| Post/Author/DateTime | Post |
|---|---|
| ShadowDragon868511-25-04, 09:32 AM | Remember Jurrasic Park II? All those little compies that killed the mercenary? Here they are, to torture your players with. Muahahaha. The statistics presented here describe the average Pretty-Toothed lizard. Description: A tiny creature, like a flightless bird-lizard stands before you - about a foot tall with it's head high, or two feet long with it's head and tail extended out, this curious lizard peers back at you with equal curiosity. A pair of bright gold, flecked eyes rest in it's head, with deep black, cat-like slits. It stands upon a pair of powerful jumping legs, the feet of which are adorned with inch and a half-long talons. It lets out a trilling hoot. Society: Compies are very social animals - they live in packs that can get to be quite large, hunt together, play and sleep together. Generally inoffensive unless hungry, they're more likely to be a nuiscence, because of an absoloute fixation on hording shiny things to rival magpies and Kenders. They generally will not attack unless defending their territory, or hunting. Combat Compies prefer to sneak up on their prey and attack en masse to bring down much larger creatures. Using their Improved Grab ability on any creature from sizes Small to Huge, they attack and automatically start a grapple attempt that incurrs no AOO if they deal damage to an attack. When attacking en masse, compies gain a +1 to attack and grapple rolls for every compy that went in front of it attacking the same target and succeeded in dealing damage. This chain ends when someone else's inititive comes up. Note that there is a cap to the number of compies that can grapple onto a single target in this manner: 10 for a small creature, 15 for a Medium, 20 for a Large and 35 for a Huge creature. When the grappled creature's inititive comes up, it takes 1d6 damage for every 5 compies grappled onto it (if less than five, all compies deal one damage.) A compy may be removed from grapple with a DC5 strength check - Doing this is considered an unarmed. Skills: Compies have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +14 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8. Dinosaur, Compsognathus; Compsognathus dinosaur: CR 0.25; Size T; HD 1d4; hp 2; Init +2; Spd 30 ft; AC 16, touch 15, FF 13; Atk: +6/+6 melee (1d6 - 2, claws), +1 melee (1d4 - 2, bite); SA -; SQ Low-light vision, scent, Improved Grab, Pounce, Improved Grapple, Pack Hunter; SV Fort +2, Ref +4, Will +1; AL N; Str 6, Dex 17, Con 10, Int 2, Wis 12, Cha 7. Skills and Feats: Climb +7, Hide +14, Jump +17, Listen +3, Spot +3; Weapon Finesse, Improved Grapple. Reccomended uses: packs of them ambushing players in tall grass or caves or fun environments conductive to ambushing. Also try: Apply a Half-Dragon template to the wee lil' bastards. Muahahaha. Watch your players run scared from a pack of tiny lil' 6 HP creatures that can dole out 6d8 energy damage each. :P |
| BloodGod11-25-04, 10:22 AM | I consider them more of a swarm than individually. Perhaps out of combat they're considered individuals at 1 hp each. But once combat ensues they come together and convulge on their target, counting as a swarm. -BG |
| hiryuu11-25-04, 10:59 AM | There's stats for a Compsognathus swarm in the Monster Manual III, also. |
| Board_Rider11-25-04, 11:50 AM | Don't have MM3 yet.....sooooo...yoink. |
| Kainy11-25-04, 12:44 PM | I find it incredibly ironic that these creatures are based almost entirely on grappling, and yet in your stat block you didn't include their grapple bonus (which is pretty sad, the only way they'll ever latch on to a character with 3 or higher BAB is through their chain ability). |
| Melpomene11-25-04, 01:06 PM | Also, this thread belongs on the mosnters board. |
| Raymond_Luxury_Yacht11-25-04, 02:59 PM | And how the hell does a creature with short little forelimbs have a claw attack for 1d6? |
| ShadowDragon868511-26-04, 01:53 AM | In order: I think they should have more than 1 HP individually. And I'm unsure about trying to use swarm rules for cunning pack hunters - it's fine for a swarm of bees or pirahhnas, but these things are cunning predators, not simply mindless drones. I don't have the MM3 either. Glad you like it. I didn't realize there was a monsters board. The forelimbs aren't the equation. It's the big claws on the kicking and cutting and jumping limbs - the legs - that are the damage dealers. |
| WizO_TheCheat11-28-04, 08:38 PM | Moved to Monsters forum. |
| Raymond_Luxury_Yacht11-28-04, 08:53 PM | The forelimbs aren't the equation. It's the big claws on the kicking and cutting and jumping limbs - the legs - that are the damage dealers. Like almost all theropods, the hind claws were blunted and useless for fighting. |
| Phantom Lord11-28-04, 10:22 PM | Originally posted by Raymond_Luxury_Yacht: Like almost all theropods, the hind claws were blunted and useless for fighting. Hey there...I thought that the velociraptors had razor-sharp claws on their hind legs. According to the movie anyways.:uh-huh: |
| Raymond_Luxury_Yacht11-28-04, 10:52 PM | Hey there...I thought that the velociraptors had razor-sharp claws on their hind legs. According to the movie anyways.:uh-huh: That's why I said almost all. The dromaeosaurids and the troodontids both had a hyperextendable claw on each of their hind legs. However, Velociraptor isn't the same as Compsognathus. |