Cave Mink [Archive] - Wizards Community

Post/Author/DateTimePost
angelshelper81

08-06-05, 10:55 PM
I made this critter by adding the Feral template to various scalings of the Dire Weasel (which I know is technicaly against the rules, so don't jump on me!). It doesn't scale as most magical beasts do, because the Feral template gives different bonuses to creatures with different hit dice.

Baby Cave Mink - Medium Magical Beast
Hit Dice: 3d10+3 (19 HP)
Initiative: +3
Speed: 50' (10 squares)
Armor Class: 19 (+3 dex, +6 natural), Touch 13, Flat-footed 16
Base Attack/Grapple: +3/+7
Attack: Bite +7 (1d6+4) or Claw +2 (1d8+2)
Full Attack: Bite +7 (1d6+4) and 2 Claws +2 (1d8+2)
Space/Reach: 5'/5' (12" tall x 4' long)
Special Attacks: Attach, Drain Blood, Improved Grab
Special Qualities: Darkvision 60, Low-light Vision, Scent, Fast Healing 2
Saves: Fort +4, Ref +6, Will +5
Abilities: Str 18, Dex 17, Con 12, Int 2, Wis 12, Cha 10
Skills: Balance +7, Climb +8, Escape Artist +7, Swim +6
Feats: Agile, Athletic
Environment: Underground
Challenge Rating: ?

Young Cave Mink - Medium Magical Beast
Hit Dice: 4d10+4 (26 HP)
Initiative: +3
Speed: 50' (10 squares)
Armor Class: 19 (+3 dex, +6 natural), Touch 13, Flat-footed 16
Base Attack/Grapple: +4/+8
Attack: Bite +8 (1d6+4) or Claw +3 (1d8+2)
Full Attack: Bite +8 (1d6+4) and 2 Claws +3 (1d8+2)
Space/Reach: 5'/5' (15" tall x 5' long)
Special Attacks: Attach, Drain Blood, Improved Grab, Pounce
Special Qualities: Darkvision 60, Low-light Vision, Scent, Fast Healing 3
Saves: Fort +5, Ref +7, Will +6
Abilities: Str 18, Dex 17, Con 12, Int 2, Wis 12, Cha 10
Skills: Balance +7, Climb +9, Escape Artist +8, Swim +6
Feats: Agile, Athletic
Environment: Underground
Challenge Rating: ?

Teenage Cave Mink - Medium Magical Beast
Hit Dice: 5d10+5 (32 HP)
Initiative: +3
Speed: 50' (10 squares)
Armor Class: 19 (+3 dex, +6 natural), Touch 13, Flat-footed 16
Base Attack/Grapple: +5/+9
Attack: Bite +9 (1d6+4) or Claw +4 (1d8+2)
Full Attack: Bite +9 (1d6+4) and 2 Claws +4 (1d8+2)
Space/Reach: 5'/5' (18" tall x 6' long)
Special Attacks: Attach, Drain Blood, Improved Grab, Pounce
Special Qualities: Darkvision 60, Low-light Vision, Scent, Fast Healing 3
Saves: Fort +5, Ref +7, Will +6
Abilities: Str 18, Dex 17, Con 12, Int 2, Wis 12, Cha 10
Skills: Balance +8, Climb +9, Escape Artist +9, Swim +6
Feats: Agile, Athletic
Environment: Underground
Challenge Rating: ?

Adult Cave Mink - Medium Magical Beast
Hit Dice: 6d10+6 (39 HP)
Initiative: +3
Speed: 50' (10 squares)
Armor Class: 19 (+3 dex, +6 natural), Touch 13, Flat-footed 16
Base Attack/Grapple: +6/+10
Attack: Bite +10 (1d6+4) or Claw +8 (1d8+2)
Full Attack: Bite +10 (1d6+4) and 2 Claws +8 (1d8+2)
Space/Reach: 5'/5' (2' tall x 7' long)
Special Attacks: Attach, Drain Blood, Improved Grab, Pounce
Special Qualities: Darkvision 60, Low-light Vision, Scent, Fast Healing 3
Saves: Fort +6, Ref +8, Will +7
Abilities: Str 18, Dex 17, Con 12, Int 2, Wis 12, Cha 10
Skills: Balance +8, Climb +10, Escape Artist +10, Swim +6
Feats: Agile, Athletic, Multiattack
Environment: Underground
Challenge Rating: ?

