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    Default [Monster]Qupqugiaq: a ten-legged polar bear with a mean streak (P.E.A.C.H.)

    Qupqugiaq (koop-koo-gi-ack) (plural: "qupqugiat")

    (Also known as a kokogiak, or kukuweaq)

    Designed for Crossroads: The New World

    Spoiler
    Show


    From out of the snow emerges a massive polar bear, rushing towards you at a frightening pace. As it rapidly closes the distance, you realize that the creature’s unnatural speed is due to its six extra legs, and that its’ eyes are solid black and pupil-less, like those of a shark.


    “The Qupqugiaq is a creature that takes the form of a ten-legged polar bear. It can also take the form of one of your dead loved ones. You must be careful when you encounter the Qupqugiaq, because its obsidian eyes will hypnotize you. It lures people into the water and drowns them.”

    Size/Type: Huge Magical Beast
    Hit Dice: 17d10+102 (195 hp)
    Initiative: +1
    Speed: 50 ft. (10 squares), swim 40 ft.
    Armor Class: 19 (-2 size + 10 natural +1 Dex), touch 9, flat-footed 18
    Base Attack/Grapple: +17/+39
    Attack: Claw + 30 melee (3d4+14)
    Full Attack: 6 claws +30 melee (3d4+14) and bite +29 melee (3d6+7)
    Space/Reach: 15 ft. /10 ft. (15 ft. with bite)
    Special Attacks: Constrict, Improved Grab, Mesmerizing Gaze, Rend
    Special Qualities: Can't Be Tripped, Darkvision 60 ft., Hold Breath, Ice and Snow Walking, Immunity to Cold, Low-Light Sision, Scent
    Saves: Fort +16, Ref +11 Will+6
    Abilities: Str 39, Dex 13, Con 23, Int 5, Wis 12, Cha 10
    Skills: Hide* -2 (+10 in snowy areas), Listen + 8, Spot +8, Swim +6
    Feats: Alertness, Endurance, Improved Multiattack, Multiattack, Run, SnatchB, Weapon Focus (claw)
    Environment: Cold plains
    Organization: Solitary, Pair, or mother and litter of 1d3 cubs or juveniles
    Challenge Rating: 14
    Treasure: Incidental
    Alignment: Always neutral
    Advancement: 18-34 HD (Gargantuan), 35-51 HD (Colossal)
    Level Adjustment:

    A typical qupqugiaq is 18 feet long and weighs as much as 11,000 lbs. It resembles a 10-legged polar bear, though much larger and with piercing, pupil-less black eyes. Unlike an actual polar bear, the skin of a qupqugiaq is white rather than black, making them even more difficult to spot in snowy areas. Due to its immense weight, when a qupqugiaq rears up, it must stand on four of its back legs (rather than two) in order to support itself.

    The diet of a qupqugiaq is largely identical to that of a polar bear (mostly seals and the scavenged corpses of whales), though they have the uncanny ability to find and feast on the remains of drowned victims.

    Due to their immense size and speed, qupqugiat are even less fearful of humans than their mundane cousins, especially when food becomes scarce.

    A qupqugiaq uses its ability to lie motionless to hunt prey, mesmerize victims, and elude capture. However, it lacks the patience to stay still longer than a few rounds.

    Qupqugiat do not speak any languages, but they can understand Common.

    A qupqugiaq can carry 11,184 lbs. or less as a light load; 11,185 lbs. to 22,392 lbs. as a medium load; and 22,393 lbs. to 33,600 lbs. as a heavy load.

    Combat

    A qupqugiaq typically begins a fight by using its gaze attack to disable the combatant which it believes to be the biggest threat or best meal. Against opponents that it cannot mesmerize, it moves in for the kill, tearing at them with its claws and teeth.

    Against a single target, a qupqugiaq will lie motionless in the snow to use its mesmerizing gaze to lure its victims into a nearby body of water. Any victim that drowns becomes the qupqugiaq’s next meal.

    Constrict (Ex): On a successful grapple check, a qupqugiaq deals 4d4+14 points of constriction damage to its target.

    Hold Breath (Ex): A qupqugiaq can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

    Ice and Snow Walking (Ex): A qupqugiaq can walk on ice and snow as easily as land and is not slowed by even deep drifts. It never has to make Balance checks to walk on ice and snow.

    Improved Grab (Ex): If a qupqugiaq hits with its claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Because of its many claws, it takes no penalty to hold its opponent while making a grapple check. If it wins the grapple check, it can constrict.

    Mesmerizing Gaze (Su): Three times day as a standard action, a qupqugiaq may gaze into the eyes of an intelligent creature at a range 60 feet. The target must succeed on a Will save (DC 18) or becomes convinced the qupqugiaq is really one of its lost loved ones. A qupqugiaq usually uses this ability to lure its victim to the sea where it drowns. Such a mesmerized victim walks toward the nearest body of water taking the most direct route available. The water must be at least half as deep as the victim is tall and must be no further than 60 feet from the victim. Once the victim reaches the water, the victim gets another saving throw. If it fails, the victim enters the water and begins to drown. This is a mind-affecting charm effect. The save DC is Charisma-based. Victims that make their saves are shaken for 1d4 rounds. A mesmerized victim can be snapped out of its mesmerized state by any physical attack. Such a victim is also shaken for 1d4 rounds afterwards.

    Rend (Ex): If a qupqugiaq hits with 2 or more claw attacks, it can choose to latch onto the opponent’s body and tear the flesh. This attack automatically deals an additional 1d4+7 points of damage for each claw that hits.

    Scent (Ex): A qupqugiaq can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.

    Snatch (Ex): Due to its many limbs, when a qupqugiaq gets a hold on a creature two or more sizes smaller, it squeezes each round for automatic bite or claw damage. A qupqugiaq can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of falling damage per 10 feet traveled.

    Skills: A qupqugiaq has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    A qupqugiaq’s white coat bestows a +12 racial bonus on Hide checks in snowy areas. This bonus is noted in the creature's statistic block. If it is motionless while hiding, its bonus increases to +20.

    Qupqugiat in Frostburn

    A qupqugiaq takes half damage from the slashing damage of a razor sleet storm due to its hefty fur coat and it is immune to the cold damage.

    Qupqugiat do not live well in captivity and are unusually susceptible to Cabin Fever, taking a -2 penalty to contract the disease.

    Because qupqugiat are immune to cold damage, they can eat snowflake lichen and the frozen creatures the lichen has killed without harm. However, they do not like the taste and only do so if starving. They would rather eat frost salamanders.

    Because of their immunity to cold, qupqugiat take no damage from coldfire. They take only fire damage from rimefire.

