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<blockquote data-quote="Obly99" data-source="post: 9241356" data-attributes="member: 7035194"><p>This is a watchdog inspired by <a href="https://hunterxhunter.fandom.com/wiki/Mike" target="_blank">Mike</a>, the watchdog of the Zoldyck family of the Hunter x Hunter manga. This is more powerful than Mike of the manga and can be used as an encounter for PC just become epic to give them a little taste of the new world they just touched.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Mike</span></strong></p><p></p><p>LN Huge magical beast</p><p></p><p><strong>Init</strong> +19; <strong>Senses</strong> darkvision 120 ft., low-light vision, scent, stillsense (60 ft.), <em>true seeing</em>; Perception +53</p><p></p><p><strong>Aura</strong> terrifying presence (DC 46, 120 ft.)</p><p></p><p>DEFENSE</p><p></p><p><strong>AC</strong> 53, touch 53, flat-footed 47 (+12 deflection, +6 Dex, +26 natural, -2 size)</p><p></p><p><strong>hp</strong> 604 (31d10+434) fast healing 10, regeneration 10 (epic)</p><p></p><p><strong>Fort</strong> +43, <strong>Ref</strong> +36, <strong>Will</strong> +38</p><p></p><p><strong>Defensive Abilities</strong> evasion, <em>freedom of movement</em>, improved uncanny dodge, mettle, quick recovery, shaggy fur, terrifying monster, uncanny dodge; <strong>DR</strong> 20/epic; <strong>Immune</strong> ability damage and drain, charm, compulsion, emotion, energy drain, fatigue, fear, exhaustion; <strong>Resist</strong> all elements 30; <strong>PR/SR</strong> 42</p><p></p><p>OFFENSE</p><p></p><p><strong>Speed</strong> 80 ft., <em>air walk</em>, relentless stride, sprint</p><p></p><p><strong>Melee</strong> bite +55 (8d10+36/15-20x3 plus trip), 2 claws +55 (6d8+26/19-20 plus grab)</p><p></p><p><strong>Space </strong>15 ft.; <strong>Reach</strong> 10 ft.</p><p></p><p><strong>Special Attacks</strong> eating between meals (DC 46), executioner, greater stand still, pounce, powerful bite, rend (2 claws, 6d8+31)</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 31th; concentration +43)</p><p></p><p><strong>Constant</strong>—<em>air walk</em>, <em>freedom of movement</em>, <em>greater magic fang</em>, <em>true seeing</em></p><p></p><p>STATISTICS</p><p></p><p><strong>Str </strong>52, <strong>Dex</strong> 24, <strong>Con</strong> 39, <strong>Int</strong> 5, <strong>Wis</strong> 25, <strong>Cha</strong> 34</p><p></p><p><strong>Base Atk</strong> +31; <strong>CMB</strong> +54; <strong>CMD</strong> 80 (84 vs. trip)</p><p></p><p><strong>Feats</strong> Ability Focus (terrifying presence), Alertness, Cornugon Smash, Combat Reflexes, Greater Vital Strike, Improved Critical (bite), Improved Vital Strike, Intimidating Prowess, Iron Will, One with the LandB, Power Attack, Signature Skill (intimidate), Stand Still, Vital Strike</p><p></p><p><strong>Epic Feats</strong> Good Will, Greater Critical (bite), Improved Combat Reflexes</p><p></p><p><strong>Skills</strong> Acrobatics +41, Climb +55, Intimidate +75, Perception +53, Sense Motive +45, Spellcraft +28, Stealth +33, Survival +41 (+56 follow tracks), Swim +55; <strong>Racial Modifiers</strong> +8 Intimidate, +8 Perception</p><p></p><p><strong>Languages</strong> Common (cannot speak)</p><p></p><p><strong>SQ</strong> bestial intellect, camouflage, cold mind, hide in plain sight, hunting ground (+12), olfactory memory, swift tracker, track, virtual size +1</p><p></p><p><strong>Bestial Intellect (Ex)</strong></p><p>Mike use its Wisdom modifier for calculate skill points and for Intelligence checks. Mike gains Intimidate, Sense Motive, and Survival as class skills.</p><p></p><p><strong>Camouflage (Ex)</strong></p><p>Mike can use the Stealth skill to hide everywhere, even if the terrain doesn’t grant cover or concealment. Mike can apply his Stealth skill to avoid being detected by scent (though it still can be tracked by it). Mike can hide itself from blindsight and blindsense, as well as any other senses, so that it may always make a Stealth check to avoid being detected. It cannot do this while barking or making sounds voluntarily.