View Full Version : My Wizard had some downtime (New Creatures 3.5) [PEACH]

The Mentalist
2013-05-10, 04:25 AM
I have a character in one of my games that does advanced magebreeding for the kingdom he serves and here are some of the new modifications I thought up while I had downtime between adventures and (in RL) more serious projects.

Raven of Endless Memory
Tiny Animal
HD 1/4d8 (1hp)
Speed 10 ft. (2 squares); fly 60ft (average)
Init: +3
AC 15; touch 15; flat-footed 12
(+2 Size +3 Dex)
BAB +0; Grp +13
Attack Claws +4 melee (1d2-5)
Full-Attack Claws +4 melee (1d2-5) Peck -1 (18-20x2 1d3-5)
Space 2 1/2ft.; Reach 0 ft.
Special Attacks Peck the Eyes
Special Qualities Granter of Knowledge, Bonded Hunger
Saves Fort +2, Ref +4, Will +2
Abilities Str 1, Dex 19, Con 10, Int 2, Wis 18, Cha 6
Skills Knowledge (All) +5*, Listen +7, Spot +9
Feats Alertness, Weapon Finesse
Organization Solitary, Pair, University (3-30)
Challenge Rating 1/4
Treasure None
Alignment Always neutral good or neutral evil
Advancement --
Level Adjustment --

* The Raven of Endless Memory gains a +5 racial bonus to all Knowledge checks

Peck the Eyes
When the raven makes a critical strike with it's peck the target takes a -2 to Spot checks until magically healed

Granter of Knowledge
When the raven makes a critical strike with it's peck the target gains a +2 Sacred or Profane (sacred if good, profane if evil) bonus to any one Knowledge skill, this bonus stacks upto once per HD of the attacked creature

Bonded Hunger
Any creature struck by 5 or more critical strikes from the raven gains the raven as a companion, the raven may speak with creature affected by Bonded Hunger, this bonding goes away if the Spot damage is ever healed
Cost: 500gp or -10 to Spot

Siege Ram
Large Animal
HD 8d8+40
Speed 30ft. (6 squares);
Init: +0
AC 19; touch 8; flat-footed 19
(-1 Dex -1 Size +6 Natural +4 Armor Plating)
BAB +6; Grp +18
Attack Gore +10 (2d6+12)
Full-Attack Gore +10 (2d6+12)
Space 10ft.; Reach 5ft.
Special Attacks --
Special Qualities Batter the Walls, Mighty Charge
Saves Fort +10 Ref +5 Will +3
Abilities Str 26, Dex 9, Con 20, Int 1, Wis 11, Cha 4
Skills Intimidate +4, Listen +2 Spot +2
Feats Improved Natural Attack (Gore), Power Attack, Improved Bullrush
Environment Any Plains
Organization Solitary, Pair, Hammer (4-10) Batter (20-30) Anvil (100-400)
Challenge Rating 4
Treasure Double Gems, Double Coins, No Magic
Alignment Neutral
Advancement 9-11HD (Large) 12+ (Huge)
Level Adjustment --

These magically-bred rams are grafted to plates of armor that grows with them, they are noted for their use as mounts for shock troopers and for their ability to completely over-run light fortifications.

Batter the Walls: The Siege Ram deals triple damage against objects.

Mighty Charge: Once per hour the Siege Ram may make a move up to ten times it's normal move speed and make a gore attack, this attack deals double damage and causes an automatic bull rush with a bonus to the roll equal to their HD
Cost: 800gp

Commander's Horse
Large Animal
HD 3d8+9 (22hp)
Speed 60ft. (12 squares);
AC 15; touch 10; flat-footed 14
(-1 Size +1 Dex +5 Natural)
BAB +2; Grp +10
Attack Hoof +5 melee (1d6+2*)
Full-Attack 2 Hooves +5 melee (1d6+2*)
Space 10ft.; Reach 5 ft.
Special Attacks --
Special Qualities Commanding Aura, Cavalry Leader, Eager Mount, Speaker of the Tribe
Saves Fort +6, Ref +4, Will +2
Abilities Str 18, Dex 13, Con 17, Int 2, Wis 12, Cha 9
Skills Diplomacy +3 Listen +2, Spot +2
Feats Endurance, Run
Environment Royal Stables
Organization Solitary, Pair, House (3-6)
Challenge Rating 1
Treasure Standard Goods, Standard Gems
Alignment Always neutral
Advancement 4-10HD (Large)
Level Adjustment +1 (Cohort)