    Qupqugiat and dire polar bears vie for the same resources. When food is plentiful, they will share territory rather peacefully. It is not uncommon to see their cubs playing together. Due to their low intelligence, dire polar bears are unaffected by the qupqugiaq’s mesmerizing ability. N.B. The dire polar bear in Frostburn should have 213 hit points not 195.

    -----------------------

    Qupqugiaq, Juvenile

    Spoiler
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    Size/Type: Large Magical Beast
    Hit Dice: 12d10+48 (114 hp)
    Initiative: +1
    Speed: 50 ft. (10 squares), swim 40 ft.
    Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
    Base Attack/Grapple: +12/+26
    Attack: Claw+22 melee (2d4+10)
    Full Attack: 6 claws +22 melee (2d4+10) and bite +19 melee (2d8+5)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab, rend
    Special Qualities: Can’t Be Tripped, Constrict, Darkvision 60 ft., Ice and Snow Walking, Immunity to Cold, Low-Light Vision, Scent
    Saves: Fort +12, Ref +9, Will +5
    Abilities: Str 31, Dex 13 Con 19, Int 5, Wis 12, Cha 10
    Skills: Hide +0* (+12 in snowy areas), Listen +7, Spot +7, Swim +4
    Feats: Alertness, Endurance, Multiattack, Run, SnatchBonus Feat Weapon Focus (claw),
    Environment: Cold plains
    Organization: Always with mother until grown (about 2 to 2-1/2 years)
    Challenge Rating: 10
    Treasure: None
    Alignment: Always neutral
    Advancement: 13-16 HD (Large)
    Level Adjustment:

    These are the stats for a juvenile qupqugiaq (which is slightly larger than a cub, and has been weaned). Juveniles remain with their mother, learning how to hunt and fish until they are they are full grown (at 17 hit dice). They also do not gain the ability to Mesmerize or Constrict until they are fully-grown, though they can still grab and carry creatures which are at least two size categories smaller than themselves.

    These are 12-16 feet long and weigh 4,000 - 8,000 lbs.

    Juvenile qupqugiat can carry up to 1,836 lbs. as a light load, 1,837 lbs. to 3,672 lbs. as a medium load, and 3,673 to 5,520 lbs. as a heavy load.

    Hold Breath (Ex): A juvenile qupqugiaq can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

    Ice and Snow Walking (Ex): A juvenile qupqugiaq can walk on ice and snow as easily as land and is not slowed by even deep drifts. It never has to make Balance checks to walk on ice and snow.

    Improved Grab (Ex): If a qupqugiaq hits with its claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Because of its many claws, it takes no penalty to hold its opponent while making a grapple check. If it wins the grapple check, it deals normal damage. When a juvenile qupqugiaq gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.

    Rend (Ex): If a juvenile qupqugiaq hits with 2 or more claw attacks, it can choose to latch onto the opponent’s body and tear the flesh. This attack automatically deals an additional 1d4+5 points of damage for each claw that hits.

    Scent (Ex): A juvenile qupqugiaq can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.

    Snatch (Ex): Due to its many limbs, when a juvenile qupqugiaq gets a hold on a creature two or more sizes smaller, it squeezes each round for automatic bite or claw damage. A juvenile qupqugiaq can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d4 points of falling damage per 10 feet traveled.

    Skills: A juvenile qupqugiaq has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    A juvenile qupqugiaq's white coat bestows a +12 racial bonus on Hide checks in snowy areas. This bonus is noted in the creature's statistic block. If it is motionless while hiding, its bonus increases to +20.

    (Stats for "Qupqugiaq, Juvenile" by Debihuman.)

    -----------------------

    Qupqugiaq, Cub
    Medium Magical Beast
    Hit Dice: 11d10+22 (82 hp)
    Initiative: +1
    Speed: 50 ft. (10 squares), swim 40 ft.
    Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
    Base Attack/Grapple: +11/+17
    Attack: Claw+18 melee (1d4+6)
    Full Attack: 6 claws +18 melee (1d4+6) and bite +12 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved grab, Rend
    Special Qualities: Can’t be tripped, Cowardly, Darkvision 60 ft., Ice and snow walking, Immunity to cold, Low-light vision, Scent
    Saves: Fort +9, Ref +8, Will +4
    Abilities: Str 23, Dex 13 Con 15, Int 5, Wis 12, Cha 10
    Skills: Hide +4* (+16 in snowy areas), Listen +7, Spot +7, Swim +9
    Feats: Alertness, Endurance, Run, Weapon Focus (claw)
    Environment: Cold plains
    Organization: Always with mother
    Challenge Rating: 8
    Treasure: None
    Alignment: Always neutral
    Advancement: Special
    Level Adjustment:

    Qupqugiat are born blind and nearly hairless. Newborn qupqugiat are unable to survive without their mothers, often dying in less than 24 hours, as they do not have the cold immunity. Immunity to cold is gained about 3 months of age, which is also when they attain Medium size and can leave the den with their mothers. Cub are weaned when they are a year old and are finally able to leave their dens alone, though they rarely venture far unsupervised. Younger cubs are never encountered outside the den.

    These stats are typical for the oldest cubs, from 1 to 2 years old, as younger cubs are too fiercely guarded to be encountered alone.

    Older qupqugiat are juveniles and use "Qupqugiaq, Juvenile" stats until full-grown (at 17 hit dice).

    A qupqugiaq cub can carry 300 lbs. or less as a light load, 301-600 lbs. as a medium load, and 601 to 900 lbs. as a heavy load.

    While it is theoretically possible to raise an orphaned qupqugiaq cub in captivity, they are too fierce and independent for races smaller than Large size to manage. The Tuniit sometimes take in stray and wounded qupqugiaq cubs to train as guards, using a constant supply of food and threat of rock-throwing to keep them in line. The arrangement is generally short-lived as even the Tuniit are wary of full-sized qupqugiat. As a result, many qupqugiat react rather favorably towards Tuniit.

    Combat

    At first sign of danger, qupqugiaq cubs run away. They only attack if they are threatened cannot escape. Their cries attract their mothers and any other adult qupqugiat in the area.

    Cowardly (Ex): Qupqugiaq cubs are notoriously cowardly and run at the first sign of danger. They take a -2 morale penalty to attack creatures that are larger than they are. This is a natural fear effect.

    Hold Breath (Ex): A qupqugiaq cub can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

    Ice and Snow Walking (Ex): A qupqugiaq cub can walk on ice and snow as easily as land and is not slowed by even deep drifts. It never has to make Balance checks to walk on ice and snow.

