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Showing posts with label Wild. Show all posts
Showing posts with label Wild. Show all posts

Saturday, 3 June 2017

Claw Steed - Wild equine beasts, tooth maw and sharp claws instead of hooves

One of the oldest creatures I ever statted, as the preferred steed in wild regions of my world.

Claw Steed   CR 5
XP 1,600
N Large Animal
Init +4 Senses Low-light vision; Perception +8

 DEFENSE
AC 17 touch 9, flat-footed 17 (+8 natural, -1 size)
hp 47hp (5d8+25 con)
Fort +9, Ref +4, Will +1
Defensive Abilities    Immune to Charm & Hold Spells, +4 on cold or ice spell saving throws

 OFFENSE
Speed 30 ft.
Melee 2 Claws +7 (1d8+5/18-20),  Bite +4 (d6+2) or Tail +4 (1d4)
Special Attacks: Tail +7 - Back Attack only 1d4 dmg, Stampede

 STATISTICS
Str 20, Dex 11, Con 20, Int 6, Wis 11, Cha 11
Base Atk +3 CMB +9 CMD 19
Feats Improved Initiative, Multi-Attack, Imp Critical (18+ double dmg with claw)
Skills +8 Climb, +8 Perception , +5 Swim, +5 Survival, +16 Jump
Other Gear Lone Claw Steeds may have barding

 ECOLOGY
Environment      Grasslands
Organization      Herd (15 - 90)
Treasure Value   None
Advancement     6-12 HD (Large)

Wild equine beasts, whose natural environment are on the Kazurn plains, but they roam throughout the domain. They have a tooth filled maw; a long whip like tail and short heavy fur allows them to survive extremely cold temperatures. Their coats mimic the same as horses but it is much thicker and harder to work with. Their wickedly sharp claws enable travel in rocky terrain, capable of them climbing vertical surfaces, graze thru ice & seize medium sized and smaller creatures.

These steeds are the preferred mounts for those who shun air travel or hunt on the wasteland. Their unique features enable these creatures to thrive in environments that leave most creatures defenseless. Much better in combat than flying animals and able to withstand the cold. But they cannot be breed in captivity, thus only adventurers are ever able to find one to be their steed.

Tribal druids may sometimes beseech these creatures into service, but only if the tasks helps both the tribe and the claw steed herd. Many of these same tribes hunt these beasts for meat, fur, bones and blood, not out of disrespect, but desperation. Upon success, the tribe always thanks the spirit totem for the sacrifice.

Combat
Claw Steeds raise their front claws and attack in a claw, claw bite format, using their tail to eliminate sneak attacks. They have incredibly sharp claws (improved critical), which can seize foes or rip them to shreds. When these wild beasts have a rider, they will follow their master’s attack to compliment the combat style.

Stampede (Attack): This attack is determined by herd size, at least 15 claw steeds must be present to form a stampede.For every three members add +1 to the base attack, +1d6 to damage and +1 on the DC for reflex saving throw.  Herds with 90 or more members have the following combat stats: +37 Attack, 30d6 damage, DC 40, Ref save for half damage. They usually do this only once per attack sequence- stampeding a foe then running off.

Tail Attack  Claw Steeds are always aware of creatures at its backside, getting an attack with their razor sharp tail - lashing anything behind them. This is a free attack, it does not count towards the creatures maximum allowed with their claw and bite routine. Their tail is a thick black whip with small sharp shards, it is constantly swaying back and forth.

Society
The herd is the only society for claw steeds. They run with their herd and follow the oldest and strongest member. Individual claw steeds can part from the herd for a variety of reasons. The most obvious is during a stampede, an individual may have lost footing or wounded and are unable to keep up to the herd. Some hear the call of the divine and leave to become the personal mount for a devout paladin, ranger or druid.

Hunted endlessly, lone members become targets for those seeking a strong and unforgettable mount. Due to their wild natures, a claw steed is immune to all charm and hold spells. A handle animal (DC 40) skill check is required once the creature is subdued but not injured. As a wild, magical beast, claw steeds cannot mate in captivity.

Tuesday, 24 May 2016

Vined Soldier

These are among the most simplistic servants used by druids. Created from fallen soldiers, they arise from the power of the forest, serving their druidic masters in simple tasks. They appear as skeletons with small green vines covering their bones, similar to a living bodies blood vessels. Since they are not the reanimated bodies or spirits, they are not undead, they are animated through the plants.


Vined Soldier

N Medium Plant
Init -1 Senses Low-light vision; Perception +X
 DEFENSE
AC 11 touch 9, flat-footed 11 (-1 Dex, +2 natural)
hp 9 hp (2d8)
Fort +3, Ref -1, Will +0 
 OFFENSE
Speed 30 ft.
Melee Slam +2 (1d6+1)
Ranged Net +0 (1d2), Range 20 ft, Ref DC 11 to avoid or escape
 STATISTICS 
Str 13, Dex 9, Con 10, Int 4, Wis 10, Cha 4
Base Atk +1 CMB +2 CMD 11
Feats Power Attack
Skills +4 climb, +2 Perception , -1 Stealth
 ECOLOGY
Environment     Druids Grove
Organization     Solitary or Clan (3-6)
Treasure Value  Quarter or less
Advancement Range: 3 or 4 HD; +1 level as Barbarian or Fighter Class

Appear as a zombie or skeleton with small, thin but very visible green vines covering them, quite similar to blood vessels but these vines are what is causing the dead skeleton to move, thus this is actually categorized as a plant and not a true undead. They are one of the most common servants that druids use, as they are from living creatures killed in a forest, most often from armies that invade the forest. These corpses are then buried in or near a druid's grove and are raised by the magic of the forest. The vines that surround the dead, act a bit like living blood vessels, but these spread the magic that enables the vine zombie to act, the only requirement for the corpses is that they are complete corpses.  Most druids will tear off the faces of these zombies so they are unrecognizable.

A Vined Soldier is treated as a plant, though most often seen as undead by those unfamiliar with them. However, they can be turned if they are in dungeons as undead, but at +4 bonus to resist. Near a druid's grove, they cannot be turned.

Though rare it is sometimes possible for long-serving vine soldiers to gain sentience, as the vines cognizance combines with the memories of the dead to become more than either alone. Still loyal to the druids cause but they have their own purposes. For this reason, many druids retire them after a few years as these mixed beings are sorrowful creatures, unable to fit in either with the living, the dead or other sentient plant creatures,