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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 4194489" data-attributes="member: 2795"><p><strong>Greek Mythology Beasties</strong></p><p></p><p><span style="color: limegreen">Let's toss in a few beasties from Greek mythology.</span></p><p></p><p>[sblock=Charybdis; CR 27]</p><p>Unique NE Colossal magical beast (aquatic)</p><p><strong>Divine Rank</strong> 0</p><p><strong>Init</strong> +5; <strong>Senses</strong> darkvision 60 ft., low-light vision, Listen +49, Spot +49</p><p><strong>Languages</strong> Aquan</p><p>-----</p><p><strong>AC</strong> 25 (-5 size, +1 Dex, +19 natural), touch 6, flat-footed 24; Combat Expertise</p><p><strong>hp</strong> 1817 (79 HD); <strong>DR</strong> 10/epic; <strong>fast healing</strong> 10</p><p><strong>SR</strong> 32</p><p><strong>Immune</strong> ability damage, ability drain, energy drain, mind-affect effects, petrification, polymorph, sleep, starvation, suffocation</p><p><strong>Resist</strong> fire 5</p><p><strong>Fort</strong> +54, <strong>Ref</strong> +42, <strong>Will</strong> +41</p><p>-----</p><p><strong>Speed</strong> swim 140 ft. (28 squares) (only to ascend or descend); Dire Charge</p><p><strong>Melee</strong> 2 tentacles +98 (3d8+18/19-20, +1d6 plus Fort DC 67 or die instantly) and 6 arms +95 (1d8+9/19-20) and bite +95 (6d6+9/19-20)</p><p><strong>Space</strong> 30 ft.; <strong>Reach</strong> 20 ft. (80 ft. with tentacle, 40 ft. with arm)</p><p><strong>Base Atk</strong> +79; <strong>Grp</strong> +113</p><p><strong>Atk Options</strong> Blind-Fight, Combat Reflexes, constrict (tentacle 3d8+18 or arm 1d8+9), control water, Great Cleave, Improved Disarm, improved grab, Improved Sunder, Improved Trip (+38 check), Knock-Down (+34 check), Power Attack</p><p><strong>Spell-Like Abilities (CL 13th):</strong></p><p>1/day - <em>control weather, control winds</em> (Fort 21)</p><p>-----</p><p><strong>Abilities</strong> Str 46, Dex 13, Con 36, Int 13, Wis 22, Cha 22</p><p><strong>SQ</strong> immortal, limited movement</p><p><strong>Feats</strong> Alertness, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Improved Critical (tentacle, arm, bite), Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Knock-Down, Multiattack, Power Attack, Stealthy, Weapon Focus (tentacle)</p><p><strong>Epic Feats</strong> Devastating Critical (tentacle), Dire Charge, Fast Healing (x5), Overwhelming Critical (tentacle)</p><p><strong>Skills</strong> Concentration +13, Hide +26, Intimidate +47, Listen +49, Move Silently +42, Sense Motive +47, Spot +49</p><p><strong>Advancement</strong> --</p><p>-----</p><p><strong>Constrict (Ex):</strong> Charybdis deals automatic arm or tentacle damage with a successful grapple check.</p><p></p><p><strong>Control Water (Su):</strong> At will as a 20th-level caster, Charybdis can <em>control water</em>.</p><p></p><p><strong>Damage Reduction (Su):</strong> Charybdis's natural weapons are considered to be epic for the purposes of overcoming DR.</p><p></p><p><strong>Divine Rank:</strong> All game effects of Charybdis's divine rank 0 have been added to the statistics presented here. You need not be familiar with the divine rules in the SRD to use Charybdis.</p><p></p><p><strong>Immortal (Ex):</strong> Charybdis is naturally immortal and cannot die from natural causes. It does not age, nor does it need to eat, sleep, or breathe. The only way for Charybdis to die is by being slain in magical or physical combat.</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, Charybdis must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.</p><p></p><p><strong>Limited Movement (Ex):</strong> When ascending or descending in a straight line, Charybdis moves through water at enormous speed. Otherwise, its base swim speed is 20 feet.</p><p></p><p><strong>Skills:</strong> As a creature with the aquatic subtype, Charybdis doesn't need to make Swim checks. It can use the run action while swimming, provided it swims in a straight line.