LOTRfan
2010-12-13, 07:54 PM
Through a combination of templates, advanced HD, and minor homebrew adjustments, I bring you the Flying Reindeer.
Reindeer, Flying
Medium Magical Beast
Hit Dice: 3d10+2 (11 hp)
Initiative: +3
Speed: 50 ft., Fly 100 ft. (average)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flatfooted 15
Base Attack/Grapple: +3/+5
Attack: Gore +5 melee (1d4+2 damage)
Full Attack: Gore +5 melee (1d4+2 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like Abilities
Special Qualities: Low-light vision, scent, Easy Learner
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 15, Dex 17, Con 15, Int 2, Wis 11, Cha 4
Skills: Listen +3, Spot +3
Feats: Endurance, Alertness
Environment: Cold plains
Organization: Herd (8-9)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -----
This creature appears to be just like any old Caribou, until it leaps into the air. Flying at an incredible speed, it easily escapes hunters.
Exactly who bred Flying Reindeer is unknown, but they are slightly more enduring (and obviously more magical) than the standard, run of the mill Caribou. Flying Reindeer are a rare and special sight indeed, and, when found, is often attributed as a sign of good luck. Many more primitive peoples of the northern wastes see Flying Reindeers as good omens, and that their appearance shall bring good gifts to their tribe over the winter.
Flying Reindeer are usually seen in groups with of their own kind, but may occasionally be seen in integrated herds with the more mundane breed.
Combat
Flying Reindeer rarely engage in combat, preferring to flee using their supernatural flight. When forced into combat, they prefer to bull rush past opponents before escaping.
Flight (Su): This functions as regular flight, except it is supernatural in nature. As a result, an anti-magic field leaves a Flying Reindeer grounded.
Spell-like Abilities: 3/day- Snowsight*, Obscuring Snow*. Caster Level 3rd.
Easy Learner: Flying Reindeer are very easily trained, and as a result DCs to train them decrease by -2. The amount of weeks necessary to teach a Flying Reindeer a trick is reduced by one (minimum one week).
Carrying Capacity: Light load 99 pounds or less; medium load 100 to 199 pounds; heavy load 200 to 400 pounds. A flying Reindeer can drag 2,000 pounds.
*See Frostburn
Reindeer, Flying
Medium Magical Beast
Hit Dice: 3d10+2 (11 hp)
Initiative: +3
Speed: 50 ft., Fly 100 ft. (average)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flatfooted 15
Base Attack/Grapple: +3/+5
Attack: Gore +5 melee (1d4+2 damage)
Full Attack: Gore +5 melee (1d4+2 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like Abilities
Special Qualities: Low-light vision, scent, Easy Learner
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 15, Dex 17, Con 15, Int 2, Wis 11, Cha 4
Skills: Listen +3, Spot +3
Feats: Endurance, Alertness
Environment: Cold plains
Organization: Herd (8-9)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -----
This creature appears to be just like any old Caribou, until it leaps into the air. Flying at an incredible speed, it easily escapes hunters.
Exactly who bred Flying Reindeer is unknown, but they are slightly more enduring (and obviously more magical) than the standard, run of the mill Caribou. Flying Reindeer are a rare and special sight indeed, and, when found, is often attributed as a sign of good luck. Many more primitive peoples of the northern wastes see Flying Reindeers as good omens, and that their appearance shall bring good gifts to their tribe over the winter.
Flying Reindeer are usually seen in groups with of their own kind, but may occasionally be seen in integrated herds with the more mundane breed.
Combat
Flying Reindeer rarely engage in combat, preferring to flee using their supernatural flight. When forced into combat, they prefer to bull rush past opponents before escaping.
Flight (Su): This functions as regular flight, except it is supernatural in nature. As a result, an anti-magic field leaves a Flying Reindeer grounded.
Spell-like Abilities: 3/day- Snowsight*, Obscuring Snow*. Caster Level 3rd.
Easy Learner: Flying Reindeer are very easily trained, and as a result DCs to train them decrease by -2. The amount of weeks necessary to teach a Flying Reindeer a trick is reduced by one (minimum one week).
Carrying Capacity: Light load 99 pounds or less; medium load 100 to 199 pounds; heavy load 200 to 400 pounds. A flying Reindeer can drag 2,000 pounds.
*See Frostburn