    Improved Grab (Ex): If a qupqugiaq cub hits with its claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Because of its many claws, it takes no penalty to hold its opponent while making a grapple check. If it wins the grapple check, it deals normal damage. When a qupqugiaq cub gets a hold after an improved grab attack, it pulls a Small or smaller opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.

    Rend (Ex): If a qupqugiaq cub hits with 2 or more claw attacks, it can choose to latch onto the opponent’s body and tear the flesh. This attack automatically deals an additional 1d4+3 points of damage for each claw that hits.

    Scent (Ex): A qupqugiaq cub can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.

    Skills: A qupqugiaq cub has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    A young qupqugiaq’s white coat bestows a +12 racial bonus on Hide checks in snowy areas. This bonus is noted in the creature's statistic block. If it is motionless while hiding, its bonus increases to +20.

    (Stats for "Qupqugiaq, Cub" by Debihuman.)
    Last edited by SuperDave; 2014-07-02 at 03:14 PM.
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    Crossroads: The New World - Tribes, colonists, trade confederacies, and empires both new and old collide in an alt-history North America, circa 1750 A.D. (On the road to publication!)

  2. - Top - End - #2
    Troll in the Playground
     
    PirateGirl

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    Default Re: [Monster]Qupqugiaq: a ten-legged polar bear with a mean streak (P.E.A.C.H.)

    I'd be delighted to help you with this. Thanks for posting the links. That makes things so much more helpful. As you can see, I have a lot to say about this. Primarily, I think you have a good premise but I think your execution is a bit weak.

    First, I think it would help if the creature does what the story says it does.
    So we know it is a 10-legged polar bear with the ability to change shape into the appearance of a dead person and has a gaze attack that will hypnotize you. It lures people into the water to drown them (one presumes it then eats the remains).

    So let's examine your stat block (line by line)

    Name is taken from an actual story so it's good even if it is difficult to pronounce.

    Size: Hmm. This is 10 legged. It is probably closer in size to an Advanced Dire polar bear. My first thought is to give it 17 HD and make it Huge. Note if a creature weighs 8,000 lbs it would be Huge too. See Big and Little Creatures in Combat for details.

    How is it the same size as 4-legged polar bear. Are it's legs super skinny? Not in the picture and it's a lot taller too.

    If a 4-legged polar bear is 12 feet long, a 10-legged polar bear is easily 18 feet long and would weigh 8,000 lbs. (Note I only gave it 2 feet of length for every add'l pair of legs).

    Size/Type: Huge Magical Beast

    Huge creatures gain more Con so HD changes from 19 to 23. More on abilities below.

    Hit Dice: 17d10+102 (195 hp)

    Initiative is the same since Dex didn't change (the bonuses and penalties cancelled each other).

    Leaving everything else alone, going up a size gives it gains +8 Str, -2 Dex, +4 Con, +3 Natural Armor and -1 AC/Attack. This will come into play later.

    Since it has more legs, its Dex should be +2 (which cancels out the Dex penalty for size) and it is a lot more stable walking on ice (something to remember). This will come into play later.

    Abilities: Str 39, Dex 13, Con 23, Int 5, Wis 12, Cha 10

    Speed would probably stay the same.

    AC will change from +7 natural to +10 natural and decrease for size from -1 to -2

    Armor Class: 19 (-2 size + 10 natural +1 Dex), touch 9, flat-footed 18

    BAB is 17. A magical beast uses full BAB like a fighter not 3/4. Grapple will be BAB + 8 special size modifier and Str bonus (which moved from 31 to 39) +14. Grapple +39

    BAB/Grapple: +17/+39

    Because it has more HD and is stronger I recommend it gain Multiattack and Improved Multiattack as feats (for 17 HD it should have 6 feats)

    Feats: Alertness, Endurance, Improved Multiattack, Multiattack, Run, Weapon Focus (claw)

    Judging from the picture, the creature can use all 6 claws when attacking.
    Its Huge attack would be 3d4 rather than 2d4 for claws and 3d6 for bite. Bite would be the secondary attack.

    Melee attack is BAB 17, size -2, Str + 14. Claw is +1 for weapon focus. The multiattack and improved multiattack feats reduce the -5 penalty to secondary attacks to 0.

    Attack: Claw + 30 melee (3d4+14)
    Full Attack: 6 claws +30 melee (3d4+14) and bite +29 melee (3d6+7)

    More to come.

    Debby
    Last edited by Debihuman; 2013-07-25 at 05:05 PM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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  3. - Top - End - #3
    Troll in the Playground
     
    PirateGirl

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    Default Re: [Monster]Qupqugiaq: a ten-legged polar bear with a mean streak (P.E.A.C.H.)

    Sorry for the double post but I wanted to give you a chance to understand why I was making the changes.

    Special abilities should be standard actions. Also, Beloved Apparition isn't really spell-like as no one spell really fits. It should be a Gaze attack. with a set range. I recommend 60 feet. 3/day is fairly standard. DC is 10 + 1/2 creature's HD + Charisma modifier (10 + 8 + 0).

    Here is how it looks now tied to the creature's text.

    I have to admit that I'm not really fond of the name "Beloved Apparition" as it sounds like form of Undead. I think it is a gaze attack that mesmerizes it victim in thinking the creature is its loved one. It can also convince its victim to walk to a body of water and drown.

    How about:

    Mesmerizing Gaze: 3/day as a standard action, a qupqugiaq may gaze into the eyes of an intelligent creature at a range 60 feet. The target must succeed on a Will save (DC 18) or becomes convinced the the qupqugiaq is really one of its lost loved ones. A qupqugiaq usually uses this ability to lure its victim to the sea where it drowns. Such a mesmerized victim walks toward the nearest body of water taking the most direct route available. The water must be at least half as deep as the victim is tall and must be no further than 60 feet from the victim. Once the victim reaches the water, the victim gets another saving throw. If it fails, the victim enters the water and begins to drown. This is a mind-affecting effect. The DC save is Charisma-based. Victims that make their saves are shaken for 1d4 rounds. A mesmerized victim can be snapped out of its mesmerized state by any physical attack.

    This also affects how a qupqugiaq enters combat. It will lie in wait in the snow (it gets a +40 bonus to Hide if it isn't moving) and will gaze at nearby target. Then it will wait for its victim to drown before feasting on it. It may lose patience and attack easy targets with its many claws.

    Ice and Snow Walking (Ex): A qupqugiaq can walk on ice and snow as easily as land and is not slowed by even deep drifts. It never has to make Balance checks to walk on ice and snow.