Subchief Cave Mink - Large Magical Beast
Hit Dice: 7d10+21 (59 HP)
Initiative: +2
Speed: 50' (10 squares)
Armor Class: 19 (+2 dex, +8 natural, -1 size), Touch 11, Flat-footed 17
Base Attack/Grapple: +7/+19
Attack: Bite +15 (1d8+8) or Claw +13 (2d6+4)
Full Attack: Bite +15 (1d8+8) and 2 Claws +13 (2d6+4)
Space/Reach: 10'/10' (2' 6" tall x 9' long)
Special Attacks: Attach, Drain Blood, Improved Grab, Pounce
Special Qualities: Darkvision 60, Low-light Vision, Scent, Fast Healing 3
Saves: Fort +8, Ref +7, Will +7
Abilities: Str 26, Dex 15, Con 16, Int 2, Wis 12, Cha 10
Skills: Balance +8, Climb +14, Escape Artist +10, Swim +10
Feats: Agile, Athletic, Multiattack
Environment: Underground
Challenge Rating: ?

Chief Cave Mink - Large Magical Beast
Hit Dice: 8d10+24 (68 HP)
Initiative: +2
Speed: 50' (10 squares)
Armor Class: 19 (+2 dex, +8 natural, -1 size), Touch 11, Flat-footed 17
Base Attack/Grapple: +8/+20
Attack: Bite +16 (1d8+8) or Claw +14 (2d6+4)
Full Attack: Bite +16 (1d8+8) and 2 Claws +14 (2d6+4)
Space/Reach: 10'/10' (3' tall x 11' long)
Special Attacks: Attach, Drain Blood, Improved Grab, Pounce, Rake
Special Qualities: Darkvision 90, Low-light Vision, Scent, Fast Healing 4
Saves: Fort +9, Ref +8, Will +8
Abilities: Str 26, Dex 15, Con 16, Int 2, Wis 12, Cha 10
Skills: Balance +8, Climb +15, Escape Artist +11, Swim +10
Feats: Agile, Athletic, Multiattack
Environment: Underground
Challenge Rating: ?

High Chief Cave Mink - Large Magical Beast
Hit Dice: 9d10+27 (76 HP)
Initiative: +2
Speed: 50' (10 squares)
Armor Class: 19 (+2 dex, +8 natural, -1 size), Touch 11, Flat-footed 17
Base Attack/Grapple: +9/+21
Attack: Bite +17 (1d8+8) or Claw +15 (2d6+4)
Full Attack: Bite +17 (1d8+8) and 2 Claws +15 (2d6+4)
Space/Reach: 10'/10' (3' 6" tall x 13' long)
Special Attacks: Attach, Drain Blood, Improved Grab, Pounce, Rake
Special Qualities: Darkvision 90, Low-light Vision, Scent, Fast Healing 4
Saves: Fort +9, Ref +8, Will +8
Abilities: Str 26, Dex 15, Con 16, Int 2, Wis 12, Cha 10
Skills: Balance +9, Climb +15, Escape Artist +12, Swim +10
Feats: Agile, Athletic, Multiattack, Power Attack
Environment: Underground
Challenge Rating: ?

Attach (Ex): A cave mink that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached cave mink loses its Dexterity bonus to AC. An attached cave mink can be struck with a weapon or grappled itself. To remove an attached cave mink through grappling, the opponent must achieve a pin against the creature.

Blood Drain (Ex): A medium cave mink drains blood for 1d4 points of Constitution damage each round it remains attached. A large cave mink drains blood for 1d6 points of Constitution damage each round it remains attached.

Improved Grab (Ex): To use this ability, a cave mink must hit with its claw 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 if it has that ability.

Pounce (Ex): If a cave mink attacks a foe during the first round of combat, it can make a full attack even though it has already moved.

Rake (Ex): A cave mink with this ability that grapples an opponent may make two rake attacks at its full melee attack bonus with its hind legs. Each succesful attack does damage as normal for a claw attack.

So what does anybody think?
angelshelper81

08-07-05, 03:12 PM
No comments at all?

:(