop up (the limits in the MM arn't hard and fast rules, but exceptions should be rare IIRC) it'll be Gargantuan. I'll stick with huge for the example, since it's easy to add one more advancement.</p><p>You can add HD or change the size in either order, the results will be the same. I typicaly increase size first.</p><p></p><p>Per the chart on MM 12, going from meidum to large gives you this:</p><p>+8 Str, -2 Dex, +4 Con, +2 Natural Armor, claw damages goes from d4 -> d6, bite from d6 -> d8 (MM 14)</p><p>Large to Huge:</p><p>+8 Str, -2 Dex, +4 Con, +3 Natural Armor, Claw 1d8, Bite 2d6</p><p>The final results are a Huge Baddger with +16 Str (Str 30), -4 Dex (13 Dex), +8 Con (27 Con) and +5 Natural Armor (+8 NA), Claw damage 1d8, bite damage 2d6. (also remember that a huge creature has a -2 size penelity to atatcks and AC)</p><p></p><p>Now Add Hit Dice. In accordance with the chart on MM 13, Animals get:</p><p>d8 HD, 3/4th BAB, Good Fort and Reflex Saves (and a bad Will Save), and no skill or feat improvement (their skill points are fixed at 10-15). This gives us the following:</p><p></p><p>BAB +7</p><p>Base Saves +7 Fort, +7 Ref, +3 Will</p><p></p><p>It's generaly easier to simply re-work the saves, to hit and damage with the new number rather than add, since the're not broken down in the original stat block. Recall that creatures take a -5 to hit and use 1/2 their strength bonus to damage on secondary attacks. From this we get the following:</p><p></p><p>Hit Dice: 10d8+80 (125 hp)</p><p>AC: 17 (+1 Dex, -2 Size, +8 natural)</p><p>Attacks: 2 claws +15 melee, bite +10 melee <em>(+10 Str, -2 Size, +7 BAB, and -5 for the secondary bite)</em></p><p>Damage: Claw 1d8+10, bite 2d6+5 <em>(+10 Str, 1/2 Str bonus for secondary bite)</em></p><p>Face/Reach: 10 ft. by 20 ft/10 ft. <em>(I'm just assuming a huge badger would be a Huge (long) creature, since at meidum size it dosn't matter. This is a pure DM call. For dimentions / reach use PH 131)</em></p><p>Saves: Fort +15, Ref +8, Wil +4</p><p>Abilities: Str 30, Dex 13, Con 27, Int 2, Wis 12, Cha 10</p></blockquote><p></p>
[QUOTE="Destil, post: 761671, member: 1980"] [b]10 HD dire baddger[/b] [u]Start Here[/u] Dire Badger Medium-Size Animal Hit Dice: 3d8+12 (25 hp) Initiative: +3 (Dex) Speed: 30 ft., burrow 10 ft. AC: 16 (+3 Dex, +3 natural) Attacks: 2 claws +4 melee, bite -1 melee Damage: Claw 1d4+2, bite 1d6+1 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Rage Special Qualities: Scent Saves: Fort +7, Ref +6, Will +4 Abilities: Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10 Skills: Listen +6, Spot +6 Since the default badger has 3 HD, we'll be adding 7 HD. A 9 HD badger is huge, so a 10HD badger could still be huge, but you could also make a good case that when a rare one does pop up (the limits in the MM arn't hard and fast rules, but exceptions should be rare IIRC) it'll be Gargantuan. I'll stick with huge for the example, since it's easy to add one more advancement. You can add HD or change the size in either order, the results will be the same. I typicaly increase size first. Per the chart on MM 12, going from meidum to large gives you this: +8 Str, -2 Dex, +4 Con, +2 Natural Armor, claw damages goes from d4 -> d6, bite from d6 -> d8 (MM 14) Large to Huge: +8 Str, -2 Dex, +4 Con, +3 Natural Armor, Claw 1d8, Bite 2d6 The final results are a Huge Baddger with +16 Str (Str 30), -4 Dex (13 Dex), +8 Con (27 Con) and +5 Natural Armor (+8 NA), Claw damage 1d8, bite damage 2d6. (also remember that a huge creature has a -2 size penelity to atatcks and AC) Now Add Hit Dice. In accordance with the chart on MM 13, Animals get: d8 HD, 3/4th BAB, Good Fort and Reflex Saves (and a bad Will Save), and no skill or feat improvement (their skill points are fixed at 10-15). This gives us the following: BAB +7 Base Saves +7 Fort, +7 Ref, +3 Will It's generaly easier to simply re-work the saves, to hit and damage with the new number rather than add, since the're not broken down in the original stat block. Recall that creatures take a -5 to hit and use 1/2 their strength bonus to damage on secondary attacks. From this we get the following: Hit Dice: 10d8+80 (125 hp) AC: 17 (+1 Dex, -2 Size, +8 natural) Attacks: 2 claws +15 melee, bite +10 melee [i](+10 Str, -2 Size, +7 BAB, and -5 for the secondary bite)[/i] Damage: Claw 1d8+10, bite 2d6+5 [i](+10 Str, 1/2 Str bonus for secondary bite)[/i] Face/Reach: 10 ft. by 20 ft/10 ft. [i](I'm just assuming a huge badger would be a Huge (long) creature, since at meidum size it dosn't matter. This is a pure DM call. For dimentions / reach use PH 131)[/i] Saves: Fort +15, Ref +8, Wil +4 Abilities: Str 30, Dex 13, Con 27, Int 2, Wis 12, Cha 10 [/QUOTE]
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