    You haven't quite gotten how Constrict work. It has to squeeze its opponent. As a result, I think Improved Grab should only work on a claw attack.

    Constrict (Ex): On a successful grapple check, a qupqugiaq deals 4d4+14 points of constriction damage to its target.

    Improved Grab (Ex): If a qupqugiaq hits with its claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Because of its many claws, it takes no penalty to hold its opponent while making a grapple check. If it wins the grapple check, it can constrict.

    Rend (Ex): If a qupqugiaq hits with 2 or more claw attacks, it can choose to latch onto the opponent’s body and tear the flesh. This attack automatically deals an additional 1d4+7 points of damage for each claw that hits.

    A Huge creature such as this would be long rather than tall for most attacks but I think its bite would have extra reach.

    Space/Reach: 15 ft./10 ft. (15 ft. with bite)

    For carrying purposes, it is at least as sturdy as a quadruped and with Str 39 it can carry an awful lot. As a light load it can carry 11,184 lbs as a light load (466 x 4 for Str 39 = 1864 X 6 for Huge quadruped).

    A qupqugiaq can carry 11,184 lbs. or less as a light load; 11,185 lbs. to 22,392 lbs. as a medium load; and 22,393 lbs to 33,600 lbs. as a heavy load.

    While a creature while a bear-like creature might not be able to talk, it is capable of understanding speech. There is no reason these couldn't understand Common.

    Because it has more Hit Dice than it originally did. It should have other abilities too. I recommend giving it Cold Immunity and snow-walking in addition to its other abilities.

    [EDIT] skills are covered below.

    There are a few things about this beastie that're still unresolved: With six limbs, how many attacks does it get each turn? Should it get 3 claws to attack, and 6 claws for full attack, or just one claw for its' regular attack? (Girallons only get one claw for their main attack, even though they've got four limbs.)
    A girallon makes 1 claw if it attacks as a standard action. As a full-round action, it can make 4 claws and a bite.

    As standard action, a creature only gets one attack (this is also the attack line generally used for attacks of opportunity).

    A creature making a full-round attack uses all of attacks but can't move other than to take a 5-foot step.

    If a creature charges, it can still make a standard attack but it can't normally charge and make a full-round attack. Of course, there could be special abilities that change this.

    Rend attacks normally deal double damage, right?
    Not necessarily. Rend attacks can deal double damage but it depends on other factors. With 6 claw attacks and bite, this is already very very powerful. I actually toned down rend so that it adds extra damage per claw.

    One of my friends suggested that I could change it up and give it a free grapple initiation instead, with the ability to continue to hold and either attack others or continue to do free flat footed attacks against the grappled subject. What do you think?
    It doesn't need a free grapple initiative (it will likely win with one of its claws).. It can rend when it hits. I just made sure that it had to hit with at least 2 claws. This is where balance comes into play. A creature with fewer claws might have a stronger rend per claw but this will do more damage overall.

    It already has a Swim speed, so do I redistribute its ranks in Swim to other skills? Or does it still need those ranks in order to avoid hazards effectively?
    It has X rank in skills plus ability modifier. The +8 bonus is ONLY perform a special action and to avoid hazards. The bonus skill points from its Swim speed are NOT supposed to be included in the stat block. You don't redistribute the skills.

    Magical Beasts get skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. With Int 5, the modifier is -3 so it gets 1 skill point per hit die plus x4 for its first.

    4 +16= 20 skill points.

    Here is the breakdown of skills: Lets give it all 5 ranks in each skill.
    Skills: Hide*-2 (+10 in snowy areas), Listen + 8, Spot +8, Swim +6

    Here is the breakdown of the skills.
    • Hide*: 5 ranks + 1 Dex -8 Huge (+12 in snowy areas)
    • Listen 5 ranks +2 alertness feat +1 Wis
    • Spot: 5 ranks +2 alertness feat +1 Wis
    • Swim: 5 ranks +1 Dex


    Skills: A qupqugiaq has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    *A qupqugiaq’s white coat bestows a +12 racial bonus on Hide checks in snowy areas.

    I hope that clears it all up for you.

    Doh! Saving throws.

    Saves: Fort +16, Ref +11 Will+6

    Last of all, you might want to give this Snatch as a bonus feat but allow it to affect creatures 2 sizes smaller rather than 3.


    To figure out CR

    Vorpal Tribble’s CR estimator

    #1. Divide creature's average HP by 4.5 to 6.5.
    4.5 for 5 HD or lower, 5 for 6-10 HD, 5.5 for 11-15 HD, 6 for 16-20 HD., 6.5 for 20-25 HD.

    #2. Add 1 for each five points above 10 its AC is, subtracting 1 for every 5 below.

    #3. Add 1 for each special attack (+2 to +5 or more if it has a decent number of spells in its spell-like abilities).

    #4. Add 1 for each quality unless you deem it worthy of more. Add 1 for each resistance and 10 points of DR it has, and 2 for each immunity. Subtract 1 for each vulnerability.

    #5. Add 1 for every two bonus feats it has.

    #6. Divide total by 3. This should be its rough CR.
    Last edited by Debihuman; 2013-07-26 at 07:02 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  4. - Top - End - #4
    Troll in the Playground
     
    PirateGirl

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    Default Re: [Monster]Qupqugiaq: a ten-legged polar bear with a mean streak (P.E.A.C.H.)

    Here is the creature that does everything in the story.

    Spoiler
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    Qupqugiaq
    Huge Magical Beast
    Hit Dice: 17d10+102 (195 hp)
    Initiative: +1
    Speed: 50 ft. (10 squares), swim 40 ft.
    Armor Class: 19 (-2 size + 10 natural +1 Dex), touch 9, flat-footed 18
    Base Attack/Grapple: +17/+39
    Attack: Claw + 30 melee (3d4+14)
    Full Attack: 6 claws +30 melee (3d4+14) and bite +29 melee (3d6+7)
    Space/Reach: 15 ft. /10 ft. (15 ft. with bite)
    Special Attacks: Constrict, improved grab, mesmerizing gaze, rend
    Special Qualities: Can't be tripped, darkvision 60 ft., hold breath, ice and snow walking, immunity to cold, low-light vision, scent
    Saves: Fort +16, Ref +11 Will+6
    Abilities: Str 39, Dex 13, Con 23, Int 5, Wis 12, Cha 10
    Skills: Hide* -2 (+10 in snowy areas), Listen + 8, Spot +8, Swim +6
    Feats: Alertness, Endurance, Improved Multiattack, Multiattack, Run, SnatchB, Weapon Focus (claw)
    Environment: Cold plains
    Organization: Solitary, Pair, or mother and 1d3 cubs
    Challenge Rating: 14
    Treasure: Incidental
    Alignment: Always neutral
    Advancement: 18-34 HD (Gargantuan), 35-51 HD (Colossal)
    Level Adjustment:

    A typical qupqugiaq is 18 feet long and weighs as much as 11,000 lbs. It resembles a 10-legged polar bear, though much larger and with piercing, pupil-less black eyes. Unlike an actual polar bear, the skin of a qupqugiaq is white rather than black, making them even more difficult to spot. Due to its immense weight, when a qupqugiaq rears up, it must stand on four of its back legs (rather than two) in order to support itself.

