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The dawning of fury!
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<blockquote data-quote="The Vorpal Tribble" data-source="post: 3501546" data-attributes="member: 9755"><p><span style="font-family: 'Book Antiqua'"><span style="font-size: 18px"> <span style="color: #cc6600">Spitfire Cockerel</span> </span></span></p><p></p><p><img src="http://tn3-1.deviantart.com/fs6/300W/p/2005/025/7/74ae53ef842b5f11.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Tiny Outsider (extraplanar, incarnum, lawful)</p><p>Hit Dice: 23d8+115 (218 hp)</p><p>Initiative: +10</p><p>Speed: 80 ft. (16 squares), fly 200 ft. (average)</p><p>Armor Class: 36 (+7 deflection, +10 dex, +5 insight, +2 natural, +2 size), touch 34, flat-footed 26</p><p>Base Attack/Grapple: +23/+22</p><p>Attack: Spur +36 melee (1d6+9 plus wounding)</p><p>Full Attack: 2 spurs +36 melee (1d6+9 plus wounding), 2 claws +33 melee (1d4+3), bite +33 melee (1d4+3)</p><p>Space/Reach: 2 1/2 ft./0 ft.</p><p>Special Attacks: Call of dawn, pounce, sickle trip, spitfire, wounding</p><p>Special Qualities: Aura of menace, damage reduction 5/magic and chaos, darkvision 60 ft., immunity to despair and fear, outsider traits, resistance to electricity, fire, and sonic 10, spell resistance 30, spirit vestle</p><p>Saves: Fort +18, Ref +23, Will +18</p><p>Abilities: Str 25, Dex 30, Con 20, Int 14, Wis 20, Cha 26</p><p>Skills: Balance +38, Escape Artist +36, Hide +44, Intimidate +34, Jump +14, Listen +31, Move Silently +36, Perform (dance) +34, Sense Motive +26, Spot +31, Tumble +38</p><p>Feats: Combat Expertise, Combat Reflexes, Dodge, <a href="http://realmshelps.dandello.net/cgi-bin/feats.pl?Elusive_Target,CW" target="_blank">Elusive Target</a>, Mobility, Multiattack, Spring Attack, Weapon Finesse(B), Whirlwind Attack</p><p>Environment: Spirit World or any law-aligned plane </p><p>Organization: Solitary</p><p>Challenge Rating: 16 </p><p>Treasure: None</p><p>Alignment: Always lawful neutral</p><p>Advancement: 24-31 HD (Tiny)</p><p>Level Adjustment: -</p><p></p><p>A spitfire cockerel appears as a lean, impressively large fighting-rooster of brilliant scarlet and orange feathers that writhe and twist like rising fire. Its flowing tail stretches behind it some 20 feet, flickering across the ground as feathered flames. Its dark brown eyes are piercing and commanding without a trace of fear. From the golden scales of each leg protrudes a razor sharp spur that curves upwards viciously. </p><p></p><p>A spitfire cockerel was once a normal bird, though one of great bravery and excellence in combat, having protected many a harem from the jaws of fox and owl and in its own way was as heroic as any man. Such a rooster's spirit, despite its humble beginnings, is honored with the greatest of warriors in the afterlife. </p><p></p><p>When its homeland is under siege however, and the lands where it fought and loved and knew the shape of every blade of grass, its fury rises. It sends out a call that is heard by all other honorable men and woman that fought for that land in earlier times. It becomes a receptacle for the spirits of these many, which fuels its inner fires. </p><p></p><p>A spitfire cockerel speaks Celestial, Common and Infernal. It weighs some 20 lbs. and stands 2 feet tall. </p><p></p><p><strong>Combat</strong></p><p>A spitfire cockerel often enters the world incognito, acting as a simple, albeit intensely beautiful, animal. It listens and observes, waiting for the time to strike. If it sees injustice being done or anything else to trigger its rage it rushes forward, a streak of feathery death. </p><p></p><p>A spitfire cockerel's natural weapons are treated as lawful-aligned for the purpose of overcoming damage reduction.