| Post/Author/DateTime | Post |
|---|---|
| Uratoh07-12-07, 05:58 PM | If anyone's played Exile 3/Avernum 3 by Spiderweb Software, you aught to remember these things...large, roughly canine creatures with two heads, razor sharp fangs, and the uncanny ability to rotate their heads like an owl's...but with a LOT of muscle behind it...They were created by taking a Dire Wolf, giving it the multiheaded template for one extra head, and replacing their trip with Rend. Alien Beast Large Magical Beast (Augmented Animal) HD: 8d8+40 (HP 76) Init: +6 Speed: 50 ft AC: 15 (-1 size, +2 Dex, +4 natural) T11, FF13 BaB/G: +6/+17 Atks: Bite +13 Melee (1d8+10) x2, Rend S/R: 10/5 S-Atk: Rend 2d8+10 S-Qua: Darkvision 60, Low-light vision, Scent Saves: Fort +11, Ref +8, Will +7 Stats: Str 25, Dex 15, Con 20, Int 2, Wis 12, Cha 10 Skill: Hide +0, Listen +9, Move Silently +4, Spot +9 Feats: Alertness, Combat Reflexes, Improved Initiative, Run, Track, Weapon Focus (Bite) CR: 5? Rend (Ex): If an Alien Beast hits with both Bite attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d8+10 points of damage. I haven't modified skills yet, but it won't make that big a difference really...my real debate is if replacing their Trip attack with a Rend from both bites (which really was their signature move in the game of origin) pushes them to CR 6. Their AC's low, but they have a lot of HP and deal a rather nasty ammount of damage. Also, the Savage Species template isn't terribly clear on what (if any) modifications to the Wolf's HD (BaB, d8 to d10, saves, etc) should be made from shifting to Magical Beast, so I didn't apply any aside from the Darkvision. |
| Ics07-12-07, 08:53 PM | I'd add 2 to 4 points (leaning toward 4) to its natural armor and make it a CR 6; if you feel it can't hold its own as a CR 6, think about adding acid damage to its bite attack or some other minor special ability that augments what it already has. |