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Thread: Critters II!

  1. - Top - End - #181
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    Default Re: Critters II!

    Wrmling red dragons have immunity to fire; there's no reason why Terrible Terrors shouldn't have it.

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    Default Re: Critters II!

    It does seem to be a pretty solid resistance in the films, yeah...

    Definitely not immunity thought; they avoid each other's breath attacks and the sea dragon's wing actually catches fire at the end...

    = to Con score?
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    Default Re: Critters II!

    Gronckle
    Large Dragon
    Hit Dice: 10d12+50 (115 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares), Fly 40 ft. (Poor)
    Armor Class: 19 (-1 Size, +1 Dex, +10 Natural), touch 9, flat-footed 19
    Base Attack/Grapple: +10/+18
    Attack: Bite +13 melee (1d8+4/18-20) or Tail Club +13 melee (1d8+4)
    Full Attack: Bite +13 melee (1d8+4/18-20) or Tail Club +13 melee (1d8+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Lava Cough, Flying Headbutt, Rock Crushing Jaws
    Special Qualities: Dark Vision 60', dragon traits, Fire Resistance 15, Collision Resistant, Hummingbird Flight, DR 2/-
    Saves: Fort +11, Ref +7, Will +7
    Abilities: Str 18, Dex 10, Con 20, Int 2, Wis 11, Cha 11
    Skills: Listen +13, Spot +13
    Feats: Ability Focus (Lava Cough), Hover, Improved Bull Rush, Power Attack
    Environment: Warm or Temperate Mountains
    Organization: Solitary or Pair
    Challenge Rating: 7
    Treasure: None
    Alignment: Always Neutral
    Advancement: 11-20 HD (Huge)
    Level Adjustment: ---

    "If you're planning on getting eaten, I'd definitely go with the Gronckle."

    Gronckles are among the toughest of dragons in their size range. They have to be. Since they are mildly narcoleptic, it's the only way they survive falling out of the sky and crashing into mountains. Despite being slow and ungainly looking they are like hummingbirds, able to fly sideways, backwards, and even upside down.

    Lava Cough (Ex): The Gronckle eats solid rock which melts to molten lava in it's gullet. It can store up to 6 'shots' at a time. To recharge it eats 5 pounds of rock per shot (which converts to usable lava 24 hours later). As a Full Round Action it can make a Ranged Touch Attack against a square. Anything in that square takes 2d6 fire damage (Reflex Save for half damage).

    Flying Headbutt (Ex): As a Full Round Action you can make a Flying Charge Attack doing 1d8+8 damage. If it is successful you automatically get a Bull Rush Attack as a Free Action (remember the +4 you get for Improved Bull Rush for a total of +14 t o the Gronckles check).

    Rock Crushing Jaws (Ex): Your jaws are made to grind up rock, and threaten a critical on an 18-20.

    Collision Resistant (Ex): Gronckles take a maximum of 1 point of damage per damage die from falling damage.

    Hummingbird Flight (Ex): Despite having Poor Flight, the Gronckle can Move Backward, Reverse for Free, can turn in place to fly sideways, and has no Minimum Forward Speed (see DMG page 20).

    Combat: Assuming they're awake and have eaten enough rocks the Gronckle opens by spitting molten lava. Otherwise it charges and headbutts it's opponents, and then bites away till they die.
    Last edited by Bhu; 2011-01-13 at 02:06 AM.
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  4. - Top - End - #184
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    Default Re: Critters II!

    Gronckle updated, any thoughts so far?
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  5. - Top - End - #185
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    Default Re: Critters II!

    I don't know if i'd rate their Dex that high; same with the manoeuvrability...

    The way we know they're so tough is because they keep crashing into things and people and whatnot...

    With Hover, they don't need Perfect manoeuvrability and probably only rate, what, Poor when you factor in the increased ability to turn in place from the Hover feat?

