Jungle Renkir: Difference between revisions

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| Feat1 =  Improved Grab
| Feat1 =  Grab, Improved
| Feat2 =  Combat Reflexes
| Feat2 =  Combat Reflexes
| Feat3 =  
| Feat3 =  
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| Ability-2-Description = If the Renkir begins its turn with an opponent in one of its claws (see Grab), it may choose to either Swallow the opponent whole, or use Meat Chucker (see below).  If the Renkir has a creature grabbed in each of its claws, it may make this decision with each creature it is grabbing.  If it chooses to swallow one or both of the creatures whole, it may use a free action (each time) to make a new combat maneuver check as though attempting to Pin the opponent, rolling it's Maneuver Offense of {{#var:Special3-Maneuver-Offense}} against the victims Maneuver Defense.  If it succeeds, it swallows its prey, and the opponent takes {{#var:Special2StandardDmg}} points of biting damage.  In order to swallow it, the grabbed creature must be size large or smaller.
| Ability-2-Description = If the Renkir begins its turn with an opponent in one of its claws (see Grab), it may choose to either Swallow the opponent whole, or use Meat Chucker (see below).  If the Renkir has a creature grabbed in each of its claws, it may make this decision with each creature it is grabbing.  If it chooses to swallow one or both of the creatures whole, it may use a free action (each time) to make a new combat maneuver check as though attempting to Pin the opponent, rolling it's Maneuver Offense of {{#var:Special3-Maneuver-Offense}} against the victims Maneuver Defense.  If it succeeds, it swallows its prey, and the opponent takes {{#var:Special2StandardDmg}} points of biting damage.  In order to swallow it, the grabbed creature must be size large or smaller.


Being swallowed causes a creature to take {{#var:Special2SwiftDmg}} points of Acid damage each round after the first. A swallowed creature keeps the [[Grappled]] condition, while the Renkir remains un-grappled. A swallowed creature can try to cut its way free with any light slashing, light piercing or close weapon. It requires {{#var:Special2-Hit-Points}} points of damage to successfully cut free of the Renkir's belly, and this damage is NOT applied against the Renkir's hit points, instead coming from a separate pool. The Armor Class of the interior of the Renkir is equal to its Touch AC, and does not benefit from the Renkir's DR or ER. If any swallowed creature cuts its way out, the Renkir cannot use swallow whole again until the damage is healed.
:Being swallowed causes a creature to take {{#var:Special2SwiftDmg}} points of Acid damage each round after the first. A swallowed creature keeps the [[Grappled]] condition, while the Renkir remains un-grappled. A swallowed creature can try to cut its way free with any light slashing, light piercing or close weapon. It requires {{#var:Special2-Hit-Points}} points of damage to successfully cut free of the Renkir's belly, and this damage is NOT applied against the Renkir's hit points, instead coming from a separate pool. The Armor Class of the interior of the Renkir is equal to its Touch AC, and does not benefit from the Renkir's DR or ER. If any swallowed creature cuts its way out, the Renkir cannot use swallow whole again until the damage is healed.


Alternatively, a swallowed creature can just try to escape the grapple, with success putting it back in the Renkir's mouth (where it may be bitten or swallowed again, though this would require the Renkir to make a new Grapple check on its turn, and prevent any other Swallow Whole actions until its mouth is cleared, one way or another).
:Alternatively, a swallowed creature can just try to escape the grapple, with success putting it back in the Renkir's mouth (where it may be bitten or swallowed again, though this would require the Renkir to make a new Grapple check on its turn, and prevent any other Swallow Whole actions until its mouth is cleared, one way or another).