    The diet of a qupqugiaq is largely identical to that of a polar bear (mostly seals and the scavenged corpses of whales), though they have the uncanny ability to find and feast on the remains of drowned victims.

    Due to their immense size and speed, they are even less fearful of humans than their mundane cousins are, especially when food becomes scarce.

    A qupqugiaq uses its ability to lie motionless to hunt prey, mesmerize victims, and elude capture. However, it lacks the patience to stay still longer than a few rounds.

    A qupqugiaq does not speak any languages but can understand Common.

    A qupqugiaq can carry 11,184 lbs. or less as a light load; 11,185 lbs. to 22,392 lbs. as a medium load; and 22,393 lbs. to 33,600 lbs. as a heavy load.

    Combat

    A qupqugiaq typically begins a fight by using its gaze attack to disable the combatant which it believes to be the biggest threat or best meal. Against opponents that it cannot mesmerize, it moves in for the kill, tearing at them with its claws and teeth.

    Against a single target, a qupqugiaq will lie motionless in the snow to use its mesmerizing gaze. Any victim that drowns becomes the qupqugiaq’s next meal.

    Constrict (Ex): On a successful grapple check, a qupqugiaq deals 4d4+14 points of constriction damage to its target.

    Hold Breath (Ex): A Qupqugiaq can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

    Ice and Snow Walking (Ex): A qupqugiaq can walk on ice and snow as easily as land and is not slowed by even deep drifts. It never has to make Balance checks to walk on ice and snow.

    Improved Grab (Ex): If a qupqugiaq hits with its claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Because of its many claws, it takes no penalty to hold its opponent while making a grapple check. If it wins the grapple check, it can constrict.

    Mesmerizing Gaze (Su): 3/day as a standard action, a qupqugiaq may gaze into the eyes of an intelligent creature at a range 60 feet. The target must succeed on a Will save (DC 18) or becomes convinced the qupqugiaq is really one of its lost loved ones. A qupqugiaq usually uses this ability to lure its victim to the sea where it drowns. Such a mesmerized victim walks toward the nearest body of water taking the most direct route available. The water must be at least half as deep as the victim is tall and must be no further than 60 feet from the victim. Once the victim reaches the water, the victim gets another saving throw. If it fails, the victim enters the water and begins to drown. This is a mind-affecting charm effect. The save DC is Charisma-based. Victims that make their saves are shaken for 1d4 rounds. A mesmerized victim can be snapped out of its mesmerized state by any physical attack. Such a victim is also shaken for 1d4 rounds afterwards.

    Rend (Ex): If a qupqugiaq hits with 2 or more claw attacks, it can choose to latch onto the opponent’s body and tear the flesh. This attack automatically deals an additional 1d4+7 points of damage for each claw that hits.

    Scent (Ex): A qupqugiaq can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.

    Snatch Feat (Ex): Due to its many limbs, when a qupqugiaq gets a hold on a creature two or more sizes smaller, it squeezes each round for automatic bite or claw damage. A qupqugiaq can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled.

    Skills: A qupqugiaq has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    A qupqugiaq’s white coat bestows a +12 racial bonus on Hide checks in snowy areas. This bonus is noted in the creature's statistic block. If it is motionless while hiding, its bonus increases to +20.

    Qupqugiaqs in Frostburn

    A qupqugiaq takes half damage from the slashing damage of a razor sleet storm due to its hefty fur coat and it is immune to the cold damage.

    Qupqugiaqs do not live well in captivity and are unusually susceptible to Cabin Fever taking a -2 penalty to contract the disease.

    Because qupqugiaqs are immune to cold damage, they can eat snowflake lichen and the frozen creatures the lichen has killed without harm. However, they do not like the taste and only do so if starving. They would rather eat frost salamanders (see MM II).

    Because of their immunity to cold, qupqugiaqs take no damage from coldfire. They take only fire damage from rimefire.

    Qupqugiaqs and dire polar bears vie for the same resources. When food is plentiful, they will share territory rather peacefully. It is not uncommon to see their cubs playing together. Due to their low intelligence, dire polar bears are unaffected by the qupqugiaq’s mesmerizing ability. N.B. The dire polar bear in Frostburn should have 213 hit points not 195.



    For a young version, see separate post below.

    If I have missed anything or it is not to your liking please do not hesitate to let me know.

    Debby

    Edits: Increased weight as these were too light to challenge dire polar bears despite their similarities. This also makes sense for their carrying capacities. Added Scent text. Added Frostburn material. Made corrections from below. I added more material to description and made final revision to Hide skill.
    Last edited by Debihuman; 2013-07-26 at 11:57 AM.
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    Default Re: [Monster]Qupqugiaq: a ten-legged polar bear with a mean streak (P.E.A.C.H.)

    Quote Originally Posted by Debihuman View Post
    Feats: Alertness, Endurance, Improved Multiattack, Attack, Run, SnatchB, Weapon Focus (claw)
    "Attack" should be Multiattack.

    Advancement: 18-36 (Colossal)
    Should be Gargantuan.

    Against a single target, a qupqugiaq will lie motionless in the snow (giving it a +40 bonus to Hide as per the Hide skill) to use its mesmerizing gaze.
    That's only for invisibility, and only for things that (like undead or constructs or gargoyles) can actually stay perfectly still.
    Quote Originally Posted by SRD Special Abilities: Invisibility
    A creature who is holding still is very hard to notice (DC 30). An inanimate object, an unliving creature holding still, or a completely immobile creature is even harder to spot (DC 40).
    Now, giving it an invisibility-type ability that works only in snow is not entirely out of line, but it doesn't have that right now.

    Hold Breathe (Ex): A Qupqugiaq can hold its breath for a number of rounds equal to its Constitution score before it risks drowning.
    I don't get this; ordinary creatures are already capable of this, per the Swim skill. Do you mean that it gets an extra Con score rounds before the regular Con score rounds before it has to start making checks? Because that's not very clear.

    (Also, it should be Hold Breath in any case.)