</p><p></p><p><strong>Cold Mind (Ex)</strong></p><p>Mike is a trained hunting dog. It’s immune to the Diplomacy (influence attitude, make request, suggest curse of action) and Intimidate (coerce opponent, influence opponent’s attitude) skills if not originated by its master. It is also immune to Empathy abilities (lycanthropic empathy, wild empathy, etc.) or abilities that allow to improve the attitude of a creature if not originated by its master.</p><p></p><p><strong>Eating between Meals (Ex)</strong></p><p>When Mike confirm a critical hit with its bite, the creature must make a Fortitude save DC 46 or be instantly slain. If Mike kill a Colossal or smaller creature with a coup de grace or a critical hit of the bite (even if the creature succeed the Fortitude save), it violently rips the flesh off the creature, devouring it, leaving only broken bones. This harms the body in such a way that effects that require an intact or whole corpse do not work. Mike can consume a Colossal or smaller corpse as a full-round action that provoke attack of opportunity, ravaging it as if it was slay with a critical hit of the bite. The save DC is Strength-based.</p><p></p><p><strong>Executioner (Ex)</strong></p><p>Mike can make a coup de grace on cowering or prone creatures as a standard action.</p><p></p><p><strong>Greater Magic Fang (Sp)</strong></p><p>Mike <em>greater magic fang</em> allows it to count its natural weapons as adamantium, cold iron, lawful, magic and silver for overcome DR.</p><p></p><p><strong>Greater Stand Still (Ex)</strong></p><p>Mike can use Stand Still every time a foe provoke attack of opportunity, not only due to the foe moving through Mike adjacent squares. Also, when Mike successfully use the Stand Still feat to make a combat maneuver check to force a foe to stop moving, it may also deal its claw damage.</p><p></p><p><strong>Hide in Plain Sight (Ex)</strong></p><p>Mike can use the Stealth skill even while being observed.</p><p></p><p><strong>Hunting Ground (Ex)</strong></p><p>Mike gains a +2 bonus on initiative checks. At 8 HD and every 5 HD thereafter, the initiative bonus increases by +2. Mike normally leaves no trail and cannot be tracked (though it may leave a trail if he so chooses). Hunting ground count as favored terrain in all terrains with an equivalent bonus for prerequisites. Mike gains One with the Land as a bonus feat.</p><p></p><p><strong>Olfactory Memory (Ex)</strong></p><p>Mike always remember all things it sees and smells at the perfection.</p><p></p><p><strong>Powerful Bite (Ex)</strong></p><p>Mike’s bite attack applies 1-1/2 times its Strength modifier on damage rolls and threatens a critical hit on a roll of 19–20. The critical multiplier is also x3. Mike natural weapons count as epic.</p><p></p><p><strong>Quick Recovery (Ex)</strong></p><p>Whenever Mike is blinded, dazed, dazzled, deafened, nauseated, paralyzed, sickened, or stunned, reduce the duration of that condition by half (minimum 1 round). Any other effects relating to the source of that condition are unaffected.</p><p></p><p><strong>Relentless Stride (Ex)</strong></p><p>Mike can move effectively in different environments. When it succeeds on a Climb check, he may move its full speed without penalty. Mike may also move its full speed when it succeeds on a Swim check, and it may move through any sort of terrain at its normal speed (even if magical manipulated to impede motion) and without taking damage or suffering any other impairment, and is not affected by tripping effects caused by slick or icy surfaces, magical or otherwise. Provided it starts its turn on normal ground, Mike can move on any surface as if it were the ground, like walls and ceilings. Mike falls if its movement ends or if it falls prone. As a swift action, Mike may make a Climb skill check to use a hand to cling to the surface it has walked on this way. Mike can also walk across water without sinking or taking damage but sinks normally if it stops its movement or falls prone. Mike cannot begin his movement on water.