| Post/Author/DateTime | Post |
|---|---|
| monstermaster04-08-07, 05:12 PM | i think we need more animals. present day, real ones an' maybe a couple os variations. e.g. a st bernards (rescue dog) is clearly bigger and better than a jack russel or terrior. All animals any shape or size are welcome here. Ill start. wildcat small animal Hit Dice: d8+4 (6hp) Initiative: +4 Speed: 30ft Armour Class: 14 (+1 nat,+2 dex,+1 size.) Base Attack/Grapple: +1/+2 Attack: claw (d3) Full Attack: 2 claws (d3),bite (d4) Space/Reach: 3ft/0ft Special Attacks:- Special Qualities: lowlight vision, darkvision 60ft. Saves: fort +1, ref+2, will+1 Abilities: str10,dex10,wis5,int2,con10,cha7 Skills: +5 hide(long grass), +8move silently Feats: alertness. Climate/Terrain: temperate forest Organization: solitary, pair or family(1 plus 4 kittens treat as cat) Challenge Rating: 1 Treasure: none Alignment: always neutral Advancement: - Level Adjustment: - these look like tabby cats but are bigger, have longer fur and are much more aggressive. Note: to make a half wild half domestic give it 4hp |
| HarlequinHelsing04-08-07, 06:12 PM | Alright, I've got a question. Where's your wildcat getting +4 hp from? It only has 10 Con...Also, keeping the +4 hp it should have a total of 8 (for monsters, you take the average of the die instead of rolling). About the St. Bernard comment, that's what riding dogs are for. Other than that it looks alright...Woah. Hold up. Wisdom 5?? Dude, most animals have 12 or higher. These things survive in the wild, they've gotta have more common sense and perception than humans. Well, there's my :twocents:. Go buy yourself an ice cream cone or something. |
| Raptorial04-08-07, 06:24 PM | I had one of these a while ago, but it faded away after a lack of posting. This gives me a chance to make some new animals. |
| Airos04-09-07, 01:06 AM | Here's my stats for the Rabbit. |
| Lazzmaniandevil04-09-07, 01:23 AM | wildcat small animal Hit Dice: d8+4 (6hp) Initiative: +4 Speed: 30ft Armour Class: 14 (+1 nat,+2 dex,+1 size.) Base Attack/Grapple: +1/+2 Attack: claw (d3) Full Attack: 2 claws (d3),bite (d4) Space/Reach: 3ft/0ft Special Attacks:- Special Qualities: lowlight vision, darkvision 60ft. Saves: fort +1, ref+2, will+1 Abilities: str10,dex10,wis5,int2,con10,cha7 Skills: +5 hide(long grass), +8move silently Feats: alertness. Climate/Terrain: temperate forest Organization: solitary, pair or family(1 plus 4 kittens treat as cat) Challenge Rating: 1 Treasure: none Alignment: always neutral Advancement: - Level Adjustment: - A few questions/comments: - It shouldn't have +4 to initiative and +2 dex to AC with dex 10. - I would put the CR at 1/3 or 1/2, not 1. - Like someone said before me, why +4 hp and animals usually have higher wisdom - Its base saves should be +2 / +2 / +0 - small animlas have Space/Reach: 5 ft./5 ft. |
| ChaoticAwsome04-09-07, 02:07 AM | the abombidible snowman traits: Big White Scary Hairy lots of attack and hp too :dancin: :dancin: :dancin: :dancin: :dancin: :dancin: :dancin: :dancin: |
| ChaoticAwsome04-09-07, 02:10 AM | also, my avatar:love: Traits: cute fuzzy huggable friendly homocidal maniac:evillaugh ect. |