    Looking good otherwise, probably going to have Power Attack applied as standard, maybe even awesome blow given their "head butt, it goes flying" style of combat...
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    Default Re: Critters II!

    according to the wiki they cant fly fast, but they are the hummingbirds of the dragon world, Apparently they can fly backwards and upside down.
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  7. - Top - End - #187
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    Default Re: Critters II!

    He's right about hover and perfect maneuverability.

    Having good or perfect manueverability is like already having the hover feat, amonst other things, and makes the feat worthless.
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    Default Re: Critters II!

    Hows it look now?
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  9. - Top - End - #189
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    Default Re: Critters II!

    looking good
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    Default Re: Critters II!

    did you want flying headbutt as an optional attack too?
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    Please; i'm intending to use it to shake up the shield wall tactics in a later session so a bit of knockback would be appreciated
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    Default Re: Critters II!

    Hows it look now?
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  13. - Top - End - #193
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    Default Re: Critters II!

    yeah, sweet, though i'd like to tone down the head-butt damage by a dice and could you include the bonus that the gronke rolls on the bullrush in the entry?
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    Hey, Bhu!

    Remember how you said I could post links to your Dinogloth and Pterragloth for the campaign setting I am working on (thanks for that, by the way)? I am almost finished with a third semi-undead demonic dinosaur, which I was going to post on these forums, but I just wanted to make sure again that you were cool with me incorporating your work into mine. Are you okay with it?
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    Default Re: Critters II!

    Quote Originally Posted by LOTRfan View Post
    Hey, Bhu!

    Remember how you said I could post links to your Dinogloth and Pterragloth for the campaign setting I am working on (thanks for that, by the way)? I am almost finished with a third semi-undead demonic dinosaur, which I was going to post on these forums, but I just wanted to make sure again that you were cool with me incorporating your work into mine. Are you okay with it?
    Sure, go ahead.


    Gronckle is done and ready for CR unless you want more tweaking done Mullet
    Last edited by Bhu; 2011-01-11 at 03:02 AM.
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  16. - Top - End - #196
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    Default Re: Critters II!

    Tis perfect with the exception that I'd hoped for the notation that the thing's Bullrush bonus is [quick math...] +14 when used in the manner that applies with the headbutt. I just don't like calculating the things in mid flow and there's no other place to put it on the normal writeup.

    I leave the CR to your estemed judgement.
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  17. - Top - End - #197
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    I was wondering? If Bhu got the free time could make a monster for me?
    Name: Acrosapian
    Type & Size: Aberration Medium
    Abilities:
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    - Poison on Claws & Teeth
    - Web
    - Leap
    - Mimicry (As Blue Dragon)
    - Darkvision
    - Web Tremore Sense
    - Scent
    - Shape Change (The acrosapian can eat a creature and shapechange into as a full round action (can only have one "Extra" form at once)
    - Spider climb (as spell)

    Its is a spider humaniod, with 6 arms and 2 legs, 8 eyes, Mainly black with a red pattern.
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  18. - Top - End - #198
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    Default Re: Critters II!

    Think CR 7 is okay for the Gronkle Mullet?


    Hideous Zippleback
    Huge Dragon
    Hit Dice: 14d12+56 (147 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares), Fly 50 ft. (Good)
    Armor Class: 18 (-2 Size, +2 Dex, +8 Natural), touch 10, flat-footed 16
    Base Attack/Grapple: +14/+30
    Attack: 2 Bites +20 melee (2d6+8)
    Full Attack: 2 Bites +20 melee (2d6+8)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Twin Heads, Explosive Breath
    Special Qualities: Dark Vision 60', dragon traits, Fire Resistance 20
    Saves: Fort +13, Ref +11, Will +11
    Abilities: Str 26, Dex 15, Con 18, Int 6, Wis 14, Cha 12
    Skills: Hide +6, Listen +23, Move Silently +20, Spot +23
    Feats: Ability Focus (Explosive Breath), Combat Reflexes, Daunting Presence, Hover, Improved Trip, Combat Expertise (B)
    Environment: Warm or Temperate Mountains
    Organization: Solitary
    Challenge Rating: 8
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 15-21 HD (Huge), 22-28 HD (Gargantuan)
    Level Adjustment: ---

    The Hideous Zippleback is an unusual dragon with two heads (rare examples have 3) that have distinct personalities, two tails, and small wings (even though they can fly prefer to stay to the ground).