</p><p></p><p><strong>Shaggy Fur (Ex)</strong></p><p>Mike adds its natural armor bonus to its touch AC.</p><p></p><p><strong>Sprint (Ex)</strong></p><p>Mike can move up to 10 times its speed when charging, jumping or running. It can also make a 90-degree turn during a sprinting charge.</p><p></p><p><strong>Stillsense (Ex)</strong></p><p>Mike is skilled in noticing tiny vibrations, shifts in air currents (or water currents, if underwater), and tiny movements across surfaces from changes in pressure. This works as a form of blindsight with a range of 60 feet that only detects creatures and objects that have moved (such as by attacking, changing location, casting a spell with somatic components, or making a skill check using Strength or Dexterity) within the past round. A creature that stops moving does not instantly become invisible to this sense; they are still noticeable until the air around them has stopped moving, which doesn’t happen until the end of their next turn. Creatures that are completely intangible are naturally invisible to this sense. This ability is not impeded if Mike is deafened in any way but does stop functioning if there is no air. Winds greater than 30mph can create blind spots downwind of Mike. This sense works continuously, and Mike may spend its move action to concentrate on the ability, doubling the range until the beginning of his next turn. This draws attacks of opportunity from adjacent enemies.</p><p></p><p><strong>Swift Tracker (Ex)</strong></p><p>Mike can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –5 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.</p><p></p><p><strong>Terrifying Monster (Ex)</strong></p><p>The pure presence of Mike give it its Charisma modifier as a deflection bonus to AC and as a racial bonus to all saves.</p><p></p><p><strong>Terrifying Presence (Ex)</strong></p><p>This work like the frightful presence with the following difference: all creatures failing their saves with 5 or less HD than Mike become panicked for 5d6 rounds, those who successfully save are still treated as shaken, unless wholly immune to fear. If a creature fail the save by 10 or more, it become cowering for the same duration. Mike add its Wisdom modifier as a racial bonus to the DC.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9241356, member: 7035194"] This is a watchdog inspired by [URL='https://hunterxhunter.fandom.com/wiki/Mike']Mike[/URL], the watchdog of the Zoldyck family of the Hunter x Hunter manga. This is more powerful than Mike of the manga and can be used as an encounter for PC just become epic to give them a little taste of the new world they just touched. [CENTER][B][SIZE=7]Mike[/SIZE][/B][/CENTER] LN Huge magical beast [B]Init[/B] +19; [B]Senses[/B] darkvision 120 ft., low-light vision, scent, stillsense (60 ft.), [I]true seeing[/I]; Perception +53 [B]Aura[/B] terrifying presence (DC 46, 120 ft.) DEFENSE [B]AC[/B] 53, touch 53, flat-footed 47 (+12 deflection, +6 Dex, +26 natural, -2 size) [B]hp[/B] 604 (31d10+434) fast healing 10, regeneration 10 (epic) [B]Fort[/B] +43, [B]Ref[/B] +36, [B]Will[/B] +38 [B]Defensive Abilities[/B] evasion, [I]freedom of movement[/I], improved uncanny dodge, mettle, quick recovery, shaggy fur, terrifying monster, uncanny dodge; [B]DR[/B] 20/epic; [B]Immune[/B] ability damage and drain, charm, compulsion, emotion, energy drain, fatigue, fear, exhaustion; [B]Resist[/B] all elements 30; [B]PR/SR[/B] 42 OFFENSE [B]Speed[/B] 80 ft., [I]air walk[/I], relentless stride, sprint [B]Melee[/B] bite +55 (8d10+36/15-20x3 plus trip), 2 