View Full Version : Deadly animals

2009-12-24, 05:56 PM
In my campaign we have some pretty deadly beasts and animals, from whole packs of semi-awakened allosaurs that use wolf-like tactics to bring down any prey, to ancient dire wolverines that have seen a hundred winters and fought demons to defend their territories. The animals don't form the top tier by any means, but they do live in a magical world, and have learned to cope with some pretty hardcore inconveniences.

Here's the stats for Ter Falcon, a character I stole from Patricia A McKillip's Forgotton Beasts of Eld for my campaign. I think I just slapped some paragon template on a legendary eagle, which may have been an unfair combination given the ridiculous dexterity score. But he's a pretty fun ride, I've had him perform some pretty ridiculous stunts, and take out demons of a much higher CR simply because he's so maneuverable.

Ter Falcon
Unique chaotic good small outsider
Init: +20(+16 dex, +4 improved init); Senses: Darkvision 60ft.; Listen+20, Spot +20.
Aura Frightful Presence (DC 22)
AC: 36, touch 27, flat-footed 19 (+1 Haste, +16 dex, +9 natural.)
hp 192 hp (HD 12d8+104)
ImmuneLightning, outsider traits
Fort +22, Ref +28, Will +17
Speed 10 ft, fly 130 ft(perfect)
Melee2 claws+30/25/20(1d8+8), bite +24(2d6+4)
Space 5 ft.; Reach 5 ft.
Base Attack +12 (+1 haste); Grp +20
Attack Options Flyby Attack, Wingover, frightful prescence
Abilities: Str 27, Dex 42, Con 26, Int 7, Wis 21, Cha 23
SQ Outsider Qualities, Haste, Greater damage
Feats Weapon Finesse (Claws), Flyby Attack, Wingover, Improved Initiative
Skills: Spot +20, Listen +20, Fly +24

I don't have time to type out the rules for his haste and greater damage effects and such, but I shall. They're pretty standard for abilities of their type.

Give me some deadly animals.

2009-12-24, 08:11 PM
I like the little guy, but hate that monster format. Just personal preference.

But Ter Falcon doesn't need the Wingover feat along as he has perfect manueverability, which provides a better ability.

2009-12-24, 08:43 PM
How does 12d8 turn into 101 HP? It should be either 54 (average) or 96 (maxxed via Paragon).

2009-12-24, 09:12 PM
How does 12d8 turn into 101 HP? It should be either 54 (average) or 96 (maxxed via Paragon).


2009-12-24, 09:12 PM
How does 12d8 turn into 101 HP? It should be either 54 (average) or 96 (maxxed via Paragon).

12d8's + 26 con maxxed should be 192hp by my count :\

2009-12-24, 09:20 PM
96+104=205Okay, it's time for basic addition.
. 0 9 6
+ 1 0 4
= 1 9 A

A replaces 10.

. 1 9 A
= 1 A 0

= 2 0 0

Put another way,
96 + (4 + 100)
(96 + 4) + 100
100 + 100
= 200
The above, however, is pretty much moot, as it is indeed 192 HP.

26 Con = 16 points above 10
16 / 2 = +8 bonus

8 HP per hit die (maxxed) + 8 HP per hit die (Con) = 16 HP per hit die
16 HP/hit die * 12 hit dice = 192 HP.

EDIT: But we're forgetting the bonus 12 HP per hit die from the Paragon Template (http://www.d20srd.org/srd/epic/monsters/paragonCreature.htm) (unless there's another which I'm unaware of).

So tack on another 144 HP, for a grand total of 336 HP.

EDIT2: Dammit, now I'm seeing more math to do. Lemme make a new statblock for this guy... eagle advanced to 12 HD and with the Paragon template, yes?

2009-12-24, 09:45 PM
Its a paragon-like template. I think its actually the monster of legend template from savage species. So no bonus hp. The base was a legendary eagle, from Monster Manual II, page 137.

I'll update the stat block's hp to reflect the new math you're doing.

