Krishnath
First Post
I hope you like it.
Starting with the sample creature:
Spiked Bulette
Huge Magical Beast
Hit Dice: 9d10+54 (103 hp)
Initiative: +6 (+2 Dex, Improved Initiative)
Speed: 40', burrow 10'
AC: 24 (-2 size, +2 Dex, +14 natural), Touch 10, Flatfooted 22,
Attacks: Bite +15 melee and 2 claws +10 melee, spikes +9 ranged
Damage: Bite 4d6+8, claw 2d8+4, spikes 1d8 plus poison,
Face/Reach: 15'/10'
Special Attacks: Leap, Poison,
Special Qualities: Scent, Tremorsense 60',
Saves: Fort +12, Ref +8, Will +4
Abilities: Str 27, Dex 15, Con 22, Int 2, Wis 15, Cha 6
Skills: Jump +14, Listen +7
Feats: Cleave, Improved Initiative, Combat Reflexes, Power Attack (-9/+9),
Climate/Terrain: Temperate land and underground,
Organization: Solitary or Pair
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancment: 10-16 HD (Huge), 17-27 HD (Gargantuan),
A spiked bulette looks like it common cousin but is covered in foot long bony spikes, that give it a slightly more feral look.
Combat:
The spiked bulette is just as an agressive predator as the standard bulette, and will enter any combat situation with glee. It usually starts combat either by bursting from the ground, or if allready above ground, by shooting with it's spikes.
Leap (Ex): A spiked bulette can jump into the air during combat, this enables it to make four claw attacks at a +15 attack bonus, but it cannot bite.
Poison (Ex): Spikes, Primary and Secondary 1d3 Wis, A fortitude save (DC: 20) negates.
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Spiked (template)
'Spiked' is a template that can be added to any corporeal Aberration, Construct, Dragon, Elemental, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Outsider, Undead, or Vermin.
Creature Type: Humanoids become monstrous humanoids, otherwise the creature type remains unchanged.
AC: Natural armor improves by +2
Attacks: The base creature retains all it's natural attacks and get a spike attack. The spike attack is a ranged attack with a range increment of 20'.
Damage: The damage of the creatures natural attack increase by one step. The spike attack deals damage equal to the following table:
Size - - - Damage
F - - - - - - 1
D - - - - - - 1
T - - - - - - 1d2
S - - - - - - 1d3
M - - - - - - 1d4
L - - - - - - 1d6
H - - - - - - 1d8
G - - - - - - 2d6
C - - - - - - 2d8
Special Attacks: The base creature retains all it's special attacks, and also gains one of the following depending on it's type.
Poison (Ex): Aberrations, Dragons, Fey, Giants, Humanoids, Magical Beasts, Monstrous Humanoids, Outsiders, and Vermin, gain a poison attack delivered by it's spike attack, the primary and secondary damage from the poison is 1d3 wis, the poison DC equals 10+creatures HD/2+creatures con modifier.
Disease (Ex): The spikes of undead creatures carry a potent disease, usually filth fever (see DMG), but an enterprising DM may change this to suit his needs.
Elemental Damage (Ex): The spikes of Constructs and Elementals carry elemental damage, that causes the spikes to deal an additional 1d6 points of energy damage of the appopriate type. Constructs may have any one type of energy damage of the following types: Acid, Cold, Electricity, Fire, or Sonic. Elementals have the energy type associated with it in the following table, if the elemental has more than one elemental subtype, choose only one of the two:
Elemental - - - Energy
Air - - - - - - - - Electricity
Earth - - - - - - Acid
Fire - - - - - - - Fire
Water - - - - - - Cold
Abilities: Str +0, Dex +0, Con +2, Int +0, Wis +2, Cha +0, note that undead and constructs do not gain a bonus to their Con.
Challenge Rating: +1
LA: +2
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Comments and constructive critizism is appreciated, flames are not. Please tell me what you think.