    Twin Heads (Ex): Due to having two heads with separate personalities, the Zippleback gets two attacks per round with a Standard Action. If targeted by an effect that Dazes or Stuns it, this affects one head unless the attack is an Area of Effect.

    Explosive Breath (Ex): 3 times per day as a Full Round Action the Zippleback can exhale a 20'x20'x20' cloud of green gas that provides Total Concealment and obscures all Vision inside it. A moderate wind (11+ mph) will disperse it in 4 rounds, and a strong wind (21+ mph) will disperse it in 1 round. Otherwise it lingers for a full minute. During this time a single point of fire or electrical damage within the clouds area of effect causes it to explode, doing 10d6 fire damage in a 30'x30'x30' area. The Zippleback's second head can create a spark to set it off as an Immediate Action the round after the cloud has been created unless that head has been doused with water. It is immune to it's own breath, but does not appear to have complete immunity to other forms of fire.

    Mist Vision (Ex): The Hideous Zippleback can see through clouds, fog, and mist normally.

    Skills: Zipplebacks get a +2 Racial Bonus on Listen and Spot Checks due to their multiple heads.

    Combat: Zipplebacks prefer to land and then release a cloud of gas to conceal themselves. After which they may demoralize an opponent or two before exploding the cloud.
    Last edited by Bhu; 2011-01-25 at 01:30 AM.
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    Acrosapien
    Medium Aberration
    Hit Dice: 15d8+105 (172 hp)
    Initiative: +10
    Speed: 50 ft. (10 squares), Climb 50 ft.
    Armor Class: 35 (+10 Dex, +15 Natural), touch 20, flat-footed 25
    Base Attack/Grapple: +11/+23
    Attack: Bite +23 melee (1d6+12 plus poison) or by weapon +23 melee
    Attack (w/Feats): by weapon +19/+19/+19/+19/+19/+19/+18/+18/+18/+18/+18/+18 melee
    Full Attack: 1 Bite +23 melee (1d6+12 plus poison) and 6 claws +23 melee (1d6+6) or by weapon +23/+18/+13 melee
    Full Attack (w/Feats): by weapon +19/+19/+19/+19/+19/+19/+18/+18/+18/+18/+18/+18/+14/+9 melee
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison, Web, Assimilate Weapon
    Special Qualities: Dark Vision 60', Mimicry, Leap, Spider Climb, Scent, Assimilate Enemies, Web Tripline, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion, Spell Resistance 25
    Saves: Fort +13, Ref +15, Will +16
    Abilities: Str 34, Dex 30, Con 24, Int 14, Wis 24, Cha 14
    Skills: Balance +17, Bluff +8, Climb +18, Hide +21, Jump +28, Listen +13, Move Silently +17 (+25 in web), Search +9, Spot +23, Survival +13, Tumble +17
    Feats: Combat Reflexes, Improved Multiattack, Improved Multiweapon Fighting, Improved Web, Multiattack, Multiweapon Fighting *
    Environment: Warm Forest or Underground
    Organization: Solitary or Colony (5-10)
    Challenge Rating: 15
    Treasure: Standard
    Alignment: Usually Neutral Evil (with a Lawful Evil minority)
    Advancement: 16-22 HD (Medium), 23-30 HD (Large)
    Level Adjustment: ---

    * See Savage Species for Feats.

    "The jungles are forbidden for good reason. We will not escort you there, and if you mention going again you will not leave this village."