Commanding Aura
Any creature who rides a Commander's Horse regularly (at least 10 hours/week) gains a Circumstance bonus to Leadership equal to 1/2 the Horse's HD

Cavalry Leader
Any horse charging within 20ft per HD of the Commander's Horse gains an additional +1 to attack bonus and deals 10% more damage

Eager Mount
The rider of one of these horses gains a +1 Circumstance bonus to Ride per HD of the horse

Speaker of the Tribe
The Commander's Horse may speak to it's rider as well as to all horses as though it had an Int of 10

Cost: 2500gp

Lung Crusher Serpent
Medium Animal [Aquatic]
HD 3d8+6
Speed 10ft. (6 squares); Swim 30ft
Init: +4
AC 16; touch 14; flat-footed 12
(+4 Dex +2 Natural)
BAB +2; Grp +11
Attack Bite +7 melee (1d6+5)
Full-Attack Bite +7 melee (1d6+5)
Space 5ft Reach 5ft
Special Attacks Lung Crusher, Constrict 1d3+7, improved grab
Special Qualities --
Saves Fort +5, Ref +7, Will +2
Abilities Str 21, Dex 19, Con 15, Int 1, Wis 12, Cha 2
Skills Climb +6 Listen +4 Spot +4 Swim +14
Feats Improved Grapple, Ability Focus (Lung Crusher), Improved Natural Attack (Bite)
Environment Warm Aquatic
Organization Solitary, Pair, Moat (3-10)
Challenge Rating 3
Treasure Only Double Gems
Alignment Always Neutral
Advancement 4-5HD Medium 6-10HD Large 11+ Huge
Level Adjustment --

Constrict (Ex)
On a successful grapple check, a Lung Crusher Serpent deals 1d3+7 points of damage.

Improved Grab (Ex)
To use this ability, a lung crusher serpent must hit with its bite 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 constrict.

Lung Crusher
Any creature grappled by a Lung Crusher Serpent must begin holding it's breath or begin suffocating, each round being grappled by the snake is treated as 1/2 HD rounds for holding the breath

Cost: 250gp

Woodwalker Monkey
Tiny Animal
HD 1d8+1 (5hp)
Speed 30 ft. (6 squares); Climb 40ft
Init: +8
AC 16; touch 16; flat-footed 12
(+2 Size +4 Dex)
BAB +0; Grp -11
Attack Needles +4 (1d3)
Full-Attack 1d3Needles +4 (1d3)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks Needles
Special Qualities Woodwalker
Saves Fort +3 Ref +6 Will +1
Abilities Str 5, Dex 19, Con 12, Int 2, Wis 12, Cha 5
Skills Balance +6 Climb +6 Hide +12* Move Silent +4*
Feats Improved Initative
Environment Temperate Forests
Organization Solitary, Pair, Branch (2-8) Tree (5-20)
Challenge Rating 1/2
Treasure Standard Goods (exotic woods and furs)
Alignment Always neutral
Advancement 2-3 HD Tiny
Level Adjustment +X

Needles: The Woodwalker Monkey may launch spines from it's back, these spikes have a range increment of 20ft. It launches 1d3 volleys of spikes every round, each volley after the first of the round decreases it's attack bonus by 2 for the next round.

Woodwalker: The Woodwalker Monkey and it's spines are considered etheral when interacting with wood. Any creature using wood armor or as cover gets no benefit.

* The Woodwalker Monkey gets a +4 to Hide and Move Silent while in forests
Cost: 200gp

2013-05-10, 05:59 AM
That lungcrusher is awesome.

The Mentalist
2013-05-10, 06:27 AM
I felt it was an absent aspect of being crushed to death.

2013-05-10, 08:59 AM
I find your lack of penguins disturbing...

The Mentalist
2013-05-10, 09:34 AM
I take that as a challenge sirrah!