</p><p></p><p><strong>Strategies and Tactics</strong> Charybdis preys on ships and their crews, motivated by nothing more than a love for bloodshed and terror. Few creatures pose any significant threat to it, and it has sufficient power to destroy a vessel, crew in all, in a matter of seconds. Consequently, it thinks little of defense or tactics. This monster lurks beneath the waves, waiting patiently for a ship to pass overhead. It then rises to within a score or so yards from the surface and uses <em>control water</em> to trap the vessel within a whirlpool.</p><p></p><p>Charybdis then makes a Dire Charge to come up beneath the ship and still make a full attack. Its tentacles and arms attack sailors on deck while the ship is subjected to Charybdis's powerful bite. Charybdis uses Improved Disarm, Improved Sunder, and Improved Trip to toy with its victims. Charybdis usually devotes +20 of its base attack bonus to Combat Expertise (adding +5 to its AC) and Power Attack (adding +15 damage to its attacks).</p><p></p><p>Any creature taking more than 10 points of damage from any of Charybdis's attacks is subjected to an automatic trip attack (due to the monster's Knock-Down feat). Charybdis does not get a free attack against a creature tripped via Knock-Down. Any creature suffering a critical hit from a tentacle attack takes an additional 1d6 points of damage plus must make a DC 67 Fortitude save or die instantly (although creatures immune to critical hits are unaffected).</p><p></p><p>Charybdis always takes a -20 grapple check penalty to use improved grab without interfering with its other attacks. After constricting a foe for a round or two, Charybdis typically hurls him into the sea. Treat Charybdis's whirlpool as stormy water (Swim check DC 20).</p><p></p><p><strong>Typical Treasure</strong> Charybdis hoards treasure within shattered ships' hulls on the ocean's bottom. This monster has triple standard treasure for a creature of its Challenge Rating.[/sblock]</p><p>[sblock=Cerberus; CR 8]</p><p>Always NE Large undead (evil, extraplanar)</p><p><strong>Init</strong> +5; <strong>Senses</strong> darkvision 60 ft., magical senses, scent, Listen +14, Spot +14</p><p><strong>Languages</strong> Cerberuses cannot speak, but they understand Abyssal, Common, and Infernal.</p><p>-----</p><p><strong>AC</strong> 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14; Dodge</p><p><strong>hp</strong> 78 (12 HD); <strong>DR</strong> 10/bludgeoning and magic; <strong>turn resistance</strong> +4</p><p><strong>Immune</strong> cold, electricity, mind-affecting effects, polymorph</p><p><strong>Fort</strong> +4, <strong>Ref</strong> +5, <strong>Will</strong> +10</p><p>-----</p><p><strong>Speed</strong> 50 ft. (10 squares)</p><p><strong>Melee</strong> 3 bites +12 melee (1d8+10)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +6; <strong>Grp</strong> +17</p><p><strong>Atk Options</strong> bay, Blind-Fight, trip (+11 check)</p><p><strong>Special Actions</strong> shadow blend</p><p>-----</p><p><strong>Abilities</strong> Str 25, Dex 13, Con --, Int 8, Wis 14, Cha 15</p><p><strong>Feats</strong> Alertness, Blind-Fight, Dodge, Improved Initiative, Stealthy, Track (B)</p><p><strong>Skills</strong> Hide +8, Listen +14, Move Silently +12, Spot +14, Survival +9</p><p><strong>Advancement</strong> 13-24 HD (Large); 25-36 HD (Huge)</p><p>-----</p><p><strong>Bay (Su):</strong> When a cerberus howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 18 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same cerberus's bay for 24 hours. The save DC is Charisma-based.</p><p></p><p><strong>Damage Reduction (Su):</strong> A cerberus's natural weapons are treated as evil-aligned and magic weapons for the purpose of overcoming damage reduction.</p><p></p><p><strong>Magical Senses (Su):</strong> A cerberus sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions.</p><p></p><p><strong>Shadow Blend (Su):</strong> In any condition of illumination other than full daylight, a cerberus can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A <em>daylight</em> spell, however, will.</p><p></p><p><strong>Trip (Ex):</strong> A cerberus that hits with a bite attack can attempt to trip the opponent as a free action (+11 check modifier) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cerberus.</p><p></p><p><strong>Skills:</strong> A cerberus has a +4 racial bonus on Survival checks when tracking by scent.