    Acrosapiens appear to be semi-humanoid spiders, with 2 legs, 6 arms, and a great spiders head with 8 eyes. Common colorations are black with red patterns, but this differs from region to region. Current origin is unknown, but their predilection for becoming assassins points towards the usual 'insane mage creating minions' theory. This is backed up by their being fairly rare and quite powerful for their size. Acrosapiens speak Common, Infernal, and their own language. Their speaking Infernal puts them at odds with the idea that they were made by Lolth, and the Drow refuse to speak about them. Acrosapiens are proficient in all Simple and Martial Weapons as well as any weapon they have assimilated.

    Poison (Ex): The Acrosapien's bite is poisonous. Injury, DC 24 Fortitude Save, Initial and Secondary damage is 2d8 Str.

    Web (Ex): This is identical to the Huge Giant Spider ability on page 288 of the Monster Manual with a few exceptions. The Acrosapien can use it at will (Escape Artist DC 24, Strength Check DC 28).

    Assimilate Weapon (Su): The Acrosapien can attune itself to a single weapon as a Full Round Action. This ritual makes the weapon absorb into the Acrosapien's body. The Acrosapien can from then onward make the weapon melt out of him at will as a free action (The new weapon is the same as the original weapon). The Arcosapien can then re-absorb it into themselves at will as a free action. An Acrosapien can only have one weapon merged at a time. Weapons that have been assimilated are now poisoned, and do poison damage similar to the Acrosapien's bite.

    Mimicry (Ex): An Acrosapien can mimic any voice sound it has ever heard. Listeners must make a DC 19 Willpower Save to detect the ruse (Save DC is Charisma Based).

    Leap (Ex): You take no penalties for making a Jump Check without a running start, and your jump height is not limited by your Size Class.

    Spider Climb (Ex): Acrosapiens can climb as though they permanently have a Spider Climb spell in effect on their person, but they can move at their Base Land Speed.

    Devour Enemies (Ex): By devouring the corpse of another formerly living being the Acrosapien learns to take it's form. It must devour more than half of the corpse (not necessarily all at once), and then it can Shapeshift (as per the spell) at will into that creature for the next 24 hours (it can 'remember' a maximum of 2 additional forms at a time. It's size is limited to Small, Medium, or Large, and it can only mimic living beings whose corpse it can feed on (so no Constructs, Elementals, Outsiders, or Undead).

    Web Tripline (Ex): An Acrosapien can detect any creature in contact with it's webs, and any up to 60' away due to triplines.

    Uncanny Dodge (Ex): See PHB page 50.

    Improved Uncanny Dodge (Ex): See PHB page 50.

    Evasion (Ex): See PHB page 50.

    Improved Evasion (Ex): See PHB page 50.

    Skills: Acrosapiens get a +10 Racial Bonus on Jump and Spot Checks. They also gain a +8 Circumstance Bonus to Move Silently Checks made while in their webs, and a +4 Racial Bonus to Hide Checks.

    Combat: Acrosapiens tend to sneak up on opponents and web them before flurrying them with weapons, one of which is usually poisoned.
    Last edited by Bhu; 2011-02-05 at 03:34 AM.
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    Default Re: Critters II!

    Alignment: I think Usually Neutral Evil (Thier an race of crazy (But many are still lawful) Assassins)

    Environment: Jungle, Underground

    It should be fairly powerful as it is ment to be some of the baddest of the bad in my (Non-Epic) campaign. Some maybe a CR of 15 to 18.

    Also great work with the tonnes of critters.

    Edit: Just noticed the name for the Shapechange. Minor Error with the name Polyphagia
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    means eating too much
    , but still cool. I kind of cheated with the name myself
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    Supposed to be Aracnosapian but Acrosapian sounds better
    .
    Last edited by Milo v3; 2011-01-13 at 05:26 AM.
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  21. - Top - End - #201
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    Default Re: Critters II!

