Angel Tarragon
Dawn Dragon
Here I'll be statting up some cool, weird and outrageous critters.
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Hit Dice: 6d8+12 (45 hp)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 16 (–1 Dex, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +6/+8
Attack: +6
Full Attack: +6
Space/Reach: 5 ft./5 ft.
Special Attacks: Petrifying gaze
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +2, Ref +5, Will +5
Abilities: Str 15, Dex 8, Con 15, Int 10, Wis 12, Cha 11
Skills: Hide +0*, Listen +7, Spot +7
Feats: Monkey Grip,
Environment: Warm deserts
Organization: Solitary or colony (3–6)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 7–10 HD (Medium); 11–18 HD (Large)
Level Adjustment: —
Hit Dice: 7d10+28 (86 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 14 (+1 Dex, +4 natural, -1 size), touch 12, flat-footed 12
Base Attack/Grapple: +7/+13
Attack: Bite +14 melee (2D6+10 plus 1D6 cold)
Full Attack: Bite +14 melee (2D6+10 plus 1D6 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Darkvision 60 ft., immunity to cold, low-light vision, scent, vulnerability to fire
Saves: Fort +5, Ref +6, Will +4
Abilities: Str 25, Dex 13, Con 19, Int 6, Wis 14, Cha 10
Skills: Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*
Feats: Alertness, Improved Natural Attack (Bite), Track
Environment: Cold plains
Organization: Solitary, pair, or pack (6–11)
Challenge Rating: 7
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral evil
Advancement: 7–12 HD (Large), 13-18 (Huge)
Level Adjustment: +4 (cohort)
Initiative: +2
Attack: Bite +15 melee (3D6+12 plus 1D6 cold)
Full Attack: Bite +15 melee (3D6+12 plus 1D6 cold)
Saves: Fort +11, Ref +8, Will +5
Feats: Alertness, [url=http://www.enworld.org/showthread.php?p=3959477#post3959477][COLOR=DeepSkyBlue]Great Bite[/COLOR][/url], Improved Natural
Attack (Bite) x2, Track, Weapon Focus (Bite)
Frukathka said:This monster is a work in progress; it is not yet done.
Thanks for pointing that out. The entry has been updated.Dog Moon said:Tiny little nitpick about the winter worg [and I only noticed this cause I was thinking how nasty that thing might be and was like 'why is the damage so little?'], but the bite attack should be +10 damage, not +4.
It is from the base entry of the basilisk, which is what I am working from.Dog Moon said:I have two questions, however:
a) why is warm desert the environment for stone people?
I plan to include storm abilities; like I said before its a WIP.Dog Moon said:b) why are they called stormborn when they have no storm abilities? Now, I know creates are occasionally called something different based on what others perceive rather than their actually abilities [like legends say that the first of these was seen in a storm as they attacked in the midst of flashing lightning when in reality, they were afraid of the scary lightning and they attacked only to take over the shelter these people were hiding in, for example]
megamania said:I still like them![]()
Thanks, Dog Moon, I didn't quite realize that. Where can I find that rule?Dog Moon said:However, for the wolf, if the bite is the primary attack and they don't have any other attack, then their bite deals 1-1/2 str bonus for damage.
Frukathka said:Thanks, Gog Moon, I didn't quite realize that. Where can I find that rule?
Frukathka said:Thanks, Gog Moon, I didn't quite realize that. Where can I find that rule?
Sorry about that.Dog Moon said:And that's DOG Moon thank you very much.![]()
Thanks, that certainly clarifies things.Dog Moon said:In the Monster Manual page 299, right column under Full Attack and then second paragraph under Natural weapons.
It certainly is nice to have a monster aficionado in the know.Dog Moon said:No problem, on both accounts.![]()
Dog Moon said:And that's DOG Moon thank you very much.![]()
Hit Dice: 1d8 (6 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 studded leather), touch 11, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Javelin +3 melee (1D6+2/x2) or Shortbow +3 ranged (1D6/x3)
Full Attack: Javelin +4 melee (1D6+2/x2) or Shortbow +3 ranged (1D6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Elven traits, Brachiation, Tree Leap
Saves: Fort +3, Ref +2, Will –1
Abilities: Str 15, Dex 15, Con 12, Int 6, Wis 9, Cha 8
Skills: Balance +18, Climb +12, Jump +18, Listen +5, Spot +5
Feats: Weapon Focus (Javelin)
Environment: Warm forest
Organization: Squad (2–4), company (11–20 plus 2 3rd-level sergeants and 1 leader
of 3rd–6th level), or band (30–100 plus 20% noncombatants plus 1 3rd
level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level
captains)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +1
Hit Dice: 1d10 (8 hp)
Initiative: +8
Armor Class: 16 (+3 Dex, +3 studded leather), touch 13, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Javelin +5 melee (1D6+3/x2) or Shortbow +4 ranged (1D6/x3)
Full Attack: Javelin +4 melee (1D6+3/x2) or Shortbow +4 ranged (1D6/x3)
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 15, Dex 15, Con 12, Int 6, Wis 9, Cha 8
Skills: Balance +20, Climb +11, Jump +20, Listen +6, +2 Search, Spot +6
Feats: Improved Initiative, Weapon Focus (Javelin)
Level Adjustment: +0