Mark Chance
Boingy! Boingy!
War-Bred Creatures
War-bred creatures are produced through careful selective breeding and raised on alchemically-treated diets coupled with rigorous training programs. They appear somewhat like normal examples of their species, but are invariably larger, stronger, and faster. A war-bred creature's usual pedigree and eldritch diet often produce strange traits such as bizarre coloration, changes in skin texture, and so forth.
Creating a War-Bred Creature
"War-bred" is a template that can be added to any animal or beast. The creature's type does not change. It uses all the base creature's statistics and special abilities except as noted here.
Size: Increase size by one category. Size increase affects the creature's Strength, Dexterity, Constitution, natural armor, AC, attack bonus, and damage as summarized on pp. 12 and 14, MM. The creature's face/reach may change as well (see p. 131, PH).
Initiative: The creature gains the Improved Initiative feat.
Speed: Increase highest speed by 10 ft. and other speeds by 5 ft. If a creature has equal speeds for different movement types, choose which one receives the 10 ft. increase. For example, a war-bred dire bat's speed is 25 ft., fly 50 ft. (good).
AC: Increase natural armor bonus by +2.
Special Attacks: All war-bred creatures have ferocity and rage extraordinary abilities.
Ferocity (Ex): The war-bred creature continues to fight without penalty even while disabled or dying.
Rage (Ex): A war-bred creature that takes damage in combat flies into a rage on its next turn. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily, but its trainer can order the creature to back down (Animal Empathy check DC 20, retry each round). Training a war-bred creature to back down is an unusual task (see Handle Animal, pp. 68-69, PH).
Abilities: Increase from the base creature as follows: Str +2 and Con +2.
Feats: As base creature, but add Great Fortitude, Improved Initiative, and Toughness if the creature does not already have them.
Climate/Terrain: Same as base creature or its trainer.
Organization: Same as base creature or solitary, pair, or squad (3-6).
Challenge Rating: Same as base creature +2.
Alignment: Same as base creature.
Treasure: Same as base creature.
Advancement: Same as base creature.
Sample War-Bred Creature
War-Bred Dire Bat
Huge Animal
Hit Dice: 4d8+27 (45 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 25 ft., fly 50 ft. (good)
AC: 23 (-2 size, +5 Dex, +10 natural)
Attacks: Bite +9 melee
Damage: Bite 2d6+12 melee
Face/Reach: 20 ft. by 10 ft./10 ft.
Special Attacks: Ferocity, rage
Special Qualities: Blindsight
Saves: Fort +12, Ref +9, Will +6
Abilities: Str 27, Dex 20, Con 23, Int 2, Wis 14, Cha 6
Skills: Listen +11*, Move Silently +11, Spot +11*
Feats: Great Fortitude, Improved Initiative, Toughness
Climate/Terrain: Temperate and warm desert, forest, hills, plains, and underground
Organization: Solitary, pair, or squad (3-6)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 5-12 HD (Huge)
War-bred creatures are produced through careful selective breeding and raised on alchemically-treated diets coupled with rigorous training programs. They appear somewhat like normal examples of their species, but are invariably larger, stronger, and faster. A war-bred creature's usual pedigree and eldritch diet often produce strange traits such as bizarre coloration, changes in skin texture, and so forth.
Creating a War-Bred Creature
"War-bred" is a template that can be added to any animal or beast. The creature's type does not change. It uses all the base creature's statistics and special abilities except as noted here.
Size: Increase size by one category. Size increase affects the creature's Strength, Dexterity, Constitution, natural armor, AC, attack bonus, and damage as summarized on pp. 12 and 14, MM. The creature's face/reach may change as well (see p. 131, PH).
Initiative: The creature gains the Improved Initiative feat.
Speed: Increase highest speed by 10 ft. and other speeds by 5 ft. If a creature has equal speeds for different movement types, choose which one receives the 10 ft. increase. For example, a war-bred dire bat's speed is 25 ft., fly 50 ft. (good).
AC: Increase natural armor bonus by +2.
Special Attacks: All war-bred creatures have ferocity and rage extraordinary abilities.
Ferocity (Ex): The war-bred creature continues to fight without penalty even while disabled or dying.
Rage (Ex): A war-bred creature that takes damage in combat flies into a rage on its next turn. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily, but its trainer can order the creature to back down (Animal Empathy check DC 20, retry each round). Training a war-bred creature to back down is an unusual task (see Handle Animal, pp. 68-69, PH).
Abilities: Increase from the base creature as follows: Str +2 and Con +2.
Feats: As base creature, but add Great Fortitude, Improved Initiative, and Toughness if the creature does not already have them.
Climate/Terrain: Same as base creature or its trainer.
Organization: Same as base creature or solitary, pair, or squad (3-6).
Challenge Rating: Same as base creature +2.
Alignment: Same as base creature.
Treasure: Same as base creature.
Advancement: Same as base creature.
Sample War-Bred Creature
War-Bred Dire Bat
Huge Animal
Hit Dice: 4d8+27 (45 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 25 ft., fly 50 ft. (good)
AC: 23 (-2 size, +5 Dex, +10 natural)
Attacks: Bite +9 melee
Damage: Bite 2d6+12 melee
Face/Reach: 20 ft. by 10 ft./10 ft.
Special Attacks: Ferocity, rage
Special Qualities: Blindsight
Saves: Fort +12, Ref +9, Will +6
Abilities: Str 27, Dex 20, Con 23, Int 2, Wis 14, Cha 6
Skills: Listen +11*, Move Silently +11, Spot +11*
Feats: Great Fortitude, Improved Initiative, Toughness
Climate/Terrain: Temperate and warm desert, forest, hills, plains, and underground
Organization: Solitary, pair, or squad (3-6)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 5-12 HD (Huge)