2009-12-24, 09:57 PM
Ah, I see. But since I statted out this eagle, do you want it anyway?

EDIT'd for more fun and a better CR. This means simply adding half-celestial.
Paragon Half-Celestial 12-HD Eagle
{TABLE]Size/Type|Medium Outsider
Hit Dice|12d8 + 243 (339 HP)
Speed|30 ft. (6 squares), fly 240 ft. (good)
Armor Class|51 (+11 Dex, +6 natural, +12 insight, +12 luck), touch 45, flat-footed 40
Base Attack/Grapple|+9/+9
Attack|Talon +45 (1d6+26 pierce/slash, 20/x2)
Full Attack|2 talons +45 (1d6+26 p/s, 20/x2), bite +40 (1d6+23 b/p/s, 20/x2)
Special Attacks|Smite Evil 1/day (+12 damage)
Special Qualities|Low-light vision, Fire, Acid, Electricity, and Cold resistance 10, DR 10/epic and magic, SR 44, Fast healing 20, Darkvision 60ft, immune to disease,
Saves|Fort +26 (+30 vs. poison), Ref +29, Will +23
Abilities|Str 25, Dex 33, Con 27, Int 17, Wis 29, Cha 21
Skills|Hide +36, Listen +36, Move Silently +36, Profession (****kicking) +34, Spot +44, any 6 more +25 plus ability mod
Feats|Alertness, Weapon FinesseB, Improved Initiative, Power Attack, Cleave, Great Cleave, ToughnessB
Environment|Stay far, far away
Organization|It IS an organization.

Spell-like Abilities (CL 15): 3/day – Greater Dispel Magic, Haste, Invisibility.
Spell-like Abilities (CL 27): 3/day – Protection from Evil. 1/day – Bless, Aid, Detect Evil, Cure Serious Wounds, Neutralize Poison, Holy Smite (DC 24), Remove Disease, Dispel Evil, Holy Word.

2009-12-24, 10:23 PM
And here's the wicked deadly for its CR,
Half-green Dragon Lizard (don't ask)
{TABLE]Size/Type|Tiny Dragon
Hit Dice|1d10+1 (6 hp)
Speed|20 ft. (4 squares), climb 20 ft.
Armor Class|18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple|+0/-9
Attack|Bite +4 (1d4-1 b/p/s)
Full Attack|Bite +4 (1d4-1 b/p/s) and 2 claws -1 (1d2-1 p/s)
Special Attacks|Breath Weapon
Special Qualities|Darkvision 60ft, low-light vision, immunity to sleep, paralysis, and acid
Saves|Fort +3, Refl +4, Will +1
Abilities|Str 9, Dex 15, Con 12, Int 3, Wis 12, Cha 4
Skills|Balance +10, Climb +12, Hide +12, Listen +3, Move Silently +8, Spot +3
Feats|Stealthy, Weapon FinesseB
CR|Officially 3, realistically 4¾ish[/table]
Breath Weapon: 1/day, 30ft cone of corrosive (acid) gas, 6d8 damage (Refl DC 11 half)

I also advanced it to 1 HD.

If it successfully sneaks up on the party (assuming 4), it's likely going to kill the mage (d4 hit dice, meet d8 damage. Oh, whoops.) Everyone else says "AUUGH" and squishes it.

If it doesn't sneak up on the party, it probably gets squished, but may get off its breath weapon.

50% chance to kill a party member, and heavy damage inflicted on everyone else. That's definitely more than 20% of the party's resources.

2009-12-24, 11:40 PM
I love it. I think that a creature this deadly probably wouldn't even need to use its weapon very often, since the acid would make it largely inedible with all but the most careful preparation. It would probably display and hiss at the PCs, and ready an action to spray them if they attacked it, rather like a skunk. Especially since it can only use its weapon once a day, so if it meets something else... I'm sure wise players will shy away, and if they do blunder into it unawares, well... Ha ha.:smallbiggrin: