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| Raymond_Luxury_Yacht01-27-06, 05:21 PM | A while back, I statted up a bunch of creatures from medieval bestiaries. I've decided to start this up again, but, instead of cluttering up the board with a thread for each monster, I decided to put them all in one thread. I'll post the original six, which are still open to critique, and the seventh will be posted within a few days, most likely. Entulla Medium Magical Beast Hit Dice: 4d10+4 (26 hp) Initiative: +6 Speed: 80 ft. (16 squares) Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 Base Attack/Grapple: +4/+6 Attack: Horn slash +6 melee (1d8+3) Full Attack: Horn Slash +6 melee (1d8+3) Space/Reach: 5 ft./5 ft. Special Attacks: Hornsaw Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +5, Ref +6, Will +1 Abilities: Str 14, Dex 15, Con 12, Int 2, Wis 11, Cha 6 Skills: Escape Artist -6, Hide +3, Listen +5, Spot +5 Feats: Alertness, Improved Initiative, Run (B) Environment: Warm deserts Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 5-8 HD (Medium); 9-12 HD (Large) Level Adjustment: - A deer-like animal the size of a large wolf stands before you. A pair of enormous, serrated horns grow out from its skull. The Entulla is a relative of the antelope that lives in deserts. Its body is a tawny color, while the saw-like horns that curve backwards are a dull gray. Entullas are extremely fleet of foot, and are almost impossible for hunters to catch, except under one condition. The horns of the entulla are so large that they easily get tangled in thickets. Should a hunter come across the entulla before it can extricate itself, it is a simple matter to dispatch it. The entulla measures about 4 feet long and weighs around 100 pounds. Combat Entullas shun combat, preferring to flee. If cornered, they attack viciously with their horns. Hornsaw (Ex): The saw-like horns of an entulla are extremely strong, and the entulla ignores the first five points of hardness with its horn slash attack. Skills: Due to its massive horns, the entulla takes a -8 penaly to all Escape Artist checks. |
| Raymond_Luxury_Yacht01-27-06, 05:24 PM | Seps Small Magical Beast Hit Dice: 2d10+2 (13 hp) Initiative: +3 Speed: 30 ft., climb 20 ft. Armor Class: 15 (+3 Dex, +1 size, +1 natural) Base Attack/Grapple: +2/-2 Attack: Bite +6 melee (1d4 +1d6 acid) Full Attack: Bite +6 melee (1d4 +1d6 acid) Space/Reach: 5 ft./5 ft. Special Attacks: Acid Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +4, Ref +6, Will +0 Abilities: Str 10, Dex 16, Con 13, Int 1, Wis 10, Cha 4 Skills: Climb +8, Hide +9, Move Silently +6 Feats: Weapon Finesse Environment: Temperate and warm land Organization: Solitary Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: 3-6 HD (Small) Level Adjustment: - A small, brown serpent slithers towards you. Oddly, it has large ears resembling those of a donkey. Seps are small serpents with horrifically acidic venom. They are carnivorous, using their acid to reduce edibles to a liquid soup. Due to the dangers posed by their bite, few creatures prey on them. A seps is about four to five feet long, and weighs about 8 pounds. Combat Seps prefer to strike from ambush, letting their acid dispatch enemies. Acid (Ex): The venom of a seps is a powerful acid. A seps deals an additional 1d6 points of acid damage with its bite attack. Skills: A seps gains a +8 racial bonus on climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. |
| Raymond_Luxury_Yacht01-27-06, 05:26 PM | Sea-Pig Medium Animal (Aquatic) Hit Dice: 2d8+4 (13 hp) Initiative: +0 Speed: 5 ft. (1 square), swim 20 ft. Armor Class: 13 (+3 natural) Base Attack/Grapple: +1/+2 Attack: Bite +2 melee (1d4+1) Full Attack: Bite +2 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +3, Will +0 Abilities: Str 12, Dex 10, Con 15, Int 1, Wis 10, Cha 3 Skills: Hide +1, Listen +2, Spot +2, Swim +9 Feats: Endurance Environment: Temperate and warm aquatic Organization: Pod (2-8) Challenge Rating: 1/3 Treasure: None Alignment: Always neutral Advancement: 3-4 HD (Medium) Level Adjustment: - A large fish with a piggish head swims idly by. Sea-Pigs are aquatic animals that bear an odd resemblence to pigs, in both appearance and habits. Sea-Pigs are omnivores that root around in the muck at the ocean floor for food. A sea-pig is about 6 feet long and weighs about 100 pounds. Combat Sea-Pigs are docile creatures, and thus attack only if provoked. Skills: A sea-pig has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if rushed or threatened. It can use the run action while swimming, provided it swims in a straight line. |