[/sblock]</p><p>[sblock=Diomedean Horse; CR 2]</p><p>Always N Large animal</p><p><strong>Init</strong> +2; <strong>Senses</strong> low-light vision, scent, Listen +4, Spot +4</p><p>-----</p><p><strong>AC</strong> 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13</p><p><strong>hp</strong> 25 (3 HD)</p><p><strong>Fort</strong> +7, <strong>Ref</strong> +5, <strong>Will</strong> +2</p><p>-----</p><p><strong>Speed</strong> 60 ft. (12 squares)</p><p><strong>Melee</strong> 2 hooves +5 melee (1d4+4) and bite +0 melee (1d6+2/19-20)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +2; <strong>Grp</strong> +10</p><p>-----</p><p><strong>Abilities</strong> Str 18, Dex 15, Con 19, Int 2, Wis 13, Cha 8</p><p><strong>Feats</strong> Endurance, Improved Critical (bite) (B), Run</p><p><strong>Skills</strong> Listen +4, Spot +4</p><p><strong>Advancement</strong> 4-6 HD (Large)</p><p>-----</p><p><strong>Carrying Capacity:</strong> A light load for a Diomedean horse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A Diomedean horse can drag 4,500 pounds.[/sblock]</p><p>[sblock=Nemean Lion; CR 7]</p><p>Always N Large magical beast</p><p><strong>Init</strong> +3; <strong>Senses</strong> darkvision 60 ft., low-light vision, scent, Listen +10, Spot +10</p><p>-----</p><p><strong>AC</strong> 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17</p><p><strong>hp</strong> 85 (9 HD); <strong>DR</strong> 15/bludgeoning; invulnerable hide</p><p><strong>Fort</strong> +10, <strong>Ref</strong> +9, <strong>Will</strong> +7</p><p>-----</p><p><strong>Speed</strong> 40 ft. (8 squares)</p><p><strong>Melee</strong> 2 claws +17 melee (1d6+8) and bite +11 melee (1d8+4)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +9; <strong>Grp</strong> +21</p><p><strong>Atk Options</strong> improved grab, pounce, rake (2 attacks +16 melee, 1d6+4)</p><p>-----</p><p><strong>Abilities</strong> Str 27, Dex 17, Con 19, Int 3, Wis 12, Cha 10</p><p><strong>Feats</strong> Alertness, Run, Stealthy, Weapon Focus (claw)</p><p><strong>Skills</strong> Hide +6, Listen +10, Move Silently +6, Spot +10</p><p><strong>Advancement</strong> 10-18 HD (Large); 19-27 HD (Huge)</p><p>-----</p><p><strong>Improved Grab (Ex):</strong> To use this ability, a Nemean lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.</p><p></p><p><strong>Invulnerable Hide (Su):</strong> Any nonmagical weapon striking a Nemean lion's hide might break. The weapon takes damage equal to the amount of damage the attack would have inflicted (not counting DR) unless the wielder makes a DC 18 Reflex save. The weapon's hardness protects against this damage as normal. Natural weapons are not subject to this ability. The save DC is Constitution-based.</p><p></p><p><strong>Pounce (Ex):</strong> If a Nemean lion charges, it can make a full attack, including two rake attacks.</p><p></p><p><strong>Skills:</strong> Nemean lions have a +4 racial bonus on Hide and Move Silently checks. In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 4194489, member: 2795"] [b]Greek Mythology Beasties[/b] [color=limegreen]Let's toss in a few beasties from Greek mythology.[/color] [sblock=Charybdis; CR 27] Unique NE Colossal magical beast (aquatic) [b]Divine Rank[/b] 0 [b]Init[/b] +5; [b]Senses[/b] darkvision 60 ft., low-light vision, Listen +49, Spot +49 [b]Languages[/b] Aquan ----- [b]AC[/b] 25 (-5 size, +1 Dex, +19 natural), touch 6, flat-footed 24; Combat Expertise [b]hp[/b] 1817 (79 HD); [b]DR[/b] 10/epic; [b]fast healing[/b] 10 [b]SR[/b] 32 [b]Immune[/b] ability damage, ability drain, energy drain, mind-affect effects, petrification, polymorph, sleep, starvation, suffocation [b]Resist[/b] fire 5 [b]Fort[/b] +54, [b]Ref[/b] +42, [b]Will[/b] +41 ----- [b]Speed[/b] swim 140 ft. (28 squares) (only to ascend or descend); Dire Charge [b]Melee[/b] 2 tentacles +98 (3d8+18/19-20, +1d6 plus Fort DC 67 or die instantly) and 6 arms +95 (1d8+9/19-20) and bite +95 (6d6+9/19-20) [b]Space[/b] 30 ft.; [b]Reach[/b] 20 ft. (80 ft. with tentacle, 40 ft. with arm) [b]Base Atk[/b] +79; [b]Grp[/b] +113 [b]Atk Options[/b] Blind-Fight, Combat Reflexes, constrict (tentacle 3d8+18 or arm 1d8+9), control water, Great Cleave, Improved Disarm, improved grab, Improved Sunder, Improved Trip (+38 check), Knock-Down (+34 