| Warforged Goblin04-09-07, 11:11 AM | homocidal maniac I think you mean homicidal maniac. A homocidal maniac kills things that are just like it. GOREBEAR Large Animal Hit Dice: 10d8+50 (95 Hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16 Base Attack/Grapple: +5/+20 Attack: Gore +14 melee (1d10+8) or claw +14 melee (1d8+8) Full Attack: Gore +14 melee (1d10+8) and 2 claws +9 melee (1d8+4) Space/Reach: 10 ft/5 ft. Special Attacks: Ferocity, improved grab, rend Special Qualities: Low light vision, scent, surly Saves: Fort +12, Ref +7, Will +5 Abilities: Str 27, Dex 15, Con 21, Int 1, Wis 11, Cha 5 Skills: Listen +8, Spot +8, Survival +2 Feats: Alertness, Improved Natural Armor, Run, Track Environment: Temperate or Cold Forests Organization: Solitary, group (3-5), or family (8-10) Challenge Rating: 5 Treasure: None Alignment: Neutral Advancement: 11-14 HD (Large) Level Adjustment: - This massive carnivore is nine feet long and nearly six feet tall at the shoulder. Its body is covered with thick, coarse brown hair and a set of giant tusks just from its lower jaw. Also known as grizzly boars, the gorebears isn’t related to the boar at all. Bred towards the end of the Last War in a joint effort by House Vadalis and Brelish druids, the squads of gorebears never saw battle. After the Treaty of Thronehold, almost all of the animals were released into the King’s Forest, although a few druids brought gorebear cubs to the Eldeen Reaches. Though surly and a bit dull witted, gorebears can be trained as mounts and take great delight in charging foes. COMBAT Gorebears aren’t subtle and charge anything their size or smaller that is foolish enough or unlucky enough to wander into their territory. Ferocity (Ex): A gorebear fights without penalty while disabled or dying. Improved Grab (Ex): If a gorebear hits with both claw attacks, it may start a grapple without provoking an attack of opportunity. Rend (Ex): If a gorebear successfully grapples a foe, it automatically deals 1d10+12 points of damage to the grapple opponent with its tusks. Surly (Ex): Due to its short temper and unpleasant nature, the DC to train a gorebear is increased by 1. Special: A druid of at least 7th level or a ranger of at least 14th level may take a gorebear as an animal companion. |
| Fencerboy04-09-07, 11:53 AM | I was surprised theat the MM lacks Deer stats...I created some a while back, but its been pruned by now... |
| monstermaster04-09-07, 03:43 PM | oops sorry guys i err... was in a rush with the wild cat i wasnt thinkin aboot the abilities .................ok ill admit i made a complete hash of it i didnt reflect its stats on its abilities soz |
| monstermaster04-09-07, 03:46 PM | chaotic awesome....stat em dont tell us how in such a bad format |
| monstermaster04-09-07, 04:06 PM | MOLE Tiny animal Hit Dice: 1d8 (3 hp) Initiative: +2 Speed: 5 ft. (3 squares), burrow 15 ft. Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +1/–11 Attack: Bite +5 melee (1d2) Full Attack: Bite +5 melee (1d2) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: - Special Qualities: Low-light vision, darkvision Saves: Fort +2, Ref +4, Will +0 Abilities: Str 2, Dex 14, Con 7, Int 2, Wis 14, Cha 11 Skills: Hide +15 Feats: Alertness Environment: underground Organization: solitary, pair or Nest (3–8) Challenge Rating: 1/4 Treasure: None Alignment: Always neutral Advancement: — Level Adjustment: — this tiny back burrowing insectivore is about the size of a mans hand. it eats worms and ay other incects it finds. it spends 90% of its life in a hole. Moles as familiars if a mole is taken as a familiar it gives the master a 5ft burrow speed. (for fun) |
| ryuspearhead04-09-07, 07:26 PM | just quick mod of yours - Dire wildcat large animal Hit Dice: 2d12+8 Initiative: +9 Speed: 30ft Armour Class: 14 (+7 nat,+2 dex,+4 size.) Base Attack/Grapple: +2/+3 Attack: claw (d6) Full Attack: 2 claws (2d6),bite (2d8) Space/Reach: 13ft/0ft Special Attacks:- Special Qualities: lowlight vision, darkvision 85ft. Saves: fort +5, ref+7, will+5 Abilities: str21,dex18,wis7,int4,con12,cha16 Skills: +1 hide(long grass), +2move silently Feats: alertness. Climate/Terrain: temperate forest Organization: solitary, pair or family(1 plus 4 kittens treat as cat) Challenge Rating: 5 Treasure: 2X Alignment: always neutral Advancement: - Level Adjustment: - these look like wildcats but are much bigger, have longer bone plating like armor on its back, face and legs. |