    Yeah, should be alright. I'd have to actually test it to get a good sense of things...
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    Default Re: Critters II!

    Both critters are updated and awaiting commentary
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    Default Re: Critters II!

    Looks great so far. To bad about that ability name. Maybe you can work it into another critter..

    Advancement: I guess it shouldn't change size as they are Assassins. Maybe not at all or Class level or Just stay extra HD.

    Skills: Should probably be all Assassin type skills (like Acrobatics & Stealth).

    Feats: No idea.
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  24. - Top - End - #204
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    Default Re: Critters II!

    It looks pretty much how i'd expected it;

    Would you say that having some disarming goodness on these things would be appropriate to what they get up to in the movie? Tripping possibly?
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  25. - Top - End - #205
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    Default Re: Critters II!

    That was with the tail wasn't it?

    Milo: Any thoughts on the current Acrosapien?
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  26. - Top - End - #206
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    Default Re: Critters II!

    Looks great so far Bhu.
    Background Of The Acrosapien:
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    The first Acrosapien was a dark elf assassin that commited atrocities to any he meet. The gods decided to curse him but they knew not how. Lolth had a idea. To extract some of her essence and merge it into the assassins soul. This occurence forced it to mutate into its new form. The gods then trapped it on a island floating thousand of miles in the sky. Eventually he used magic to create females and the unique monster became a Species.


    Also it is awesome. Just how I imagined. Just looking at the stats you can tell it is badass. One thing though I think it should at least have an intellegence of 16. Other than that it is great.
    Last edited by Milo v3; 2011-01-17 at 05:08 PM.
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  27. - Top - End - #207
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    Default Re: Critters II!

    well, it seemed to use it's backwards facing horns to yank fishlegs over but a tail slap trip would be fine. There's a feat for that in Draconomicon too...

    I suspect this breath weapon will be an interesting challenge...
    Last edited by Mulletmanalive; 2011-01-18 at 07:33 AM.
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  28. - Top - End - #208
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    Default Re: Critters II!

    Hi guys, loving this thread, some awesome critters here.

    Is there any chance of getting some rules for, if you'll pardon the pun, how to train your dragons?

    A little section where, say, for example, if a player wants to ride a gronkle or a deadly nadder as his mount he can find all the relevant information? Also, how much an egg or hatchling would cost on the open market, how much professional trainers would charge to train one, the creature's carrying capacity, that sort of thing?

    Maybe also rules for having them as paladin's mounts, animal companions, etc.?
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  29. - Top - End - #209
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    Default Re: Critters II!

    Raising one of these dragons would be a DC 30 odd check, requiring months [Dragons are DC 20 + HD to rear].

    Eggs cost 500gp per HD of the eventual beast, while hatchlings cost 1,000gp per HD. In the books, trading in dragons is seen as a mark of you being unable to catch your own and is pretty much shunned.

    I can't discern any pattern for professional trainer costs in the MM, so we'll call it half the price of the egg, taking 12 weeks.

    In the film, they get away with it by constantly making DC 20 and 25 Handle Animal checks, though given that dragons can seemingly understand English [and definitely in the books], they probably gain bonuses for the dragons being made friendly by Hiccup.

    For the paladin mounts and such, refer to the rules in the Draconomicon for such things and just compare CRs... there are also adaptable rules in the Book of Exalted Deeds, if need be.

    Weight limits for the Str 18 critters are 200lb for the Nader and 300lb for the Gronkle [being a quadruped...it seems reasonable to apply the rule as they're so dopey strong]. Low, admittedly, but it doesn't actually seem all that unreasonable that big or armoured folks would be unable to ride a nader...
    Last edited by Mulletmanalive; 2011-01-18 at 07:34 AM.
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  30. - Top - End - #210
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    Default Re: Critters II!

    Thanks for the information, Mulletmanalive. Very enlightening.

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