</p><p></p><p><strong>Aura of Menace (Su):</strong> A righteous aura surrounds a spitfire cockerel that fights or gets angry. Any hostile creature within a 20-foot radius of the cockerel must succeed on a DC 29 Will save to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the cockerel that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same cockerel’s aura for 24 hours. The save DC is Charisma-based. </p><p></p><p><strong>Call of Dawn (Su):</strong></p><p>As a full round action a spitfire cockerel can release a crow that shakes the very ground about. Any creature within 100 feet automatically awakens, even if under the affects of a spell such as Symbol of Sleep, and must succeed on a DC 26 fortitude or become deafened for the next 24 hours. As well, any and all creatures killed since the morning light in this range rise back up as if from a Resurrection spell. This includes enemies of the cockerel. Those who are resurrected remain so until the setting of the sun or 24 hours, whichever comes first. The cockerel can only ressurect creatures between sunrise and sunset. The save DC is Constitution-based. </p><p></p><p><strong>Pounce (Ex):</strong> If a spitfire cockerel charges a foe, it can make a full attack.</p><p></p><p><strong>Sickle Trip (Ex):</strong> The tail feathers of a spitfire cockerel extend behind it some 20 feet. As a free action on its turn a spitfire cockerel may make a trip attack that does not trigger an attack of opportunity to anyone who occupies the four squares directly behind it. A spitfire cockerel can sense any weight upon its tail. </p><p></p><p><strong>Spirit Vestle (Su):</strong> Anytime an ally of a spitfire cockerel dies there is a 50% chance that its soul chooses to temporarily enter within the cockerel and energize him further. The cockerel gains bonus hit points equal to the HD of the spirit plus 2 points to any of its physical stats. </p><p></p><p><strong>Spitfire (Su):</strong> The cockerel can rage as a barbarian up to 6 times per day except its bonuses to Strength and Constitution during its rage each increase to +8, and its morale bonus on Will saves increases to +4. While in this rage it gains the fire subtype and its feathers literally begin to blaze. While raging it may release a 60-foot cone of flame from its mouth as a standard action that deals 10d6 fire damage (DC 29 reflex save halves). The cockerel is not fatigued at the end of the rage. </p><p></p><p><strong>Wounding (Ex):</strong> A spitfire cockerel's spurs deals 2 point of Constitution damage from blood loss whenever it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by its spurs.</p></blockquote><p></p>
[QUOTE="The Vorpal Tribble, post: 3501546, member: 9755"] [FONT=Book Antiqua][SIZE=5] [COLOR=#cc6600]Spitfire Cockerel[/COLOR] [/SIZE][/FONT] [IMG]http://tn3-1.deviantart.com/fs6/300W/p/2005/025/7/74ae53ef842b5f11.jpg[/IMG] Tiny Outsider (extraplanar, incarnum, lawful) Hit Dice: 23d8+115 (218 hp) Initiative: +10 Speed: 80 ft. (16 squares), fly 200 ft. (average) Armor Class: 36 (+7 deflection, +10 dex, +5 insight, +2 natural, +2 size), touch 34, flat-footed 26 Base Attack/Grapple: +23/+22 Attack: Spur +36 melee (1d6+9 plus wounding) Full Attack: 2 spurs +36 melee (1d6+9 plus wounding), 2 claws +33 melee (1d4+3), bite +33 melee (1d4+3) Space/Reach: 2 1/2 ft./0 ft. Special Attacks: Call of dawn, pounce, sickle trip, spitfire, wounding Special Qualities: Aura of menace, damage reduction 5/magic and chaos, darkvision 60 ft., immunity to despair and fear, outsider traits, resistance to electricity, fire, and sonic 10, spell resistance 30, spirit vestle Saves: Fort +18, Ref +23, Will +18 Abilities: Str 25, Dex 30, Con 20, Int 14, Wis 20, Cha 26 Skills: Balance +38, Escape Artist +36, Hide +44, Intimidate +34, Jump +14, Listen +31, Move Silently +36, Perform (dance) +34, Sense Motive +26, Spot +31, Tumble +38 Feats: Combat Expertise, Combat Reflexes, Dodge, [URL="http://realmshelps.dandello.net/cgi-bin/feats.pl?Elusive_Target,CW"]Elusive Target[/URL], Mobility, Multiattack, Spring Attack, Weapon Finesse(B), Whirlwind Attack Environment: Spirit World or any law-aligned plane Organization: Solitary Challenge Rating: 16 Treasure: None Alignment: Always lawful neutral Advancement: 24-31 HD (Tiny) Level Adjustment: - A spitfire cockerel appears as a lean, impressively large