check), Power Attack [b]Spell-Like Abilities (CL 13th):[/b] 1/day - [i]control weather, control winds[/i] (Fort 21) ----- [b]Abilities[/b] Str 46, Dex 13, Con 36, Int 13, Wis 22, Cha 22 [b]SQ[/b] immortal, limited movement [b]Feats[/b] Alertness, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Improved Critical (tentacle, arm, bite), Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Knock-Down, Multiattack, Power Attack, Stealthy, Weapon Focus (tentacle) [b]Epic Feats[/b] Devastating Critical (tentacle), Dire Charge, Fast Healing (x5), Overwhelming Critical (tentacle) [b]Skills[/b] Concentration +13, Hide +26, Intimidate +47, Listen +49, Move Silently +42, Sense Motive +47, Spot +49 [b]Advancement[/b] -- ----- [b]Constrict (Ex):[/b] Charybdis deals automatic arm or tentacle damage with a successful grapple check. [b]Control Water (Su):[/b] At will as a 20th-level caster, Charybdis can [i]control water[/i]. [b]Damage Reduction (Su):[/b] Charybdis's natural weapons are considered to be epic for the purposes of overcoming DR. [b]Divine Rank:[/b] All game effects of Charybdis's divine rank 0 have been added to the statistics presented here. You need not be familiar with the divine rules in the SRD to use Charybdis. [b]Immortal (Ex):[/b] Charybdis is naturally immortal and cannot die from natural causes. It does not age, nor does it need to eat, sleep, or breathe. The only way for Charybdis to die is by being slain in magical or physical combat. [b]Improved Grab (Ex):[/b] To use this ability, Charybdis must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. [b]Limited Movement (Ex):[/b] When ascending or descending in a straight line, Charybdis moves through water at enormous speed. Otherwise, its base swim speed is 20 feet. [b]Skills:[/b] As a creature with the aquatic subtype, Charybdis doesn't need to make Swim checks. It can use the run action while swimming, provided it swims in a straight line. [b]Strategies and Tactics[/b] Charybdis preys on ships and their crews, motivated by nothing more than a love for bloodshed and terror. Few creatures pose any significant threat to it, and it has sufficient power to destroy a vessel, crew in all, in a matter of seconds. Consequently, it thinks little of defense or tactics. This monster lurks beneath the waves, waiting patiently for a ship to pass overhead. It then rises to within a score or so yards from the surface and uses [i]control water[/i] to trap the vessel within a whirlpool. Charybdis then makes a Dire Charge to come up beneath the ship and still make a full attack. Its tentacles and arms attack sailors on deck while the ship is subjected to Charybdis's powerful bite. Charybdis uses Improved Disarm, Improved Sunder, and Improved Trip to toy with its victims. Charybdis usually devotes +20 of its base attack bonus to Combat Expertise (adding +5 to its AC) and Power Attack (adding +15 damage to its attacks). Any creature taking more than 10 points of damage from any of Charybdis's attacks is subjected to an automatic trip attack (due to the monster's Knock-Down feat). Charybdis does not get a free attack against a creature tripped via Knock-Down. Any creature suffering a critical hit from a tentacle attack takes an additional 1d6 points of damage plus must make a DC 67 Fortitude save or die instantly (although creatures immune to critical hits are unaffected). Charybdis always takes a -20 grapple check penalty to use improved grab without interfering with its other attacks. After constricting a foe for a round or two, Charybdis typically hurls him into the sea. Treat Charybdis's whirlpool as stormy water (Swim check DC 20). [b]Typical Treasure[/b] Charybdis hoards treasure within shattered ships' hulls on the ocean's bottom. This monster has triple standard treasure for a creature of its Challenge Rating.