3.5 Guenwhyvar (Large) the Tom Costa's Way [Archive] - Wizards Community

Post/Author/DateTimePost
Monch9

11-05-03, 01:45 AM
I like the way Tom implemented the Druid's Animal Companion advancement on his version of Guen. I decided to implement this to the Dire Panther version I did earlier this year. The base animal is close to the tiger, so it's a 6th level on the druid chart. I'll post the base animal further on. Hope you like it.

Guenwhyvar (Female Unique Panther)
Large Magical Beast (extraplanar)
Hit Dice: 10d10 + 50 (105hp)
Initiative: +4
Speed: 40 ft., climb 20 ft.
Armor Class: 20 (–1 size, +4 Dex, +7 natural), touch 13, flat-footed 16
Base Attack/Grapple: +10/+22
Attack: Claw +18 (1d6+8)
Full Attack: 2 claws +18 melee (1d6+8) and bite +15 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, magic strike, pounce, rake 1d6+4
Special Qualities: Darkvision 60 ft., devotion, evasion, low-light vision, plane shift 2/day, scent, share spells, tricks
Saves: Fort +12, Ref +11, Will +9
Abilities: Str 26, Dex 19, Con 21, Int 4, Wis 14, Cha 12
Skills: Balance +14, Climb +16, Hide +10*, Jump +16, Listen +8, Move Silently +9, Spot +8
Feats: Alertness, Run, Weapon Focus (claw), Multiattack
Challenge Rating: 9
Treasure: None
Alignment: Neutral Good

Guenwhyvar is about 9 feet long and weigh about 600 pounds.

Combat
Improved Grab (Ex): To use this ability, Guenwhyvar must hit with her claw or bite attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can rake.

Magic Strike (Ex): This ability allows Guenhwyvar to treat her natural weapons as cold iron, silver, magic, and good-aligned.

Pounce (Ex): If Guenwhyvar charges a foe, she can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +18 melee, damage 1d6+3.

Devotion (Ex): Guenhwyvar's devotion to her master is so complete that she gains a +4 morale bonus on Will saves against enchantment spells and effects.

Evasion (Ex): If Guenhwyvar is subjected to an attack that normally allows a Reflex saving throw for half damage, she takes no damage if she makes a successful saving throw.

Plane Shift (Su): Guenhwyvar can plane shift upon command of her master as the spell with up to one other being from The House of Nature to her master and back to the House of Nature every other day for a period of 6 hours. Guenhwyvar cannot heal naturally on the Material Plane but heals at double the rate (18 hp/day) when on The House of Nature. If slain, she reverts to her figurine form and automatically plane shifts back to The House of Nature where she begins to heal as if she were stabilized at -9 hp.

Scent (Ex): Guenhwyvar can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Share Spells (Ex): As a former animal companion, Guenhwyvar retains her ability share the spells her master casts. At her master's option, she may have any spell her master casts upon himself also affect her so long as she is within 5 feet. Additionally, her master may cast a spell with a target of "You" on Guenhywvar (as a touch range spell) instead of on himself.

Tricks (Ex): Guenhwyvar knows the following ten tricks, as described under the Handle Animal skill in Chapter 4 of the Player's Handbook: attack, come, defend, down, fetch, guard, heel, seek, stay, and track.

Languages: Guenhwyvar understands, but cannot speak, Common and Undercommon

Skills: Guenhwyvar has a +8 racial bonus on Balance and Jump checks, and a +4 racial bonus on Hide and Move Silently checks. She has a +8 racial bonus on climb checks, and she can always choose to take 10 on a Climb check, even if rushed or threatened.

Note: Guenhwyvar is owned by the owner of the figurine.
Monch9

11-05-03, 01:47 AM
Here's the base animal that I built :

DIRE PANTHER
Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+15
Attack: Claw +11 (1d6+7)
Full Attack: 2 claws +11 melee (1d6+7) and bite +4 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d6+3
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +8, Will +6
Abilities: Str 24, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills: Balance +12, Climb +15, Hide +8*, Jump +15, Listen +6, Move Silently +8, Spot +6
Feats: Alertness, Run, Weapon Focus (claw)
Environment: Any forest, hill, mountains, and plains
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7–18 HD (Large)
Level Adjustment: —

Dire Panthers are about 9 feet long and weigh about 600 pounds. They usually hunt at night.

Combat
Improved Grab (Ex): To use this ability, a dire panther must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a dire panther charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +11 melee, damage 1d6+3.

Skills: Dire panthers have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Dire panthers have a +8 racial bonus on Balance and Climb checks. A dire panther can always choose to take 10 on a Climb check, even if rushed or threatened.