fighting-rooster of brilliant scarlet and orange feathers that writhe and twist like rising fire. Its flowing tail stretches behind it some 20 feet, flickering across the ground as feathered flames. Its dark brown eyes are piercing and commanding without a trace of fear. From the golden scales of each leg protrudes a razor sharp spur that curves upwards viciously. A spitfire cockerel was once a normal bird, though one of great bravery and excellence in combat, having protected many a harem from the jaws of fox and owl and in its own way was as heroic as any man. Such a rooster's spirit, despite its humble beginnings, is honored with the greatest of warriors in the afterlife. When its homeland is under siege however, and the lands where it fought and loved and knew the shape of every blade of grass, its fury rises. It sends out a call that is heard by all other honorable men and woman that fought for that land in earlier times. It becomes a receptacle for the spirits of these many, which fuels its inner fires. A spitfire cockerel speaks Celestial, Common and Infernal. It weighs some 20 lbs. and stands 2 feet tall. [B]Combat[/B] A spitfire cockerel often enters the world incognito, acting as a simple, albeit intensely beautiful, animal. It listens and observes, waiting for the time to strike. If it sees injustice being done or anything else to trigger its rage it rushes forward, a streak of feathery death. A spitfire cockerel's natural weapons are treated as lawful-aligned for the purpose of overcoming damage reduction. [B]Aura of Menace (Su):[/B] A righteous aura surrounds a spitfire cockerel that fights or gets angry. Any hostile creature within a 20-foot radius of the cockerel must succeed on a DC 29 Will save to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the cockerel that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same cockerel’s aura for 24 hours. The save DC is Charisma-based. [B]Call of Dawn (Su):[/B] As a full round action a spitfire cockerel can release a crow that shakes the very ground about. Any creature within 100 feet automatically awakens, even if under the affects of a spell such as Symbol of Sleep, and must succeed on a DC 26 fortitude or become deafened for the next 24 hours. As well, any and all creatures killed since the morning light in this range rise back up as if from a Resurrection spell. This includes enemies of the cockerel. Those who are resurrected remain so until the setting of the sun or 24 hours, whichever comes first. The cockerel can only ressurect creatures between sunrise and sunset. The save DC is Constitution-based. [B]Pounce (Ex):[/B] If a spitfire cockerel charges a foe, it can make a full attack. [B]Sickle Trip (Ex):[/B] The tail feathers of a spitfire cockerel extend behind it some 20 feet. As a free action on its turn a spitfire cockerel may make a trip attack that does not trigger an attack of opportunity to anyone who occupies the four squares directly behind it. A spitfire cockerel can sense any weight upon its tail. [B]Spirit Vestle (Su):[/B] Anytime an ally of a spitfire cockerel dies there is a 50% chance that its soul chooses to temporarily enter within the cockerel and energize him further. The cockerel gains bonus hit points equal to the HD of the spirit plus 2 points to any of its physical stats. [B]Spitfire (Su):[/B] The cockerel can rage as a barbarian up to 6 times per day except its bonuses to Strength and Constitution during its rage each increase to +8, and its morale bonus on Will saves increases to +4. While in this rage it gains the fire subtype and its feathers literally begin to blaze. While raging it may release a 60-foot cone of flame from its mouth as a standard action that deals 10d6 fire damage (DC 29 reflex save halves). The cockerel is not fatigued at the end of the rage. [B]Wounding (Ex):[/B] A spitfire cockerel's spurs deals 2 point of Constitution damage from blood loss whenever it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by its spurs. [/QUOTE]
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