    Mesmerizing Gaze (Su): 3/day as a standard action, a qupqugiaq may gaze into the eyes of an intelligent creature at a range 60 feet. The target must succeed on a Will save (DC 18) or becomes convinced the qupqugiaq is really one of its lost loved ones. A qupqugiaq usually uses this ability to lure its victim to the sea where it drowns. Such a mesmerized victim walks toward the nearest body of water taking the most direct route available. The water must be at least half as deep as the victim is tall and must be no further than 60 feet from the victim. Once the victim reaches the water, the victim gets another saving throw. If it fails, the victim enters the water and begins to drown. This is a mind-affecting effect. The DC save is Charisma-based. Victims that make their saves are shaken for 1d4 rounds. A mesmerized victim can be snapped out of its mesmerized state by any physical attack. Such a victim is also shaken for 1d4 rounds afterwards.
    It seems like this might also deserve being considered a charm effect. Also, "The DC save is Charisma-based" transposed DC and save.
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    Default Re: [Monster]Qupqugiaq: a ten-legged polar bear with a mean streak (P.E.A.C.H.)

    Changes made. Thanks for letting me know what was wrong.

    I moved the Hiding mechanics to the skill section (where it belonged) and added a bit of fluff to explain it. The bonus to Hiding while motionless has been reduced to +20 to be a tad more believable. I also limited this ability to no more than a few rounds at a time. With an Int 5, I figure it can do it; it just doesn't have the patience to maintain it for more than a few rounds.

    Hold breath should be four times its Constitution score. I copied that from the original and forgot to fix it.

    I also added Can't Be Tripped to Special Qualities. With 10 legs that makes sense. The behir has this ability so I took it verbatim from there.

    I may stat out young and cubs later Also, I may include information on how to use these with rules from Frostburn. Done. Edited stat bock above

    I didn't realize there was a dire polar bear in Frostburn....these turned out more like them than I would have guessed.

    Here is the full stat block and text for a youngster.

    Qupqugiaq, Young
    Large Magical Beast
    Hit Dice: 12d10+48 (114 hp)
    Initiative: +1
    Speed: 50 ft. (10 squares), swim 40 ft.
    Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
    Base Attack/Grapple: +12/+26
    Attack: Claw+22 melee (2d4+10)
    Full Attack: 6 claws +22 melee (2d4+10) and bite +19 melee (2d8+5)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab, rend
    Special Qualities: Can’t be tripped, darkvision 60 ft., ice and snow walking, immunity to cold, low-light vision, scent
    Saves: Fort +12, Ref +9, Will +5
    Abilities: Str 31, Dex 13 Con 19, Int 5, Wis 12, Cha 10
    Skills: Hide +0* (+12 in snowy areas), Listen +7, Spot +7, Swim +4
    Feats: Alertness, Endurance, Run, SnatchB, Weapon Focus (claw), Multiattack
    Environment: Cold plains
    Organization: Rarely solitary, often with other young qupqugiaqs
    Challenge Rating: 10
    Treasure: None
    Alignment: Always neutral
    Advancement: 13-16 HD (Large)
    Level Adjustment:

    These are the stats for a young qupqugiaq from about two to five years old. They do not gain the ability to mesmerize until they are full grown at 17 hit dice. They also do not have the constrict ability, which is also gained at 17 hit dice.

    These are 12-16 feet long and weigh 4,000 - 8,000 lbs.

    A young qupqugiaq can carry up to 1,836 lbs. as a light load, 1,837 lbs. to 3,672 lbs. as a medium load, and 3,673 to 5,520 lbs. as a heavy load.

    Hold Breath (Ex): A young qupqugiaq can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

    Ice and Snow Walking (Ex): A young qupqugiaq can walk on ice and snow as easily as land and is not slowed by even deep drifts. It never has to make Balance checks to walk on ice and snow.

    Improved Grab (Ex): If a young qupqugiaq hits with its claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Because of its many claws, it takes no penalty to hold its opponent while making a grapple check. If it wins the grapple check, it deals normal damage. When a young qupqugiaq gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.

    Rend (Ex): If a young qupqugiaq hits with 2 or more claw attacks, it can choose to latch onto the opponent’s body and tear the flesh. This attack automatically deals an additional 1d4+5 points of damage for each claw that hits.

    Scent (Ex): A young qupqugiaq can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.

    Snatch Feat (Ex): Due to its many limbs, when a young qupqugiaq gets a hold on a creature two or more sizes smaller, it squeezes each round for automatic bite or claw damage. A qupqugiaq cub can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d3 × 10 feet, and takes 1d6 points of falling damage per 10 feet traveled.

    Skills: A young qupqugiaq has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    A young qupqugiaq’s white coat bestows a +12 racial bonus on Hide checks in snowy areas. This bonus is noted in the creature's statistic block. If it is motionless while hiding, its bonus increases to +20.

    Debby

    P.S.Flung creatures have go distances that are divisible by 10.
    Last edited by Debihuman; 2013-07-28 at 05:40 PM.
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    Default Re: [Monster]Qupqugiaq: a ten-legged polar bear with a mean streak (P.E.A.C.H.)

    Quote Originally Posted by Debihuman View Post
    If I have missed anything or it is not to your liking please do not hesitate to let me know.
    Debby, I don't know how you could possibly think that anything you've done here is not to my liking. Seriously, you are the best resources out there for monster-making in my book. I'm flattered at the level of loving care and attention you bestow upon my half-formed creations.

    You've always got so many great ideas for my monsters, and you put them in such a copy-pastable format, that sometimes I feel a little like I'm taking credit for your hard work. I hope I'm not imposing...

    Quote Originally Posted by TuggyNE View Post
    "Attack" should be Multiattack.
    Fixed.

    Quote Originally Posted by TuggyNE View Post
    Should be Gargantuan.
    I actually noticed that myself, but Debby corrected it before I could say anything.

    Quote Originally Posted by TuggyNE View Post
    I don't get this; ordinary creatures are already capable of this, per the Swim skill. Do you mean that it gets an extra Con score rounds before the regular Con score rounds before it has to start making checks? Because that's not very clear.
    I looked up how long a real polar bear can hold its breath, and found that the record is about 72 seconds - in rounds, that's about the qupqugiaq's Con score. But I forgot to factor in that the qupqugiaq is A) much larger, and B) magical. So the "4 x Con mod" can stay.

    Quote Originally Posted by TuggyNE View Post
    It seems like this might also deserve being considered a charm effect. Also, "The DC save is Charisma-based" transposed DC and save.
    Not quite sure what this means. Could you clarify?
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    Default Re: [Monster]Qupqugiaq: a ten-legged polar bear with a mean streak (P.E.A.C.H.)