| Raymond_Luxury_Yacht01-27-06, 05:26 PM | Wether Medium Animal Hit Dice: 2d8+2 (11 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 13 (+1 Dex, +2 natural) Base Attack/Grapple: +1/+3 Attack: Headbutt +3 melee (1d6+3) Full Attack: Headbutt +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Worms in the Head Special Qualities: Low-light vision Saves: Fort +6, Ref +4, Will +0 Abilities: Str 14, Dex 12, Con 12, Int 2, Wis 11, Cha 4 Skills: Balance +2, Climb +3, Jump +7, Listen +1, Spot +1 Feats: Great Fortitude Environment: Any land Organization: Solitary, pair, or flock (3-12) Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: 3-4 HD (Medium) Level Adjustment: - You see a goat. Wethers are much like normal goats, and have the same habits, except that they have worms in their head, which occasionally cause them to fly into berserk rages. A wether is the same size as a goat. Combat Wethers are very aggressive, and typically charge into battle with the slightest provocation. Worms in the Head (Ex): A wether that takes damage in combat flies into a berserk rage on its next turn, attacking madly until either it or its opponent is dead. It gains +4 to Strength. This rage ends after 1 minute. The following changes are in place as long as it rages: Grapple +5; Attack +5 melee (1d6+6, headbutt); Full Attack +5 melee (1d6+6, headbutt); Str 18; Climb +5, Jump +9. |
| Raymond_Luxury_Yacht01-27-06, 05:28 PM | Parandrus Large Magical Beast Hit Dice: 6d10+12 (45 hp) Initiative: +2 Speed: 40 ft. Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 Base Attack/Grapple: +6/+14 Attack: Gore +9 melee (1d8+6) Full Attack: Gore +9 melee (1d8+6) Space/Reach: 10 ft./5 ft. Special Attacks: - Special Qualities: Chameleon, darkvision 60 ft., low-light vision Saves: Fort +7, Ref +7, Will +2 Abilities: Str 18, Dex 15, Con 15, Int 3, Wis 11, Cha 9 Skills: Hide +24, Listen +6, Move Silently +4, Spot +2 Feats: Alertness, Run, Stealthy Environment: Cold forests and mountains Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 7-12 HD (Large); 13-18 HD (Huge) Level Adjustment: - What appears to be a deer the size of an ox stands before you. A long tail twitches behind it, and it is covered in long, glossy, black fur. The parandrus is a shy and reclusive animal that uses its natural ability to change its fur color to blend in with its surroundings. Parandrus are about 7 feet long, and weigh about 600 pounds. The long, branching antlers that crown their head can reach lengths of up to 3 feet. Exclusively herbivorous, the parandrus dines mostly on mosses and lichen, although fungi and conifer leaves make up a small, albeit significant, part of their diet. Combat A parandrus is more likely to run and hide than fight, but will lash out viciously with its antlers if cornered. Chameleon (Ex): A parandrus is capable of changing its fur color in a matter of seconds. This ability gives it a +15 bonus on Hide checks. Skills: The keen senses of a parandrus grant it a +4 racial bonus on Listen checks. |
| Raymond_Luxury_Yacht01-27-06, 05:29 PM | Muscaliet Tiny Aberration (Fire) Hit Dice: 1d8 (4 hp) Initiative: +5 Speed: 30 ft., burrow 10 ft., climb 20 ft., fly 5 ft. (clumsy) Armor Class: 17 (+2 size, +5 Dex), touch 17, flat-footed 12 Base Attack/Grapple: +0/-10 Attack: Claw +7 melee (1d3-2 +1 fire) Full Attack: 2 claws +7 melee (1d3-2 +1 fire) and bite +5 melee (1d4-2 +1 fire) Space/Reach: 2 1/2 ft./0 ft. Special Attacks: Heat Special Qualities: Darkvision 60 ft., immunity to fire, low-light vision, vulnerability to cold Saves: Fort +0, Ref +5, Will +4 Abilities: Str 6, Dex 21, Con 10, Int 12, Wis 14, Cha 15 Skills: Climb +13, Hide +14, Listen +3, Move Silently +6, Spot +3 Feats: Multiattack, Weapon Finesse (B) Environment: Any forest Organization: Solitary Challenge Rating: 1 Treasure: None Alignment: Often chaotic neutral Advancement: 2-3 HD (Tiny) Level Adjustment: - An odd creature rests on the branch above you. A long, broad tail fans out from one end of its body, while a short eared head, shaped somewhat like that of a mole's gazes at you from the other. Short tusks flare out from its mouth, while the whole creature gives off an almost palpable heat. A muscaliet is a fruit-eating animal the size of a squirrel. Its large tail allows it fly poorly, while its paws allow it climb trees and burrow underneath the roots. The creature is extremely hot, and anything touching it is liable to get burnt. Because of this, it has few natural predators. A muscaliet is about 1 foot long and weighs about 1 pound. A muscaliet speaks Common and Ignan. Combat Muscaliets attack out of hiding, using their claws, teeth, and heat to bring opponents down. Heat (Su): A muscaliet deals an additional 1 point of fie damage with all of its melee attacks. Skills: A muscaliet gains a +8 racial bonus to Climb checks, and can always choose to take 10. even if rushed or threatened. A muscaliet uses its Dexterity modifier on Climb checks, not its Strength modifier. |
| Raymond_Luxury_Yacht01-29-06, 11:03 PM | Luveceviere Large Magical Beast Hit Dice: 7d10+35 plus 7 (80 hp) Initiative: +6 Speed: 40 ft. (8 squares) Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16 Base Attack/Grapple: +7/+17 Attack: Bite +13 melee (2d6+9/19-20/X3) Full Attack: Bite +13 melee (2d6+9/19-20/X3) Space/Reach: 10 ft./5 ft. Special Attacks: Augmented Critical, bone-crushing bite Special Qualities: Augury, darkvision 60 ft., low-light vision, rigid spine Saves: Fort +10 (+14 vs. disease), Ref +7, Will +2 Abilities: Str 23, Dex 15, Con 21, Int 10, Wis 11, Cha 16 Skills: Bluff +13, Hide +3, Jump +15 Feats: Improved Initiative, Improved Toughness, Resist Disease (B), Weapon Focus (Bite) Environment: Warm plains Organization: Solitary or pair Challenge Rating: 5 Treasure: Half standard Alignment: Usually chaotic evil Advancement: 8-14 HD (Large); 15-21 HD (Huge) Level Adjustment: - An enormous cat-like creature the size of a horse slinks towards you. A mouth full of ridged teeth opens in anticipation of a meal. A kuvecerviere is a distant relative of the hyena that will sadistically stalk and kill anything smaller than it, and many things that are larger. Luvecervieres are genderbenders. Every year, they change sex. The reason for this is unknown, but the luvecervieres don't seem to mind. A luvecerviere is a carnivore. It will eat anything that moves, will move, or has moved at one point. If that means eating rotting carcasses, it will do so. All luvecervieres have a small stone behind their left eye that allows them to see into the future. As a result, when a luvecerviere decides to hunt something, the hunt will almost always be successful. A luvecerviere is about 8 feet long and weighs over 700 pounds. Luvecervieres speak Common. Combat Luvecervieres will try to lure individuals away by imitating voices that will attract the target, and then attack them from ambush. If fighting a larger group of enemies, the luvecerviere will try to flee, unless sure of a victory. Augmented Critical (Ex): A luvecerviere threatens a critical with its bite on a roll of 19-20, and deals triple damage on a critical hit. Augury (Sp): A luvecerviere may cast augury three times a day at caster level 20th. The use of this comes from a small stone imbedded in the creature's brain. if the stone is removed, the luvecerviere loses this ability. Bone-Crushing Bite (Ex): On a successful critical hit with its bite, the powerful jaws of a luvecerviere shatters the body structure of the target, dealing an additional 2d4+9 points of damage, with a DC 19 Fortitude save for half damage. The Save DC is Strength-based. Rigid Spine (Ex): Due to its unnaturally stiffened backbone, a luvecerviere finds it difficult to turn its body. All attacks made by opponents flanking it gain an additional +1 bonus to hit. However, the bone covering helps protect the creature's vital organs. There is a 10% chance that any critical hit or sneak attack with only deal normal damage. |
