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Put Some Sword World In Your D&D 2: Multi-Part Monsters
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<blockquote data-quote="Tonguez" data-source="post: 9520614" data-attributes="member: 1125"><p>I've been doing something similar for a while now, splitting Kaiju in to Zones with their own HP and AC. I actually took the idea from statting Ships and from video game ideas. Anyway I tend to use standard Zones of Legs - Torso/Back - Forelimbs - Head - Wings (when relevant), Tails and other parts when they are significant too. Didnt have the idea of a formal Core but just set the head as the kill zone and that the head was inaccessible unless the PC managed to bypass the legs and torso first - Kaiju generally want to protect their heads.</p><p></p><p>Anyway my stats for</p><p></p><p><em><strong>KING KONG </strong></em></p><p><em>Gargantuan Kaiju Ape</em></p><p>Str +10 Dex +4 Con +10 Int +1 Wis +3 Cha 0</p><p>Spd 40 Climb 40 PP 20</p><p>Legendary Resistance (3/day), Seige Monster</p><p></p><p><strong>Defensive Stance</strong>: King Kong instinctively raises his arms to shield his head and torso. As a reaction to a ranged attack to his head or torso, he will deflect the attack causing a hit to his arm instead.</p><p></p><p><strong>Legs AC: </strong>16<strong> HP:</strong> 150 <strong>DC:</strong> 18 (to Climb/Bypass)</p><ul> <li data-xf-list-type="ul"><strong>Stomp:</strong> King Kong stomps the ground, causing 2d10 bludgeoning damage to all creatures within a 10-foot radius.</li> <li data-xf-list-type="ul"><strong>Knockback:</strong> On a successful hit, targets must succeed on a DC 18 Strength saving throw or be knocked prone, on a success the target is pushed back 10 feet.</li> </ul><p></p><p><strong>Torso AC:</strong> 18 <strong>HP:</strong> 200 <strong>DC:</strong> 20 (find weakpoints)</p><ul> <li data-xf-list-type="ul"><strong>Hardened Hide:</strong> Reduces all damage taken to his torso or arms by 10 unless the attacker finds a weakpoint.</li> <li data-xf-list-type="ul"><strong>Regeneration:</strong> Kong regains 10 HP at the start of each of his turns unless the torso is reduced to 0 HP.</li> </ul><p></p><p><strong>Arms/Weapons AC: </strong>17<strong> HP:</strong> 150</p><ul> <li data-xf-list-type="ul"><strong>Smash (15ft):</strong> King Kong can make a powerful attack with his arms and fists dealing 3d10 bludgeoning damage.</li> <li data-xf-list-type="ul"><strong>Grab (15t):</strong> On a successful hit, targets must succeed on a DC 20 Strength save or be grappled</li> <li data-xf-list-type="ul"><strong>Thow</strong>: King Kong can throw a grabbed object or creature 60ft causing 6d10 damage</li> </ul><p></p><p><strong>Head AC</strong> 20 <strong>HP</strong> 200</p><ul> <li data-xf-list-type="ul"><strong>Roar:</strong> All creatures within 30 feet must succeed on a DC 18 Wisdom saving throw or be frightened until the end of their next turn.</li> <li data-xf-list-type="ul"><strong>Bite:</strong> Deals 4d10 piercing damage.</li> </ul><p><strong>Legendary Attacks:</strong></p><p><strong>Stomp attack</strong></p><p><strong>Roar attack</strong></p><p><strong>Earthquake Slam</strong>: King Kong slams the full weight of his torso and arms onto the ground, causing a massive earthquake. All creatures and structures within a 60-foot radius of King Kong must make a DC 20 Strength saving throw or take 10d10 damage and be knocked prone. The ground in the affected area becomes difficult terrain. On a successful save a Creature only takes half damage and are not knocked prone.</p><p><strong>Vunerability</strong>: Earthquake Slam makes Kong vulnerable, his head is exposed when he brings it close to the ground and he is unable to use his arms for Defensive stance or grab or throw attacks until the start of his next turn.</p></blockquote><p></p>
[QUOTE="Tonguez, post: 9520614, member: 1125"] I've been doing something similar for a while now, splitting Kaiju in to Zones with their own HP and AC. I actually took the idea from statting Ships and from video game ideas. Anyway I tend to use standard Zones of Legs - Torso/Back - Forelimbs - Head - Wings (when relevant), Tails and other parts when they are significant too. Didnt have the idea of a formal Core but just set the head as the kill zone and that the head was inaccessible unless the PC managed to bypass the legs and torso first - Kaiju generally want to protect their heads. Anyway my stats for [I][B]KING KONG [/B] Gargantuan Kaiju Ape[/I] Str +10 Dex +4 Con +10 Int +1 Wis +3 Cha 0 Spd 40 Climb 40 PP 20 Legendary Resistance (3/day), Seige Monster [B]Defensive Stance[/B]: King Kong instinctively raises his arms to shield his head and torso. As a reaction to a ranged attack to his head or torso, he will deflect the attack causing a hit to his arm instead. [B]Legs AC: [/B]16[B] HP:[/B] 150 [B]DC:[/B] 18 (to Climb/Bypass) [LIST] [*][B]Stomp:[/B] King Kong stomps the ground, causing 2d10 bludgeoning damage to all creatures within a 10-foot radius. [*][B]Knockback:[/B] On a successful hit, targets must succeed on a DC 18 Strength saving throw or be knocked prone, on a success the target is pushed back 10 feet. [/LIST] [B]Torso AC:[/B] 18 [B]HP:[/B] 200 [B]DC:[/B] 20 (find weakpoints) [LIST] [*][B]Hardened Hide:[/B] Reduces all damage taken to his torso or arms by 10 unless the attacker finds a weakpoint. [*][B]Regeneration:[/B] Kong regains 10 HP at the start of each of his turns unless the torso is reduced to 0 HP. [/LIST] [B]Arms/Weapons AC: [/B]17[B] HP:[/B] 150 [LIST] [*][B]Smash (15ft):[/B] King Kong can make a powerful attack with his arms and fists dealing 3d10 bludgeoning damage. [*][B]Grab (15t):[/B] On a successful hit, targets must succeed on a DC 20 Strength save or be grappled [*][B]Thow[/B]: King Kong can throw a grabbed object or creature 60ft causing 6d10 damage [/LIST] [B]Head AC[/B] 20 [B]HP[/B] 200 [LIST] [*][B]Roar:[/B] All creatures within 30 feet must succeed on a DC 18 Wisdom saving throw or be frightened until the end of their next turn. [*][B]Bite:[/B] Deals 4d10 piercing damage. [/LIST] [B]Legendary Attacks: Stomp attack Roar attack Earthquake Slam[/B]: King Kong slams the full weight of his torso and arms onto the ground, causing a massive earthquake. All creatures and structures within a 60-foot radius of King Kong must make a DC 20 Strength saving throw or take 10d10 damage and be knocked prone. The ground in the affected area becomes difficult terrain. On a successful save a Creature only takes half damage and are not knocked prone. [B]Vunerability[/B]: Earthquake Slam makes Kong vulnerable, his head is exposed when he brings it close to the ground and he is unable to use his arms for Defensive stance or grab or throw attacks until the start of his next turn. [/QUOTE]
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