| Lazzmaniandevil04-09-07, 11:23 PM | No offense ryuspearhead and monstermaster, but there is about 20 different mistakes in each of your stat blocks. You really should read your MM a few more times... |
| IceGod04-09-07, 11:47 PM | I'm assuming the 'wildcat' is something along the lines of a bobcat or lynx? I retooled him a bit and came up with: Wild Cat small animal Hit Dice: 2d8+4 (12hp) Initiative: +4 Speed: 40ft (cats are FAST) Armour Class: 14 (+1 nat,+3 dex,+1 size.) Base Attack/Grapple: +1/-2 Attack: claw +2 (1d3+1) Full Attack: 2 claws +2 (1d3+1), bite +0 (1d4+1) Space/Reach: 5ft/5ft Special Attacks:- Special Qualities: lowlight vision Saves: fort +5, ref+6, will +1 Abilities: str 12, dex 16, wis 12, int 2, con 14, cha7 Skills: Balance +11, Hide +9(+13 in tall grass), Jump +9, Listen +7, Move Silently +9 Feats: Improved Initiative(B), Multi Attack Climate/Terrain: Any forest Organization: solitary, pair or family(1 plus 2d3 kittens treat as cats) Challenge Rating: 1 Treasure: none Alignment: always neutral Advancement: 3-4(Small), 5-6(Medium) Level Adjustment: - Skills - Wild cats have a +4 racial bonus to Hide, Listen and Move Silently checks, as well as a +8racial bonus to Balance and Jump checks. In areas of tall grass or undergrowth, its Hide bonus increases to +8. Essentially, this is a "riding cat", though unlike a riding dog its advancement allows one to make larger cats, such as lynx and ocelots, that differ from cheetahs, lions, tigers, leopards, etc. |
| IceGod04-10-07, 12:10 AM | I don't have Stormwrack, so I don't know if there are already published statics for jellyfish. I consider them vermin, hope its okay to post vermin here. Jellyfish Tiny Vermin Hit Dice: 1d8-1 (3 hp) Initiative: +0 Speed: 0 ft, swim 10 ft (jellyfish mostly just drift) Armour Class: 10 (-2 dex,+2 size.) Base Attack/Grapple: +0/-9 Attack: tentacle touch +0 (0 + poison) Full Attack: tentacle touch +0 (0 + poison) Space/Reach: 0ft/0ft Special Attacks: poison, improved grab Special Qualities: mindless, blind, blindsense 10 ft Saves: fort +1, ref -2, will -3 Abilities: str 2, dex 6, wis 4, int -, con 8, cha 1 Skills: Hide +9, Listen +7, Move Silently +9 Feats: Ability Focus (Poison) Climate/Terrain: warm aquatic (ocean) Organization: solitary or school (20-100) Challenge Rating: 1/4 Treasure: none Alignment: always neutral Advancement: 2-3(Tiny), 4-6(Small), 7-8(Large [man-o'-war]) Level Adjustment: - Poison(Ex): Contact, Fortitude DC 14, initial and secondary damage 1d2 Str and 1d2 Con. The save DC is Constitution-based and includes a +4 racial bonus. A jellyfish delivers its poison with a successful tentacle touch attack. Improved Grab(Ex): After delivering a successful tentacle touch attack against a foe its size or smaller, a jellyfish can immediately initiate a grapple without provoking an attack of opportunity. Blindsense(Ex): A jellyfish is sensitive to underwater vibrations. Its blindsense only operates underwater. Blind: Jellyfishes have no eyes, thus they cannot see and thus immune to gaze attacks and other purely visual assaults. Jellyfishes don't so much attack as they drift into their prey. They sometimes wash up on shore, posing a hazard to barefooted commoners. Their poison is unsually potent compared to their relative weakness. |