| Raymond_Luxury_Yacht01-30-06, 09:43 PM | Leucrota Medium Aberration Hit Dice: 9d8+81 (121 hp) Initiative: +7 Speed: 70 ft. (14 squares) Armor Class: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18 Base Attack/Grapple: +6/+13 Attack: Bite +13 melee (2d8+10 19-20/X3) Full Attack: Bite +13 melee (2d8+10 19-20/X3) Space/Reach: 5 ft./5 ft. Special Attacks: Augmented Critical, bone-crushing bite Special Qualities: Damage reduction 5/magic, darkvision 60 ft., immunity to disease, low-light vision Saves: Fort +13, Ref +6, Will +5 Abilities: Str 25, Dex 17, Con 28, Int 12, Wis 9, Cha 19 Skills: Bluff +16, Hide +9, Intimidate +16, Jump +29 Feats: Great Fortitude, Improved Initiative, Power Attack, Run Environment: Warm deserts and plains Organization: Solitary Challenge Rating: 7 Treasure: Standard Alignment: Always chaotic evil Advancement: 10-18 HD (Medium); 19-27 HD (Large) Level Adjustment: - A deer shaped monstrosity slavers nearby. Its enormous maw stretches from ear to ear and is filled with a giant ridge of bone. Its eyes display a keen intelligence. When a luvecerviere mates with a lion, a horror is born from the union. This result, known as a leucrota, breeds true among itself. Massive creatures, the leucrota are smaller than their parents, and bear little resemblence. They inherit the sadistic tendencies of their luvecerviere parents, but this is inflated to an astonishing degree, creating a psychotic beast with a borderline sociopathic mindset. Unnaturally fast, leucrota eat anything, dead or alive, plant or animal. A leucrota is 6 feet long and weighs about 300 pounds. Leucrota speak Common and Abyssal. Combat Leucrota, like the luvecerviere that spawned them, speak in voices chosen to lure their target away, where they proceed to feast upon the still living individual. A leucrota's natural attacks, as well as any weapons it wields, are treated as magic weapons for the purposes of overcoming damage reduction. Augmented Critical (Ex): A leucrota threatens a critical hit with its bite on a roll of 19-20 and deals triple damage on a successful critical hit. Bone-Crushing Bite (Ex): On a successful critical hit with its bite, the powerful jaws of a leucrota shatters the body structure of the target, dealing an additional 2d4+10 points of damage, with a DC 21 Fortitude save for half damage. The Save DC is Strength-based. |
| Th_Ar_Al01-30-06, 10:02 PM | Aren't leucrotas are creature from 2e? |
| Raymond_Luxury_Yacht01-30-06, 10:20 PM | Aren't leucrotas are creature from 2e? Yes. This one is based on the ones in bestiaries, not the ones from 2e. |
| Raymond_Luxury_Yacht02-03-06, 09:25 PM | Sylio Small Elemental (Cold) Hit Dice: 6d8+18 (45 hp) Initiative: +3 Speed: 30 ft., swim 20 ft. Armor Class: 18 (+1 size, +3 Dex, +4 natural) Base Attack/Grapple: +4/+1 Attack: Bite +8 melee (1d4+1 +1d4 cold +poison) Full Attack: Bite +8 melee (1d4+1 +1d4 cold +poison) Space/Reach: 5 ft./5 ft. Special Attacks: Cold, poison Special Qualities: Damage reduction 2/-, darkvision 60 ft., elemental traits, immunity to cold, immunity to fire, low-light vision Saves: Fort +8, Ref +5, Will +2 Abilities: Str 12, Dex 17, Con 17, Int 4, Wis 11, Cha 7 Skills: Hide +11, Move Silently +8, Swim +9 Feats: Ability Focus (Poison), Dodge, Weapon Finesse Environment: Warm land Organization: Solitary Challenge Rating: 4 Treasure: Half standard Alignment: Often neutral Advancement: 7-18 HD (Small) Level Adjustment: - A short, bluish serpent slithers near you. Tiny beads of frost form on its skin, and then break off. Sylio are creatures of elemental cold that were stranded on the Material Plane ages ago. They feed on heat, sucking it from what is nearby. Sylio measure about 4 feet long, and weigh about 40 pounds. Sylio do not speak, but they understand Aquan. Combat Sylio attack from surprise, using their virulent venom to incapacitate opponents. Cold (Su): The body of a sylio sucks the heat from nearby objects. Anything a sylio hits with a natural weapon takes an additional 1d4 points of cold damage. Poison (Ex): On a successful bite attack, a sylio injects a paralytic toxin into its target. Initial and secondary damage 1d4 Dex. Fortitude save DC 18 to negate. The saving throw DC is Constitution-based. Skills: A sylio has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if rushed or threatened. It can use the run action while swimming, provided it swims in a straight line. I need help on the challenge rating of this creature more than the others. I'm not sure if it's correct. Once again, I'd greatly appreciate any help that I could be given. |
| Th_Ar_Al02-03-06, 10:05 PM | I just curious, is just a detail, but if the things absorve heat would it freeze the water, thus making impossible to swim??? |
| Raymond_Luxury_Yacht02-03-06, 10:15 PM | I just curious, is just a detail, but if the things absorve heat would it freeze the water, thus making impossible to swim??? A body of water large enough to swim in would be too large to freeze. |
| Raymond_Luxury_Yacht04-16-06, 02:22 PM | Scie Large Dragon (Aquatic) Hit Dice: 12d12+60 (138 hp) Initiative: +4 Speed: 20 ft., swim 40 ft., fly 40 ft. (clumsy) Armor Class: 20 (-1 size, +11 natural), touch 9, flat-footed 20 Base Attack/Grapple: +12/+25 Attack: Claw +20 melee (1d6+9) or spinesaw +21 melee (4d6+13/19-20) Full Attack: 2 claws +20 melee (1d6+9) and bite +15 melee (1d8+4) or spinesaw +21 melee (4d6+13/19-20) Space/Reach: 10 ft./5 ft. (10 ft. with bite) Special Attacks: - Special Qualities: Amphibious, damage reduction 10/magic, darkvision 60 ft., immunity to sleep and paralysis, low-light vision Saves: Fort +13, Ref +10, Will +10 Abilities: Str 28, Dex 10, Con 20, Int 10, Wis 10, Cha 15 Skills: Hide +11, Listen +15, Move Silently +15, Spot +15, Survival +15, Swim +32 Feats: Improved Critical (spinesaw), Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (spinesaw) Environment: Any aquatic Organization: Solitary or pair Challenge Rating: 10 Treasure: Half standard Alignment: Often chaotic neutral Advancement: 13-24 HD (Large); 25-36 HD (Huge) Level Adjustment: - The surface of the sea parts open as a magnificent, graceful creature bursts from the depths. It's serpentine form arches over the waters as two giant wings unfold from its back. Two paws stretch outwards, and a glistening, serrated ridge can be seen on its spine. Scie are capricious creatures native to seas worldwide. Playful beings, they will race ships if given the chance. Scie are omnivores, but prefer to eat fish, often sinking fishing ships to reach the bounty inside. A scie is about 12 feet long and weighs about 1000 pounds. Combat Scie prefer to attack with their saw-like spinal ridge, targeting the hull of a ship if the creature that offended them is on one. Against multiple opponents, scie will usually use their claws and bites, attacking as many foes as possible. Skills: A scie has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if rushed or threatened. It can use the run action while swimming, provided it swims in a straight line. Help on the Challenge Rating? I'm guessing it's about a 10, but I can't be sure. I'm not to good at high Challenge Ratings. |
| savant_warlord1304-16-06, 02:25 PM | Leucrota Medium Aberration Hit Dice: 9d8+81 (121 hp) Initiative: +7 Speed: 70 ft. (14 squares) Armor Class: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18 Base Attack/Grapple: +6/+13 Attack: Bite +13 melee (2d8+10 19-20/X3) Full Attack: Bite +13 melee (2d8+10 19-20/X3) Space/Reach: 5 ft./5 ft. Special Attacks: Augmented Critical, bone-crushing bite Special Qualities: Damage reduction 5/magic, darkvision 60 ft., immunity to disease, low-light vision Saves: Fort +13, Ref +6, Will +5 Abilities: Str 25, Dex 17, Con 28, Int 12, Wis 9, Cha 19 Skills: Bluff +16, Hide +9, Intimidate +16, Jump +29 Feats: Great Fortitude, Improved Initiative, Power Attack, Run Environment: Warm deserts and plains Organization: Solitary Challenge Rating: 6 Treasure: Standard Alignment: Always chaotic evil Advancement: 10-18 HD (Medium); 19-27 HD (Large) Level Adjustment: - A deer shaped monstrosity slavers nearby. Its enormous maw stretches from ear to ear and is filled with a giant ridge of bone. Its eyes display a keen intelligence. When a luvecerviere mates with a lion, a horror is born from the union. This result, known as a