claws +55 (6d8+26/19-20 plus grab) [B]Space [/B]15 ft.; [B]Reach[/B] 10 ft. [B]Special Attacks[/B] eating between meals (DC 46), executioner, greater stand still, pounce, powerful bite, rend (2 claws, 6d8+31) [B]Spell-Like Abilities[/B] (CL 31th; concentration +43) [B]Constant[/B]—[I]air walk[/I], [I]freedom of movement[/I], [I]greater magic fang[/I], [I]true seeing[/I] STATISTICS [B]Str [/B]52, [B]Dex[/B] 24, [B]Con[/B] 39, [B]Int[/B] 5, [B]Wis[/B] 25, [B]Cha[/B] 34 [B]Base Atk[/B] +31; [B]CMB[/B] +54; [B]CMD[/B] 80 (84 vs. trip) [B]Feats[/B] Ability Focus (terrifying presence), Alertness, Cornugon Smash, Combat Reflexes, Greater Vital Strike, Improved Critical (bite), Improved Vital Strike, Intimidating Prowess, Iron Will, One with the LandB, Power Attack, Signature Skill (intimidate), Stand Still, Vital Strike [B]Epic Feats[/B] Good Will, Greater Critical (bite), Improved Combat Reflexes [B]Skills[/B] Acrobatics +41, Climb +55, Intimidate +75, Perception +53, Sense Motive +45, Spellcraft +28, Stealth +33, Survival +41 (+56 follow tracks), Swim +55; [B]Racial Modifiers[/B] +8 Intimidate, +8 Perception [B]Languages[/B] Common (cannot speak) [B]SQ[/B] bestial intellect, camouflage, cold mind, hide in plain sight, hunting ground (+12), olfactory memory, swift tracker, track, virtual size +1 [B]Bestial Intellect (Ex)[/B] Mike use its Wisdom modifier for calculate skill points and for Intelligence checks. Mike gains Intimidate, Sense Motive, and Survival as class skills. [B]Camouflage (Ex)[/B] Mike can use the Stealth skill to hide everywhere, even if the terrain doesn’t grant cover or concealment. Mike can apply his Stealth skill to avoid being detected by scent (though it still can be tracked by it). Mike can hide itself from blindsight and blindsense, as well as any other senses, so that it may always make a Stealth check to avoid being detected. It cannot do this while barking or making sounds voluntarily. [B]Cold Mind (Ex)[/B] Mike is a trained hunting dog. It’s immune to the Diplomacy (influence attitude, make request, suggest curse of action) and Intimidate (coerce opponent, influence opponent’s attitude) skills if not originated by its master. It is also immune to Empathy abilities (lycanthropic empathy, wild empathy, etc.) or abilities that allow to improve the attitude of a creature if not originated by its master. [B]Eating between Meals (Ex)[/B] When Mike confirm a critical hit with its bite, the creature must make a Fortitude save DC 46 or be instantly slain. If Mike kill a Colossal or smaller creature with a coup de grace or a critical hit of the bite (even if the creature succeed the Fortitude save), it violently rips the flesh off the creature, devouring it, leaving only broken bones. This harms the body in such a way that effects that require an intact or whole corpse do not work. Mike can consume a Colossal or smaller corpse as a full-round action that provoke attack of opportunity, ravaging it as if it was slay with a critical hit of the bite. The save DC is Strength-based. [B]Executioner (Ex)[/B] Mike can make a coup de grace on cowering or prone creatures as a standard action. [B]Greater Magic Fang (Sp)[/B] Mike [I]greater magic fang[/I] allows it to count its natural weapons as adamantium, cold iron, lawful, magic and silver for overcome DR. [B]Greater Stand Still (Ex)[/B] Mike can use Stand Still every time a foe provoke attack of opportunity, not only due to the foe moving through Mike adjacent squares. Also, when Mike successfully use the Stand Still feat to make a combat maneuver check to force a foe to stop moving, it may also deal its claw damage. [B]Hide in Plain Sight (Ex)[/B] Mike can use the Stealth skill even while being observed. [B]Hunting Ground (Ex)[/B] Mike gains a +2 bonus on initiative checks. At 8 HD and every 5 HD thereafter, the initiative bonus increases by +2. Mike normally leaves no trail and cannot be tracked (though it may leave a trail if he so chooses). Hunting ground count as favored terrain in all terrains with an equivalent bonus for prerequisites. Mike gains One with the Land as a bonus feat. [B]Olfactory Memory (Ex)[/B] Mike always remember all things it sees and smells at the perfection. [B]Powerful Bite (Ex)[/B] Mike’s bite attack applies 1-1/2 times its Strength modifier on damage rolls and threatens a critical hit on a roll of 19–20. The critical multiplier is also x3. Mike natural weapons count as epic. [B]Quick Recovery (Ex)[/B] Whenever Mike is blinded, dazed, dazzled, deafened, nauseated, paralyzed, sickened, or stunned, reduce the duration of that condition by half (minimum 1 round). Any other effects relating to the source of that condition are unaffected. [B]Relentless Stride (Ex)[/B] Mike can move effectively in different environments. When it succeeds on a Climb check, he may move its full speed without penalty. Mike may also move its full speed when it succeeds on a Swim check, and it may move through any sort of terrain at its normal speed (even if magical manipulated to impede motion) and without taking damage or suffering any other impairment, and is not affected by tripping effects caused by slick or icy surfaces, magical or otherwise. Provided it starts its turn on normal ground, Mike can move on any surface as if it were the ground, like walls and ceilings. Mike falls if its movement ends or if it falls prone. As a swift action, Mike may make a Climb skill check to use a hand to cling to the surface it has walked on this way. Mike can also walk across water without sinking or taking damage but sinks normally if it stops its movement or falls prone. Mike cannot begin his movement on water. [B]Shaggy Fur (Ex)[/B] Mike adds its natural armor bonus to its touch AC. [B]Sprint (Ex)[/B] Mike can move up to 10 times its speed when charging, jumping or running. It can also make a 90-degree turn during a sprinting charge. [B]Stillsense (Ex)[/B] Mike is skilled in noticing tiny vibrations, shifts in air currents (or water currents, if underwater), and tiny movements across surfaces from changes in pressure. This works as a form of blindsight with a range of 60 feet that only detects creatures and objects that have moved (such as by attacking, changing location, casting a spell with somatic components, or making a skill check using Strength or Dexterity) within the past round. A creature that stops moving does not instantly become invisible to this sense; they are still noticeable until the air around them has stopped moving, which doesn’t happen until the end of their next turn. Creatures that are completely intangible are naturally invisible to this sense. This ability is not impeded if Mike is deafened in any way but does stop functioning if there is no air. Winds greater than 30mph can create blind spots downwind of Mike. This sense works continuously, and Mike may spend its move action to concentrate on the ability, doubling the range until the beginning of his next turn. This draws attacks of opportunity from adjacent enemies. [B]Swift Tracker (Ex)[/B] Mike can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –5 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. [B]Terrifying Monster (Ex)[/B] The pure presence of Mike give it its Charisma modifier as a deflection bonus to AC and as a racial bonus to all saves. [B]Terrifying Presence (Ex)[/B] This work like the frightful presence with the following difference: all creatures failing their saves with 5 or less HD than Mike become panicked for 5d6 rounds, those who successfully save are still treated as shaken, unless wholly immune to fear. If a creature fail the save by 10 or more, it become cowering for the same duration. Mike add its Wisdom modifier as a racial bonus to the DC. [/QUOTE]
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