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Stats for penguin?
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<blockquote data-quote="Spatzimaus" data-source="post: 422276" data-attributes="member: 3051"><p>One of the earlier comments reminded me of something: you always run into Dire Bears, Dire Tigers, Dire Wolves... fully grown, nasty creatures. How come you never run into a Dire Puppy? Dire Chihuahua? Dire Dolphin?</p><p></p><p>And what would a Dire Human be? Just a Giant, or would it be different?</p><p></p><p>Oh, and I am SO using the Dire Flying Squirrel stats you guys gave. It has that whole "what the hell is THAT thing?" feel to it. Imagine a group of them terrorizing a village. Imagine one as a companion for a Ranger or Druid, especially an Awakened one. Imagine what happens when one becomes a Ghost.</p><p></p><p>Let's see... time to get really silly here...</p><p>(I'm assuming there's no actual "glide" movement type, it's just Fly with the bad maneuverability types limiting angle, and maybe a special limit that you can't go upward)</p><p></p><p>"Rocky", Awakened Dire Squirrel Ghost</p><p>Medium-Sized Animal</p><p>Hit Dice: 6d12 (39 hp)</p><p>Initiative: +5 (Dex)</p><p>Speed: 30 ft., climb 15 ft., fly 50 ft. (perfect)</p><p>AC: 19 vs. Ethereal attacks (+5 Dex, +4 natural), 17 when manifested (+5 Dex, +2 deflection)</p><p>Attacks: 2 incorporeal claws +7 melee, incorporeal bite +2 melee</p><p>Damage: claw 1d4+3, bite 1d6+1</p><p>Face/Reach: 5 ft. by 5 ft./ 5 ft.</p><p>Special Attacks: Rend 3d6+3, Corrupting Gaze, Malevolence, Telekinesis</p><p>Special Qualities: Scent, Rejuvenation, Undead, Incorporeal</p><p>Saves: Fort +8, Ref +10, Will +3</p><p>Abilities: Str 16, Dex 21, Con 17, Int 10, Wis 12, Cha 13</p><p>Skills: Climb +16, Listen +16, Spot +16, Spot +16, Bluff +7, Hide +22</p><p>Languages: Common, Sylvan</p><p></p><p>REND (Ex): If a dire squirrel hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 3d6+3 points of damage.</p><p>Manifestation (Su): All ghosts have this ability. See MM for details.</p><p>MALEVOLENCE (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane, as the spell Magic Jar (Will DC 16, 10th-level caster)</p><p>TELEKINESIS (Su): The ghost can use Telekinesis once per round as a free action, as cast by a 12th-level Sorcerer</p><p>CORRUPTING GAZE (Su): The ghost can blast living beings at a glance, at a range of up to 30 feet. Creatures that meet the ghost's gaze must make a Fortitude save (DC 16) or suffer 2d10 points of damage and 1d4 points of permanent Charisma drain</p><p>REJUVENATION (Su): Within 2d4 days, a ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20+6) against DC 16.</p><p>UNDEAD: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, energy drain, or death from massive damage.</p><p>INCORPOREAL: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and its own attacks pass through armor. Always moves silently.</p><p></p><p>Now tell me that wouldn't make a fun enemy for a party of around 4th or 5th level (Ghost adds 2 to CR, and a 4 HD animal wouldn't be very high). Especially if you play him as totally insane.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 422276, member: 3051"] One of the earlier comments reminded me of something: you always run into Dire Bears, Dire Tigers, Dire Wolves... fully grown, nasty creatures. How come you never run into a Dire Puppy? Dire Chihuahua? Dire Dolphin? And what would a Dire Human be? Just a Giant, or would it be different? Oh, and I am SO using the Dire Flying Squirrel stats you guys gave. It has that whole "what the hell is THAT thing?" feel to it. Imagine a group of them terrorizing a village. Imagine one as a companion for a Ranger or Druid, especially an Awakened one. Imagine what happens when one becomes a Ghost. Let's see... time to get really silly here... (I'm assuming there's no actual "glide" movement type, it's just Fly with the bad maneuverability types limiting angle, and maybe a special limit that you can't go upward) "Rocky", Awakened Dire Squirrel Ghost Medium-Sized Animal Hit Dice: 6d12 (39 hp) Initiative: +5 (Dex) Speed: 30 ft., climb 15 ft., fly 50 ft. (perfect) AC: 19 vs. Ethereal attacks (+5 Dex, +4 natural), 17 when manifested (+5 Dex, +2 deflection) Attacks: 2 incorporeal claws +7 melee, incorporeal bite +2 melee Damage: claw 1d4+3, bite 1d6+1 Face/Reach: 5 ft. by 5 ft./ 5 ft. Special Attacks: Rend 3d6+3, Corrupting Gaze, Malevolence, Telekinesis Special Qualities: Scent, Rejuvenation, Undead, Incorporeal Saves: Fort +8, Ref +10, Will +3 Abilities: Str 16, Dex 21, Con 17, Int 10, Wis 12, Cha 13 Skills: Climb +16, Listen +16, Spot +16, Spot +16, Bluff +7, Hide +22 Languages: Common, Sylvan REND (Ex): If a dire squirrel hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 3d6+3 points of damage. Manifestation (Su): All ghosts have this ability. See MM for details. MALEVOLENCE (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane, as the spell Magic Jar (Will DC 16, 10th-level caster) TELEKINESIS (Su): The ghost can use Telekinesis once per round as a free action, as cast by a 12th-level Sorcerer CORRUPTING GAZE (Su): The ghost can blast living beings at a glance, at a range of up to 30 feet. Creatures that meet the ghost's gaze must make a Fortitude save (DC 16) or suffer 2d10 points of damage and 1d4 points of permanent Charisma drain REJUVENATION (Su): Within 2d4 days, a ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20+6) against DC 16. UNDEAD: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, energy drain, or death from massive damage. INCORPOREAL: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and its own attacks pass through armor. Always moves silently. Now tell me that wouldn't make a fun enemy for a party of around 4th or 5th level (Ghost adds 2 to CR, and a 4 HD animal wouldn't be very high). Especially if you play him as totally insane. [/QUOTE]
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