| Raptorial04-10-07, 03:57 AM | I don't have Stormwrack, so I don't know if there are already published statics for jellyfish. I consider them vermin, hope its okay to post vermin here. Jellyfish Tiny Vermin Hit Dice: 1d8-1 (3 hp) Initiative: +0 Speed: 0 ft, swim 10 ft (jellyfish mostly just drift) Armour Class: 10 (-2 dex,+2 size.) Base Attack/Grapple: +0/-9 Attack: tentacle touch +0 (0 + poison) Full Attack: tentacle touch +0 (0 + poison) Space/Reach: 0ft/0ft Special Attacks: poison, improved grab Special Qualities: mindless, blind, blindsense 10 ft Saves: fort +1, ref -2, will -3 Abilities: str 2, dex 6, wis 4, int -, con 8, cha 1 Skills: Hide +9, Listen +7, Move Silently +9 Feats: Ability Focus (Poison) Climate/Terrain: warm aquatic (ocean) Organization: solitary or school (20-100) Challenge Rating: 1/4 Treasure: none Alignment: always neutral Advancement: 2-3(Tiny), 4-6(Small), 7-8(Large [man-o'-war]) Level Adjustment: - Poison(Ex): Contact, Fortitude DC 14, initial and secondary damage 1d2 Str and 1d2 Con. The save DC is Constitution-based and includes a +4 racial bonus. A jellyfish delivers its poison with a successful tentacle touch attack. Improved Grab(Ex): After delivering a successful tentacle touch attack against a foe its size or smaller, a jellyfish can immediately initiate a grapple without provoking an attack of opportunity. Blindsense(Ex): A jellyfish is sensitive to underwater vibrations. Its blindsense only operates underwater. Blind: Jellyfishes have no eyes, thus they cannot see and thus immune to gaze attacks and other purely visual assaults. Jellyfishes don't so much attack as they drift into their prey. They sometimes wash up on shore, posing a hazard to barefooted commoners. Their poison is unsually potent compared to their relative weakness. Stormwrack has a jellyfish swarm, but not a single jelly. I like this...it means that I don't have to always throw a large swarm of them into battle. |
| Raptorial04-10-07, 03:58 AM | I don't have Stormwrack, so I don't know if there are already published statics for jellyfish. I consider them vermin, hope its okay to post vermin here. Jellyfish Tiny Vermin Hit Dice: 1d8-1 (3 hp) Initiative: +0 Speed: 0 ft, swim 10 ft (jellyfish mostly just drift) Armour Class: 10 (-2 dex,+2 size.) Base Attack/Grapple: +0/-9 Attack: tentacle touch +0 (0 + poison) Full Attack: tentacle touch +0 (0 + poison) Space/Reach: 0ft/0ft Special Attacks: poison, improved grab Special Qualities: mindless, blind, blindsense 10 ft Saves: fort +1, ref -2, will -3 Abilities: str 2, dex 6, wis 4, int -, con 8, cha 1 Skills: Hide +9, Listen +7, Move Silently +9 Feats: Ability Focus (Poison) Climate/Terrain: warm aquatic (ocean) Organization: solitary or school (20-100) Challenge Rating: 1/4 Treasure: none Alignment: always neutral Advancement: 2-3(Tiny), 4-6(Small), 7-8(Large [man-o'-war]) Level Adjustment: - Poison(Ex): Contact, Fortitude DC 14, initial and secondary damage 1d2 Str and 1d2 Con. The save DC is Constitution-based and includes a +4 racial bonus. A jellyfish delivers its poison with a successful tentacle touch attack. Improved Grab(Ex): After delivering a successful tentacle touch attack against a foe its size or smaller, a jellyfish can immediately initiate a grapple without provoking an attack of opportunity. Blindsense(Ex): A jellyfish is sensitive to underwater vibrations. Its blindsense only operates underwater. Blind: Jellyfishes have no eyes, thus they cannot see and thus immune to gaze attacks and other purely visual assaults. Jellyfishes don't so much attack as they drift into their prey. They sometimes wash up on shore, posing a hazard to barefooted commoners. Their poison is unsually potent compared to their relative weakness. Stormwrack has a jellyfish swarm, but not a single jelly. I like this...it means that I don't have to always throw a large swarm of them into battle. |
| monstermaster04-14-07, 12:09 PM | soz i was unable 2 get on 4 a few days..... oh and by the way when i said wild cat i meant a british 1 its just bigger than a cat but much more viscious. |
| monstermaster04-14-07, 12:16 PM | cood sum1 stat a gull 4 me plz id like 1 that I havnt muked up |
| Raptorial04-14-07, 08:23 PM | I was thinking that myself when I looked at Stormwrack. They have the larger albatross, but the little gull and some other shore birds are overlooked. I have a Tiny seabird (for seagulls and such) and a pelican. Seabird, Tiny Tiny Animal Hit Dice: 1/4d8 (1 hp) Initiative: +3 (+3 Dex) Speed: 20 ft. (4 squares), fly 50 ft. (average) Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12 Base Attack/Grapple: 0/-10 Attack: Peck +0 melee (1d4-2) Full Attack: Peck +0 melee (1d4-2) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: - Special Qualities: Low-light vision Saves: Fort +1, Ref +5, Will +1 Abilities: Str 6, Dex 16, Con 9, Int 2, Wis 13, Cha 6 Skills: Hide +11, Listen +3, Spot +3, Survival +2 Feats: Wingover Environment: Any coastal Organization: Solitary, pair, clutch (3-6), or flock (8-26) Challenge Rating: 1/8 Treasure: None Alignment: Always neutral Advancement: 1.25-0.5 HD (Tiny); 1.5-0.75 HD (Small) Level Adjustment: - Pelican Small Animal Hit Dice: 1/2d8+0.5 (2 hp) Initiative: +2 (+2 Dex) Speed: 20 ft. (4 squares), fly 40 ft. (poor) Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 11 Base Attack/Grapple: 0/-5 Attack: Bite +0 melee (1d6-1) Full Attack: Bite +0 melee (1d6-1) Space/Reach: 5 ft./0 ft. Special Attacks: Improved grab, swallow whole Special Qualities: Low-light vision, hold breath (3 rounds x Con mod), Skill bonus (+4 to Swim) Saves: Fort +3, Ref +4, Will +1 Abilities: Str 9, Dex 15, Con 12, Int 2, Wis 12, Cha 7 Skills: Hide +6, Listen +1, Spot +4, Swim +5 Feats: Flyby Attack Environment: Temperate or warm coastal Organization: Solitary, pair, nest (2-5), or congregation (6-24) Challenge Rating: 1/2 Treasure: None Alignment: Always neutral Advancement: 1.5-1 HD (Small); 2-1.5 HD (Medium) Level Adjustment: - |
| monstermaster04-15-07, 04:26 AM | thanx i needed that. im jst thinkin wat 2 sta next |
| monstermaster04-15-07, 04:47 AM | i statted a small garden bird like a sparrow or a finch. Garden bird Many small birds live on the golf course For the sake of similarity I’ll call them garden birds. Garden bird. Diminutive animal HD: ¼ d8 (1hp) Initiative: +3 Speed: 5ft, fly 45ft AC: 16 (+4 size, +2 dex) Base Attack/Grapple: +0/-15 Attack: Peck (d2) Full Attack: Peck (d2) Space/Reach: 1ft/0ft Special Attacks: none Special Qualities: lowlight vision Saves: fort+2, Ref+4, will+2 Abilities: str1, dex15, con10, int2, wis14, cha6 Skills: listen + 3, spot + 5 Feats: wingover Environment: temperate forests Organization: solitary, pair or flock. CR: 1/10 Advancement:- Level Adjustment:- Combat These creatures flee if someone gets within 10ft these creatures may be taken as familiars and grant their master the ability to talk to garden birds. |
| Raptorial04-15-07, 07:34 PM | I would suggest letting garden birds be taken as familiars. |
| Whisper_Swiftblade04-15-07, 08:01 PM | I'm no good at stating, but I can list some suggestions. moose pangolin racoon porqupine (I think the spelling is way off) goose |
| monstermaster05-07-07, 12:55 PM | hi just bak wasnt on 4 a bit. porcupines been done in toh. |