    Originally Posted by TuggyNE: It seems like this might also deserve being considered a charm effect. Also, "The DC save is Charisma-based" transposed DC and save.
    Originally posted by SuperDave: Not quite sure what this means. Could you clarify?
    While mesmerizing a creature into walking into the water and drowning itself is a mind-affecting effect, the ability to convince it that the creature before it is a long-lost (likely dead) relative is a charm effect. Creatures immune to mind-affecting and charm effects would be immune to this as well, though some might just be immune to one part or the other. Mostly these notes are good for when the DM is using more than one creature or when the party has monstrous PCs. It helps to know who is affected and who isn't.

    This is also why I mentioned Intelligence. Affected targets must have Int 3 or higher to be affected, ruling out Animals (who are required to have Int no higher than 2) and Mindless creatures. Constructs, Plants and Undead are also immune to mind-effecting (charms). Oozes are often Mindless.

    From the SRD: A charm spell changes how the subject views you, typically making it see you as a good friend.

    It was a good catch on TuggyNE's part because I overlooked it.

    I've revised my earlier post to include the young version now. I hope you like it too.

    And before I forget, thanks for all your kind words.

    Debby

    P.S. I'm thinking a cub would be Medium-sized with 10 HD.
    Last edited by Debihuman; 2013-07-26 at 09:59 AM.
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    Default Re: [Monster]Qupqugiaq: a ten-legged polar bear with a mean streak (P.E.A.C.H.)

    Quote Originally Posted by Debihuman View Post
    While mesmerizing a creature into walking into the water and drowning itself is a mind-affecting effect, the ability to convince it that the creature before it is a long-lost (likely dead) relative is a charm effect....From the SRD: A charm spell changes how the subject views you, typically making it see you as a good friend.
    Oh yeah, I realized that sometime yesterday when I looked up charm person in the SRD. But it's probably better just to use your version, rather than my "gaze attack imbued with charm person" idea. More interesting to create an entirely new ability than a simple SLA.

    Quote Originally Posted by Debihuman View Post
    It was a good catch on TuggyNE's part because I overlooked it.
    OK, it means "you guys transposed the save DC with the <something else>", I think. But what did we switch it with?

    Quote Originally Posted by Debihuman View Post
    I've revised my earlier post to include the young version now. I hope you like it too.
    I like it a lot. And I gave you credit for it, since it was pretty much entirely your creation (though I was gonna make one, really I was! I'm just busy with stuff!)

    Quote Originally Posted by Debihuman View Post
    And before I forget, thanks for all your kind words.
    You're welcome!

    Also, I allowed the cubs to keep their grab and fling attacks, but reduced the distance they can throw their victims by half, and changed the damage the subject takes to "falling damage". (Would the addition of this extra ability affect their CR? I didn't think it would by itself, but I haven't had time to run it through Vorpal Tribble's CR Estimator [which I remembered to use from back when you helped me with Mishe-Nahma].)

    Oh, and I thought that "cub" sounded more appropriate than "young qupqugiaq". Makes it a little harder for the players to club 'em over the head and take their pelts.
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    Default Re: [Monster]Qupqugiaq: a ten-legged polar bear with a mean streak (P.E.A.C.H.)

    Actually I transposed just the words. The correct wording is: "The save DC is ...." and I had originally written, "The DC save is...". I do that fairly often so I'm always revising my posts.

    Back to the young critter

    First, the "cubs" can already carry off an opponent. That ability comes from Improved Grab. It's not in the larger creature's version because of the Snatch feat, which does that and more.

    The reason there is a text section for the Snatch feat is because normally the feat only allows a creature to fling opponents that are 3 size categories smaller. I changed it to 2 because of the qupqugiaq's multiple limbs.

    Snatch is a monstrous feat not a special ability that's why it I had it as "Snatch Feat (Ex)" in the text. A creature has to be Huge to qualify for it. I debated about giving to the young qupqugiaq as a bonus feat but decided against it. Since you like it, I'll add it back in.

    Note that flung creatures must be flung distances that are divisible by 10. Rather than 1d6x5 feet (which begs the question if you roll a 1 or 3 as to how much damage you take), I made it 1d3x10 feet. It still gives a 30 foot range but makes it easier to determine falling damage.

    I had originally thought of juvenile bears and cubs actually two different age categories. Cubs would be newly weaned and even smaller. Finding a motherless cub is a very different adventure from trying to defeat a full-sized qupqugiaq.

    Debby
    Last edited by Debihuman; 2013-07-28 at 12:33 PM.
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    Default Re: [Monster]Qupqugiaq: a ten-legged polar bear with a mean streak (P.E.A.C.H.)

    Hmm, I guess you're right, these stats describe a juvenile or adolescent qupqugiaq than they do a cub. I'll change the labels in the first post, and start working on a "cub" version. (Unless you'd like to do the cubs yourself, Debby. In which case, don't let me stop you.)
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    Default Re: [Monster]Qupqugiaq: a ten-legged polar bear with a mean streak (P.E.A.C.H.)

    Not a problem. And don't for get to add Snatch as a bonus feat and to change the distance it can fling an opponent since you can't have 5 foot ranges.

    I say we both work on the cub version and you decide what you like the best, maybe we have different ideas that could be combined.

    Debby
    Last edited by Debihuman; 2013-07-28 at 12:37 PM.
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    Default Re: [Monster]Qupqugiaq: a ten-legged polar bear with a mean streak (P.E.A.C.H.)

    This is fantastic!

    Kudos to SuperDave for the original post, and many, many thanks to Debihuman for the superb craftsmanship and rules-fu displayed in fine-tuning it.

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    Default Re: [Monster]Qupqugiaq: a ten-legged polar bear with a mean streak (P.E.A.C.H.)

    Quote Originally Posted by Cheiromancer View Post
    This is fantastic!

    Kudos to SuperDave for the original post, and many, many thanks to Debihuman for the superb craftsmanship and rules-fu displayed in fine-tuning it.
    You are most welcome. I'm just glad SuperDave gave me such a great a platform to play on. However, I was a doofus and left off cold immunity on the young qupqugiaq. I've also added a bit about age. The stat block is (finally) correct now.

    So I figured I'd work on the cub. This is a work in progress for now so I'm keeping it in a spoiler until I get SuperDave's feedback. And Please let me if I made any errors here too.