Later,
Starting with the sample creature:
Spiked Bulette
Huge Magical Beast
Hit Dice: 9d10+54 (103 hp)
Initiative: +6 (+2 Dex, Improved Initiative)
Speed: 40', burrow 10'
AC: 24 (-2 size, +2 Dex, +14 natural), Touch 10, Flatfooted 22,
Attacks: Bite +15 melee and 2 claws +10 melee, spikes +9 ranged
Damage: Bite 4d6+8, claw 2d8+4, spikes 1d8 plus poison,
Face/Reach: 15'/10'
Special Attacks: Leap, Poison,
Special Qualities: Scent, Tremorsense 60',
Saves: Fort +12, Ref +8, Will +4
Abilities: Str 27, Dex 15, Con 22, Int 2, Wis 15, Cha 6
Skills: Jump +14, Listen +7
Feats: Cleave, Improved Initiative, Combat Reflexes, Power Attack (-9/+9),
Climate/Terrain: Temperate land and underground,
Organization: Solitary or Pair
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancment: 10-16 HD (Huge), 17-27 HD (Gargantuan),
A spiked bulette looks like it common cousin but is covered in foot long bony spikes, that give it a slightly more feral look.
Combat:
The spiked bulette is just as an agressive predator as the standard bulette, and will enter any combat situation with glee. It usually starts combat either by bursting from the ground, or if allready above ground, by shooting with it's spikes.
Leap (Ex): A spiked bulette can jump into the air during combat, this enables it to make four claw attacks at a +15 attack bonus, but it cannot bite.
Poison (Ex): Spikes, Primary and Secondary 1d3 Wis, A fortitude save (DC: 20) negates.
-
Spiked (template)
'Spiked' is a template that can be added to any corporeal Aberration, Construct, Dragon, Elemental, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Outsider, Undead, or Vermin.
Creature Type: Humanoids become monstrous humanoids, otherwise the creature type remains unchanged.
AC: Natural armor improves by +2
Attacks: The base creature retains all it's natural attacks and get a spike attack. The spike attack is a ranged attack with a range increment of 20'.
Damage: The damage of the creatures natural attack increase by one step. The spike attack deals damage equal to the following table:
Size - - - Damage
F - - - - - - 1
D - - - - - - 1
T - - - - - - 1d2
S - - - - - - 1d3
M - - - - - - 1d4
L - - - - - - 1d6
H - - - - - - 1d8
G - - - - - - 2d6
C - - - - - - 2d8
Special Attacks: The base creature retains all it's special attacks, and also gains one of the following depending on it's type.
Poison (Ex): Aberrations, Dragons, Fey, Giants, Humanoids, Magical Beasts, Monstrous Humanoids, Outsiders, and Vermin, gain a poison attack delivered by it's spike attack, the primary and secondary damage from the poison is 1d3 wis, the poison DC equals 10+creatures HD/2+creatures con modifier.
Disease (Ex): The spikes of undead creatures carry a potent disease, usually filth fever (see DMG), but an enterprising DM may change this to suit his needs.
Elemental Damage (Ex): The spikes of Constructs and Elementals carry elemental damage, that causes the spikes to deal an additional 1d6 points of energy damage of the appopriate type. Constructs may have any one type of energy damage of the following types: Acid, Cold, Electricity, Fire, or Sonic. Elementals have the energy type associated with it in the following table, if the elemental has more than one elemental subtype, choose only one of the two:
Elemental - - - Energy
Air - - - - - - - - Electricity
Earth - - - - - - Acid
Fire - - - - - - - Fire
Water - - - - - - Cold
Abilities: Str +0, Dex +0, Con +2, Int +0, Wis +2, Cha +0, note that undead and constructs do not gain a bonus to their Con.
Challenge Rating: +1
LA: +2
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Comments and constructive critizism is appreciated, flames are not. Please tell me what you think.
Later,
Last edited: