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Tindalorian (enhanced caterwaul)
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<blockquote data-quote="Devon" data-source="post: 1049627" data-attributes="member: 1446"><p>I use templates for both reasons, really. Most of the templated creatures have been solely for this messageboard, and a few have been to a purpose. </p><p></p><p>The half-machine caterwaul was created well after I started writing the adventure. I needed a challenge of a particular CR that fit in with the idiom of the adventure locale, and adding "half-machine" to a Caterwaul fit in nicely.</p><p></p><p>I may have to write a new version with the corrupted teplate (but who'd be bold enough to surgically alter such a vile thing?).</p><p></p><p>- Devon</p><p></p><p>Here's the half-machine caterwaul, then:</p><p></p><p>CYBER-CAT</p><p>(Half-Machine Caterwaul)</p><p>Medium-Size Magical Beast</p><p>Hit Dice: 4d12+16 (42 hp)</p><p>Initiative: +6 (Dex)</p><p>Speed: 50 ft (on two legs) or 80 ft (on four legs), climb 20 ft</p><p>AC: 20 (+6 Dex, +4 natural); touch 16, flat-footed 14</p><p>Attacks: </p><p>BAB/Grapple: +4/+8</p><p>Standard: 1 claw +8 melee</p><p>Full Attack: 2 claws +8 melee, bite +6 melee; or metal projectile +10 ranged</p><p>Damage: Claw 1d4+4, bite 1d6+2; metal projectile 1d4 (see below)</p><p>Face/Reach: 5 ft/5 ft</p><p>Special Attacks: Screech, pounce, improved grab, rake, metal projectiles</p><p>Special Qualities: Scent, increased speed, darkvision 60 ft, partial construct, programmed, rust vulnerability, low-light vision, darkvision 60 ft.</p><p>Saves: Fort +8, Ref +10, Will +3</p><p>Abilities: Str 18 (+4), Dex 22 (+6), Con 19 (+4), Int 7 (-2), Wis 14 (+2), Cha 6 (-2)</p><p>Skills: Balance +12, Climb +18, Hide +10*, Intimidate +10, Jump +9, Listen +9, Move Silently +12, Spot +9</p><p>Feats: Alertness, Combat Reflexes, Lightning Reflexes, Multiattack</p><p>Climate/Terrain: Any land or underground</p><p>Organization: Solitary</p><p>Challenge Rating: 6</p><p>Treasure: No coins; double goods (gems only); no items</p><p>Alignment: Always chaotic evil</p><p>Advancement: 5-12 HD (Medium-size)</p><p></p><p>The cyber-cat is a vicious feline-like, bipedal creature with multiple cybernetic enhancements and moderate armoring. Its organic body has short midnight blue fur, amber eyes, and a long catlike tail. One foreleg has been completed replaced with a mechanical version, and several rows of sharp metal blades can be seen recessed along its length. It can go about on two legs or four as it prefers.</p><p></p><p></p><p></p><p>COMBAT</p><p></p><p>The cyber-cat begins combat by softening up the opposition with ranged projectile attacks. Before entering melee, the cyber-cat will use its screech attack, after which it uses its claws and bite attacks each round. A cyber-cat will fight to the death.</p><p></p><p>Screech (Su): 3/day, 60-foot spread, the cyber-cat can emit a high-pitched screech that deals 1d8 points of sonic damage to anyone hearing it. A successful Fortitude save (DC 16) negates the damage. Standard action. Save based upon Constitution.</p><p></p><p>Metal Projectiles (Ex): As a standard action, the cyber-cat can fire its cybernetic foreclaw as a projectile (1d4 damage, x2 crit, range 30). The cyber-cat can fire eight projectiles before its supply of ammunition is depleted.</p><p></p><p>When a foreclaw is fired, another set of claws folds out of its upper leg and slides into place, reloading the weapon.</p><p></p><p>Pounce (Ex): If a cyber-cat leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.</p><p></p><p>Improved Grab (Ex): To use this ability, the cyber-cat must hit with its bite attack. If it gets a hold, it can rake with its claws.</p><p></p><p>Rake (Ex): A cyber-cat that gets a hold can make two rake attacks (+8 melee) with its claws for 1d4+4 damage each.</p><p></p><p>Increased Speed (Ex): The cyber-cat can increase its base rate of speed by dropping to all fours. It can maintain this increased speed for a number of rounds equal to its Constitution score. After that it must succeed at a Constitution check (DC 10) each round to maintain its pace. The DC increases by 1 for each check made. When the check fails, the cyber-cat cannot use this ability for 10 rounds, and cannot move any faster than its base rate of speed (60 ft.).</p><p></p><p>It may run in either mode using the normal rules for running (see Run, page 127 in the Player’s Handbook).</p><p></p><p>Partial Construct (Ex): A cyber-cat is immune to poison and disease and is considered one size larger when determining death from massive damage. A cyber-cat is subject to critical hits but takes only half damage from subdual attacks. It can be healed with a successful Craft (metalworking) check as with the standard Heal check. A slain cyber-cat that is resurrected returns to life as a caterwaul (without the half-machine template).</p><p></p><p>The cyber-cat get a +4 resistance bonus to mind-affecting attacks and effects.</p><p></p><p>Programmed (Su): The cyber-cat is programmed to completely obey its creator as if under the effects of a dominate monster spell cast by a 20th-level wizard. if the creator dies or is destroyed, the cyber-cat becomes free-willed, but the residual program gives the cyber-cat a -4 penalty to Will saves against Enchantment spells. The programming can be erased only with a wish or similar spell.</p><p></p><p>Rust Vulnerability (Ex): The cyber-cat is affected by rust attacks, such as that of the rust monster or a rusting grasp spell.</p><p></p><p>Darkvision (Ex): Mechanized implants give the cyber-cat darkvision at a range of 60 feet. </p><p></p><p>Skills: The cyber-cat receives a +4 racial bonus to Balance, Hide, Listen, Move Silently, and Spot checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. Due to its implants and menacing structural modifications, the cyber-cat also receives a +8 competence bonus to Climb and Intimidate checks</p></blockquote><p></p>
[QUOTE="Devon, post: 1049627, member: 1446"] I use templates for both reasons, really. Most of the templated creatures have been solely for this messageboard, and a few have been to a purpose. The half-machine caterwaul was created well after I started writing the adventure. I needed a challenge of a particular CR that fit in with the idiom of the adventure locale, and adding "half-machine" to a Caterwaul fit in nicely. I may have to write a new version with the corrupted teplate (but who'd be bold enough to surgically alter such a vile thing?). - Devon Here's the half-machine caterwaul, then: CYBER-CAT (Half-Machine Caterwaul) Medium-Size Magical Beast Hit Dice: 4d12+16 (42 hp) Initiative: +6 (Dex) Speed: 50 ft (on two legs) or 80 ft (on four legs), climb 20 ft AC: 20 (+6 Dex, +4 natural); touch 16, flat-footed 14 Attacks: BAB/Grapple: +4/+8 Standard: 1 claw +8 melee Full Attack: 2 claws +8 melee, bite +6 melee; or metal projectile +10 ranged Damage: Claw 1d4+4, bite 1d6+2; metal projectile 1d4 (see below) Face/Reach: 5 ft/5 ft Special Attacks: Screech, pounce, improved grab, rake, metal projectiles Special Qualities: Scent, increased speed, darkvision 60 ft, partial construct, programmed, rust vulnerability, low-light vision, darkvision 60 ft. Saves: Fort +8, Ref +10, Will +3 Abilities: Str 18 (+4), Dex 22 (+6), Con 19 (+4), Int 7 (-2), Wis 14 (+2), Cha 6 (-2) Skills: Balance +12, Climb +18, Hide +10*, Intimidate +10, Jump +9, Listen +9, Move Silently +12, Spot +9 Feats: Alertness, Combat Reflexes, Lightning Reflexes, Multiattack Climate/Terrain: Any land or underground Organization: Solitary Challenge Rating: 6 Treasure: No coins; double goods (gems only); no items Alignment: Always chaotic evil Advancement: 5-12 HD (Medium-size) The cyber-cat is a vicious feline-like, bipedal creature with multiple cybernetic enhancements and moderate armoring. Its organic body has short midnight blue fur, amber eyes, and a long catlike tail. One foreleg has been completed replaced with a mechanical version, and several rows of sharp metal blades can be seen recessed along its length. It can go about on two legs or four as it prefers. COMBAT The cyber-cat begins combat by softening up the opposition with ranged projectile attacks. Before entering melee, the cyber-cat will use its screech attack, after which it uses its claws and bite attacks each round. A cyber-cat will fight to the death. Screech (Su): 3/day, 60-foot spread, the cyber-cat can emit a high-pitched screech that deals 1d8 points of sonic damage to anyone hearing it. A successful Fortitude save (DC 16) negates the damage. Standard action. Save based upon Constitution. Metal Projectiles (Ex): As a standard action, the cyber-cat can fire its cybernetic foreclaw as a projectile (1d4 damage, x2 crit, range 30). The cyber-cat can fire eight projectiles before its supply of ammunition is depleted. When a foreclaw is fired, another set of claws folds out of its upper leg and slides into place, reloading the weapon. Pounce (Ex): If a cyber-cat leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. Improved Grab (Ex): To use this ability, the cyber-cat must hit with its bite attack. If it gets a hold, it can rake with its claws. Rake (Ex): A cyber-cat that gets a hold can make two rake attacks (+8 melee) with its claws for 1d4+4 damage each. Increased Speed (Ex): The cyber-cat can increase its base rate of speed by dropping to all fours. It can maintain this increased speed for a number of rounds equal to its Constitution score. After that it must succeed at a Constitution check (DC 10) each round to maintain its pace. The DC increases by 1 for each check made. When the check fails, the cyber-cat cannot use this ability for 10 rounds, and cannot move any faster than its base rate of speed (60 ft.). It may run in either mode using the normal rules for running (see Run, page 127 in the Player’s Handbook). Partial Construct (Ex): A cyber-cat is immune to poison and disease and is considered one size larger when determining death from massive damage. A cyber-cat is subject to critical hits but takes only half damage from subdual attacks. It can be healed with a successful Craft (metalworking) check as with the standard Heal check. A slain cyber-cat that is resurrected returns to life as a caterwaul (without the half-machine template). The cyber-cat get a +4 resistance bonus to mind-affecting attacks and effects. Programmed (Su): The cyber-cat is programmed to completely obey its creator as if under the effects of a dominate monster spell cast by a 20th-level wizard. if the creator dies or is destroyed, the cyber-cat becomes free-willed, but the residual program gives the cyber-cat a -4 penalty to Will saves against Enchantment spells. The programming can be erased only with a wish or similar spell. Rust Vulnerability (Ex): The cyber-cat is affected by rust attacks, such as that of the rust monster or a rusting grasp spell. Darkvision (Ex): Mechanized implants give the cyber-cat darkvision at a range of 60 feet. Skills: The cyber-cat receives a +4 racial bonus to Balance, Hide, Listen, Move Silently, and Spot checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. Due to its implants and menacing structural modifications, the cyber-cat also receives a +8 competence bonus to Climb and Intimidate checks [/QUOTE]
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