[/sblock] [sblock=Cerberus; CR 8] Always NE Large undead (evil, extraplanar) [b]Init[/b] +5; [b]Senses[/b] darkvision 60 ft., magical senses, scent, Listen +14, Spot +14 [b]Languages[/b] Cerberuses cannot speak, but they understand Abyssal, Common, and Infernal. ----- [b]AC[/b] 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14; Dodge [b]hp[/b] 78 (12 HD); [b]DR[/b] 10/bludgeoning and magic; [b]turn resistance[/b] +4 [b]Immune[/b] cold, electricity, mind-affecting effects, polymorph [b]Fort[/b] +4, [b]Ref[/b] +5, [b]Will[/b] +10 ----- [b]Speed[/b] 50 ft. (10 squares) [b]Melee[/b] 3 bites +12 melee (1d8+10) [b]Space[/b] 10 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +6; [b]Grp[/b] +17 [b]Atk Options[/b] bay, Blind-Fight, trip (+11 check) [b]Special Actions[/b] shadow blend ----- [b]Abilities[/b] Str 25, Dex 13, Con --, Int 8, Wis 14, Cha 15 [b]Feats[/b] Alertness, Blind-Fight, Dodge, Improved Initiative, Stealthy, Track (B) [b]Skills[/b] Hide +8, Listen +14, Move Silently +12, Spot +14, Survival +9 [b]Advancement[/b] 13-24 HD (Large); 25-36 HD (Huge) ----- [b]Bay (Su):[/b] When a cerberus howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 18 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same cerberus's bay for 24 hours. The save DC is Charisma-based. [b]Damage Reduction (Su):[/b] A cerberus's natural weapons are treated as evil-aligned and magic weapons for the purpose of overcoming damage reduction. [b]Magical Senses (Su):[/b] A cerberus sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions. [b]Shadow Blend (Su):[/b] In any condition of illumination other than full daylight, a cerberus can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A [i]daylight[/i] spell, however, will. [b]Trip (Ex):[/b] A cerberus that hits with a bite attack can attempt to trip the opponent as a free action (+11 check modifier) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cerberus. [b]Skills:[/b] A cerberus has a +4 racial bonus on Survival checks when tracking by scent.[/sblock] [sblock=Diomedean Horse; CR 2] Always N Large animal [b]Init[/b] +2; [b]Senses[/b] low-light vision, scent, Listen +4, Spot +4 ----- [b]AC[/b] 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 [b]hp[/b] 25 (3 HD) [b]Fort[/b] +7, [b]Ref[/b] +5, [b]Will[/b] +2 ----- [b]Speed[/b] 60 ft. (12 squares) [b]Melee[/b] 2 hooves +5 melee (1d4+4) and bite +0 melee (1d6+2/19-20) [b]Space[/b] 10 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +2; [b]Grp[/b] +10 ----- [b]Abilities[/b] Str 18, Dex 15, Con 19, Int 2, Wis 13, Cha 8 [b]Feats[/b] Endurance, Improved Critical (bite) (B), Run [b]Skills[/b] Listen +4, Spot +4 [b]Advancement[/b] 4-6 HD (Large) ----- [b]Carrying Capacity:[/b] A light load for a Diomedean horse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A Diomedean horse can drag 4,500 pounds.[/sblock] [sblock=Nemean Lion; CR 7] Always N Large magical beast [b]Init[/b] +3; [b]Senses[/b] darkvision 60 ft., low-light vision, scent, Listen +10, Spot +10 ----- [b]AC[/b] 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17 [b]hp[/b] 85 (9 HD); [b]DR[/b] 15/bludgeoning; invulnerable hide [b]Fort[/b] +10, [b]Ref[/b] +9, [b]Will[/b] +7 ----- [b]Speed[/b] 40 ft. (8 squares) [b]Melee[/b] 2 claws +17 melee (1d6+8) and bite +11 melee (1d8+4) [b]Space[/b] 10 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +9; [b]Grp[/b] +21 [b]Atk Options[/b] improved grab, pounce, rake (2 attacks +16 melee, 1d6+4) ----- [b]Abilities[/b] Str 27, Dex 17, Con 19, Int 3, Wis 12, Cha 10 [b]Feats[/b] Alertness, Run, Stealthy, Weapon Focus (claw) [b]Skills[/b] Hide +6, Listen +10, Move Silently +6, Spot +10 [b]Advancement[/b] 10-18 HD (Large); 19-27 HD (Huge) ----- [b]Improved Grab (Ex):[/b] To use this ability, a Nemean lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. [b]Invulnerable Hide (Su):[/b] Any nonmagical weapon striking a Nemean lion's hide might break. The weapon takes damage equal to the amount of damage the attack would have inflicted (not counting DR) unless the wielder makes a DC 18 Reflex save. The weapon's hardness protects against this damage as normal. Natural weapons are not subject to this ability. The save DC is Constitution-based. [b]Pounce (Ex):[/b] If a Nemean lion charges, it can make a full attack, including two rake attacks. [b]Skills:[/b] Nemean lions have a +4 racial bonus on Hide and Move Silently checks. In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.[/sblock] [/QUOTE]
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Old School Nefarium - Road to Adventure Link (1/20/16)
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