A creature which cuts its way free of the Renkir is deposited [[Prone]] in an interior square of the Renkir's space, allowing it to set up Interior Flanks for his allies. Assuming the escaped creature is size Medium or smaller, he is not considered squeezing while occupying this interior space (and neither is the Renkir).
:A creature which cuts its way free of the Renkir is deposited [[Prone]] in an interior square of the Renkir's space, allowing it to set up Interior Flanks for his allies. Assuming the escaped creature is size Medium or smaller, he is not considered squeezing while occupying this interior space (and neither is the Renkir).
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| CombatTactics = Renkirs are savage and brutal fighters, who savor the opportunity to abuse their prey before eating it (or casting its corpse aside, if the Renkir isn't hungry).  They will sometimes try to sneak up on their prey, or even set up primitive ambushes.  Given their size, they are amazingly good at Stealth rolls.  Given their size, their ability to brachiate through trees can be a huge surprise, and one of their favored tricks is to hide up in the foliage and barchiate down to the ground to attack. Other times, they will simply wade into battle, focusing on getting as many of their foes grabbed as possible (to prevent their escape, obviously).  Once grabbed, the Renkir's REAL damage becomes available to them.  
| CombatTactics = Renkirs are savage and brutal fighters, who savor the opportunity to abuse their prey before eating it (or casting its corpse aside, if the Renkir isn't hungry).  They will sometimes try to sneak up on their prey, or even set up primitive ambushes. One of their favored tricks is to hide up in the foliage and brachiate down to the ground to attack.  Given their size, they are amazingly good at Stealth rolls, and their ability to brachiate through trees can be a huge surprise as a beast the size of an elephant suddenly plunges out of the foliage. Other times, they will simply wade into battle, focusing on getting as many of their foes grabbed as possible (to prevent their escape, obviously).  Once grabbed, the Renkir's REAL damage becomes available to them.  


:They must choose whether to swallow a grabbed foe, or throw it at a non-grabbed foe instead.  If they've gotten lucky enough to grab an opponent in each claw, they will usually do one of each of these actions.  Meat Chucker, while wasteful of food, is useful for picking off critters that are trying to get away.
:They must choose whether to swallow a grabbed foe, or throw it at a non-grabbed foe instead.  If they've gotten lucky enough to grab an opponent in each claw, they will usually do one of each of these actions.  Meat Chucker, while wasteful of food, is useful for picking off critters that are trying to get away.

Revision as of 20:21, 12 August 2017

Jungle Renkir (CR 16)

Neutral Evil - Huge - Magical Beast
Lore: Know (Arcana)
32 47
Basic DC Full DC
Initiative
Initiative Icon 2.png
27
Perception:
39 +29
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
39
Man Def
Shield Icon 3.png
39
Monster Health
475 237 31
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +18
Refl: +13
Will: +13

Strong Against:

  • DR15/piercing, ER15/-
Weak Against:

Offense

Size: Huge
15 ft. 15 ft.
Space Reach
To-Hit
+24
Sword Icon 3.png
Man Off
+29
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Snatching Claws +24 (3d10+26/x2)
    as undefined damage type
    plus Grab

Full Attack (Melee):

  • 1x Snatching Claws +24 (3d10+26/x2)
    as undefined damage type
    plus Grab
  • 2x ''''' +24 (4d6+8/x2)
    as undefined damage type

Standard Attack (Ranged):

  • 1x None +24 (3d10+26/x2)
    as undefined damage type

    See Meat Chucker, below

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

31
STR
15
DEX
26
CON
7
INT
9
WIS
13
CHA

Skills:

Languages: Boggard

Feats:

Special Abilities

Grab (Ex)

After any successful claw attack, the Renkir may make a free Grapple attack, rolling its Maneuver Offense (see above) versus the target's Maneuver Defense. If successful, the target is Grappled in the Renkir's claw. Note that the Renkir is never treated as being grappled while grappling an enemy in its claw, though grappled opponents suffer the normal penalties for being Grappled.

A Renkir can sustain up to two grapples, one in each claw, at a time, though it is never considered Grappled while doing so. While holding a creature in its hand, it cannot make further claw attacks with that hand, but see Swallow Whole and Meat Chucker, below.
Swallow Whole (Ex)

If the Renkir begins its turn with an opponent in one of its claws (see Grab), it may choose to either Swallow the opponent whole, or use Meat Chucker (see below). If the Renkir has a creature grabbed in each of its claws, it may make this decision with each creature it is grabbing. If it chooses to swallow one or both of the creatures whole, it may use a free action (each time) to make a new combat maneuver check as though attempting to Pin the opponent, rolling it's Maneuver Offense of against the victims Maneuver Defense. If it succeeds, it swallows its prey, and the opponent takes points of biting damage. In order to swallow it, the grabbed creature must be size large or smaller.