    Qupqugiaq, Cub
    Medium Magical Beast
    Hit Dice: 11d10+22 (82 hp)
    Initiative: +1
    Speed: 50 ft. (10 squares), swim 40 ft.
    Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
    Base Attack/Grapple: +11/+17
    Attack: Claw+18 melee (1d4+6)
    Full Attack: 6 claws +18 melee (1d4+6) and bite +12 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved grab, rend
    Special Qualities: Can’t be tripped, cowardly, darkvision 60 ft., ice and snow walking, immunity to cold, low-light vision, scent
    Saves: Fort +9, Ref +8, Will +4
    Abilities: Str 23, Dex 13 Con 15, Int 5, Wis 12, Cha 10
    Skills: Hide +4* (+16 in snowy areas), Listen +7, Spot +7, Swim +9
    Feats: Alertness, Endurance, Run, Weapon Focus (claw)
    Environment: Cold plains
    Organization: Always with mother
    Challenge Rating: 8
    Treasure: None
    Alignment: Always neutral
    Advancement: Special
    Level Adjustment:

    Small qupqugiaq cubs are born blind and nearly hairless. Newborn qupqugiaq cubs are unable to survive without their mothers, often dying in less than 24 hours, as they do not have the cold immunity. Immunity to cold is gained about 3 months of age, which is also when they attain Medium size and can leave the den with their mothers. Cub are weaned when they are a year old and are finally able to leave their dens alone, though they rarely venture far unsupervised. Younger cubs are never encountered outside the den.

    These stats are typical for the oldest cubs, from 1 to 2 years old, as younger cubs are too fiercely guarded to be encountered alone.

    Older qupqugiaqs are juveniles and use young qupqugiaq stats until full-grown.

    A qupqugiaq cub can carry 300 lbs. or less as a light load, 301-600 lbs. as a medium load, and 601 to 900 lbs. as a heavy load.

    While it is theoretically possible to raise an orphaned qupqugiaq cub in captivity, they are too fierce and independent for races smaller than Large size to manage. Frost giants sometimes take in stray and wounded qupqugiaq cubs to train as guards, using a constant supply of food and threat of rock throwing to keep them in line. The arrangement is generally short-lived as even frost giants are wary of full-sized qupqugiaqs. As a result, many qupqugiaqs react rather favorably towards frost giants.

    Combat

    At first sign of danger, qupqugiaq cubs run away. They only attack if they are threatened cannot escape. Their cries attract their mothers and any other adult qupqugiaqs in the area.

    Cowardly (Ex): Qupqugiaq cubs are notoriously cowardly and run at the first sign of danger. They take a -2 morale penalty to attack creatures that are larger than they are. This is a natural fear effect.

    Hold Breath (Ex): A qupqugiaq cub can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

    Ice and Snow Walking (Ex): A qupqugiaq cub can walk on ice and snow as easily as land and is not slowed by even deep drifts. It never has to make Balance checks to walk on ice and snow.

    Improved Grab (Ex): If a qupqugiaq cub hits with its claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Because of its many claws, it takes no penalty to hold its opponent while making a grapple check. If it wins the grapple check, it deals normal damage. When a qupqugiaq cub gets a hold after an improved grab attack, it pulls a Small or smaller opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.

    Rend (Ex): If a young qupqugiaq hits with 2 or more claw attacks, it can choose to latch onto the opponent’s body and tear the flesh. This attack automatically deals an additional 1d4+3 points of damage for each claw that hits.

    Scent (Ex): A young qupqugiaq can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.

    Skills: A qupqugiaq cub has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    A young qupqugiaq’s white coat bestows a +12 racial bonus on Hide checks in snowy areas. This bonus is noted in the creature's statistic block. If it is motionless while hiding, its bonus increases to +20.

    EDIT: I think it is complete.

    Debby
    Last edited by Debihuman; 2013-07-29 at 06:02 AM.
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    Default Re: [Monster]Qupqugiaq: a ten-legged polar bear with a mean streak (P.E.A.C.H.)

    Quote Originally Posted by Debihuman View Post
    Cowardly (Ex): Qupqugiaq cubs are notoriously cowardly and run at the first sign of danger. They take a -2 morale penalty to attack creatures that are larger than they are.
    You should probably mention that this is a fear effect, so that a cub somehow immune to fear does not take the penalty.
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    Default Re: [Monster]Qupqugiaq: a ten-legged polar bear with a mean streak (P.E.A.C.H.)

    Quote Originally Posted by Network View Post
    You should probably mention that this is a fear effect, so that a cub somehow immune to fear does not take the penalty.
    For completeness' sake, I'll add it.

    Debby
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    Default Re: [Monster]Qupqugiaq: a ten-legged polar bear with a mean streak (P.E.A.C.H.)

    I like the stats for the cubs. They seem almost cute, in a way. I really like the "Cowardly" quality, and the fact that their cries bring the mama bear running.

    My only quibble is that the cub, which can be any age from 3 months to 2-1/2 years old, has 11 Hit Dice; just one fewer than the juvenile qupqugiaq. Shouldn't it have half or three-quarters as many HD as the juvenile version?

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    This is fantastic!

    Kudos to SuperDave for the original post, and many, many thanks to Debihuman for the superb craftsmanship and rules-fu displayed in fine-tuning it.
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    Default Re: [Monster]Qupqugiaq: a ten-legged polar bear with a mean streak (P.E.A.C.H.)

    The reason the cubs don't have 1/4 HD of the Juveniles is that this is that this is the most typical cub. You probably wouldn't see the smaller ones as they'd been in the den until they are big enough to venture out. I think it makes more sense to fix the fluff than the HD.

    The cub entry has been revised. There's new material and it is properly formatted.

    Let me know what you think.

    Debby
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    Default Re: [Monster]Qupqugiaq: a ten-legged polar bear with a mean streak (P.E.A.C.H.)

    I guess that even if it does have only one HD less than the juvenile, the cub still has a good chunk fewer HP on average, so I suppose it's fine as-is.

    I've added the stats for "Qupqugiaq, Cub" to the main entry, and given you credit for making them, Debby. Thanks again for all the help and education you've given me in monster-making.

    One small edit: I changed the bit you added about frost giants to be about the Tuniit, instead, so it ties in better with the Crossroads: The New World setting (where we don't have frost giants, but we do have Inuit half-giants).
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    Default Re: [Monster]Qupqugiaq: a ten-legged polar bear with a mean streak (P.E.A.C.H.)

    I was going along with the idea that even though they are only one HD different from juveniles, the cubs are a full size smaller. While it isn't as elegant as I'd like, giving the cubs more HD ranges really served no useful purpose.

    The Tuniit make a great substitute for the Frost Giant. I'll have to look at your setting more closely.

    It was fun doing this with you.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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