leucrota, breeds true among itself. Massive creatures, the leucrota are smaller than their parents, and bear little resemblence. They inherit the sadistic tendencies of their luvecerviere parents, but this is inflated to an astonishing degree, creating a psychotic beast with a borderline sociopathic mindset. Unnaturally fast, leucrota eat anything, dead or alive, plant or animal. A leucrota is 6 feet long and weighs about 300 pounds. Leucrota speak Common and Abyssal. Combat Leucrota, like the luvecerviere that spawned them, speak in voices chosen to lure their target away, where they proceed to feast upon the still living individual. A leucrota's natural attacks, as well as any weapons it wields, are treated as magic weapons for the purposes of overcoming damage reduction. Augmented Critical (Ex): A leucrota threatens a critical hit with its bite on a roll of 19-20 and deals triple damage on a successful critical hit. Bone-Crushing Bite (Ex): On a successful critical hit with its bite, the powerful jaws of a leucrota shatters the body structure of the target, dealing an additional 2d4+10 points of damage, with a DC 21 Fortitude save for half damage. The Save DC is Strength-based. The Leucrotta can be found in Monsters of Faerun |
| Raymond_Luxury_Yacht04-16-06, 02:36 PM | The Leucrotta can be found in Monsters of Faerun Once again, I know this. I was making the one from medieval bestiaries. Not the D&D one. |
| tryco04-16-06, 02:44 PM | i never seen does bestiaries, so i have to :blink: a few times before i realised what for strange creature you made (changed alright). i love the Scie. but keep on going, see what more are there to come. |
| savant_warlord1304-16-06, 02:49 PM | i never seen does bestiaries, so i have to :blink: a few times before i realised what for strange creature you made (changed alright). i love the Scie. but keep on going, see what more are there to come. does anyone know this guy's native language? if so, please tell me what he said in english sentence structure |
| Raymond_Luxury_Yacht04-16-06, 03:00 PM | does anyone know this guy's native language? if so, please tell me what he said in english sentence structure Judging by the grammar used, probably a Romance language. And what he said is easy to understand. |
| Raymond_Luxury_Yacht11-08-06, 08:37 PM | Scytale Small Magical Beast Hit Dice: 2d10+2 (13 hp) Initiative: +0 Speed: 10 ft. (2 squares) Armor Class: 14 (+1 size, +3 natural), touch 11, flat-footed 14 Base Attack/Grapple: +2/-2 Attack: Bite +3 melee (1d4) Full Attack: Bite +3 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Stunning Appearance Special Qualities: Low-light vision Saves: Fort +4, Ref +3, Wis +0 Abilities: Str 10, Dex 11, Con 13, Int 2, Wis 10, Cha 17 Skills: Hide +5, Move Silently +4 Feats: Ability Focus (stunning appearance) Environment: Temperate forests Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 3-6 HD (Small) A short, stubby serpent with scintillating spinal scales scents you and slithers slowly to strike. Scytale are small snakes with amazingly beautiful scales that stun anyone near it. Slow-moving animals, they rely on the mesmerizing properties of their back scales to hold creatures still long enough to kill them. Scytale measure about 4 feet long and weigh about 4 pounds. Combat Scytale rely on their scales to incapacitate their foes. Enemies that strike back are fled from. Stunning Appearance (Su): The shining scales on the back of a scytale will stun any creature that views them for 2d4 rounds unless a DC 16 Will save is made. The saving throw DC is Charisma-based. |
| bhu11-08-06, 08:46 PM | :dancin: :cheer: :w00t: :clap: |
| NyMpHoMaNiAc_FaNtAsIA11-08-06, 10:39 PM | For those interested there are excellent Bestiaries out there. Here's one of the best. http://bestiary.ca/index.html |
| greatmoat11-09-06, 10:04 AM | Why are the entulla and seps magical beasts, and not animals? They have no (Su) or (Sp) abilities. |
| Raymond_Luxury_Yacht11-09-06, 12:30 PM | Why are the entulla and seps magical beasts, and not animals? They have no (Su) or (Sp) abilities. For the entulla, its speed. For the seps, the acid. Other than that, it was rather arbitrary. |