Being swallowed causes a creature to take points of Acid damage each round after the first. A swallowed creature keeps the Grappled condition, while the Renkir remains un-grappled. A swallowed creature can try to cut its way free with any light slashing, light piercing or close weapon. It requires points of damage to successfully cut free of the Renkir's belly, and this damage is NOT applied against the Renkir's hit points, instead coming from a separate pool. The Armor Class of the interior of the Renkir is equal to its Touch AC, and does not benefit from the Renkir's DR or ER. If any swallowed creature cuts its way out, the Renkir cannot use swallow whole again until the damage is healed.
Alternatively, a swallowed creature can just try to escape the grapple, with success putting it back in the Renkir's mouth (where it may be bitten or swallowed again, though this would require the Renkir to make a new Grapple check on its turn, and prevent any other Swallow Whole actions until its mouth is cleared, one way or another).
A creature which cuts its way free of the Renkir is deposited Prone in an interior square of the Renkir's space, allowing it to set up Interior Flanks for his allies. Assuming the escaped creature is size Medium or smaller, he is not considered squeezing while occupying this interior space (and neither is the Renkir).
Meat Chucker (Ex)

If the Renkir begins its turn with an opponent in one of its claws (see Grab), it may choose to either Swallow the opponent whole (see above), or use Meat Chucker. If the Renkir has a creature grabbed in each of its claws, it may make this decision with each creature it is grabbing. If it chooses to use Meat Chucker on one or both of the creatures grabbed, it may use a free action (each time) to make a ranged touch attack against a non-grappled opponent within 50 feet of the Renkir. The Renkir's attack roll is a d20+ for this attack. Whether this attack hits or not, the grabbed creature is thrown at the targeted opponent, and is no longer grappled. This is not classed as forced movement, and resistance to forced movement is not effective in this instance. If the ranged touch attack hits, both the (formerly) grabbed creature and the target creature take points of bludgeoning damage and are knocked Prone. Each creature may make a Reflex save, DC , to reduce this damage by half and avoid the Prone condition.

Jungle Renkir

Jungle Renkir

Renkirs are huge monsters with a vague resemblance to a great ape, although much larger and furless, being covered with thick, rigid, leathery hide. Their great-fanged heads and huge maws are hairless, and they have hugely muscular, elongated arms, allowing them to move on all fours when they want to move quickly, though they often walk upright on their hind legs for a better field of view. Their massive arms end in vast and surprisingly dextrous gripping hands, equipped with seriously nasty claws. They are not at all similar to humanoids in appearance, looking like a terrible hybrid of an ape and a crocodile, and have no relation to giants.

Renkir hide is well known for its toughness, and in battle they are hard to put down, to the point that settlements in territory haunted by renkir packs will often have small siege weapons available to aid in repelling the occasional hungry pack.
Renkirs are aggressive, destructive, and cagey pack hunters, and while no one could accuse them of being smart, they are not without cunning. They delight in hurling victims around the battlefield, exhibiting a degree of cruelty and delight in their victims that would put most housecats to shame. They are frequently hostile to creatures that cross their path, and seem to enjoy killing, even when they have recently fed. Renkirs tend to roam, rather than holding particular territory, menacing the lands they travel through.
Jungle Renkirs have even longer arms and stronger hands than most Renkirs, and prefer living in large forests, where they clamber about with astonishing speed and grace for their vast bulk. That said, Jungle Renkirs are adaptable creatures, and have been found in ruins and cave systems, and even roaming about the tall spires of abandoned cities and occassionally even an inhabited one.

Combat Tactics

Renkirs are savage and brutal fighters, who savor the opportunity to abuse their prey before eating it (or casting its corpse aside, if the Renkir isn't hungry). They will sometimes try to sneak up on their prey, or even set up primitive ambushes. One of their favored tricks is to hide up in the foliage and brachiate down to the ground to attack. Given their size, they are amazingly good at Stealth rolls, and their ability to brachiate through trees can be a huge surprise as a beast the size of an elephant suddenly plunges out of the foliage. Other times, they will simply wade into battle, focusing on getting as many of their foes grabbed as possible (to prevent their escape, obviously). Once grabbed, the Renkir's REAL damage becomes available to them.

They must choose whether to swallow a grabbed foe, or throw it at a non-grabbed foe instead. If they've gotten lucky enough to grab an opponent in each claw, they will usually do one of each of these actions. Meat Chucker, while wasteful of food, is useful for picking off critters that are trying to get away.
And because Renkirs are so focused on keeping their foes from running away from a fight, it rarely occurs to them that they should run away from some fights. Usually Renkirs will keep fighting long past the point where it would be obvious to a normal intellect that they can't win, but it's not unheard of for the last Renkir standing to try to make an escape. While not adapted to fleeing, Renkirs will try to use stealth and other tricks to lose pursuers, if driven to flee.

Out of Combat

Rewards

XP: 76,800

Treasure: Sellable Goods worth 43,125 gp.

Weight: 160 lbs.     Volume: 6.4 cu. ft.
  • Renkir stomachs contain may valuable things, including coins, and renkir hide is always valuable in its own right.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)