Axe Beak: Difference between revisions

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m (Text replacement - "--> <!-- COMBAT TACTICS -->" to "--> <!-- REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER SWARM ROLE ONLY This section lets you write a custom power that will only display if this monster is...)
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   }}</onlyinclude>
   }}</onlyinclude>


| Min-CR = 4
| Min-CR = 3
| Max-CR = 11
| Max-CR = 11


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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


   }}</onlyinclude>
   }}</onlyinclude>
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Animal
| Type | Animal
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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         is given the "Swarm" role. It replaces the default "Personal Space Issues" power  
         is given the "Swarm" role. It replaces the default "Personal Space Issues" power  
         (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
         (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
         the Distracted conditon when they damage a foe (or it grants an area of affect  
         the Distracted condition when they damage a foe (or it grants an area of affect  
         ranged attack if it is a troop). Leave this blank if you want the "Personal Space
         ranged attack if it is a troop). Leave this blank if you want the "Personal Space
         Issues" or "Darken the Sky" power to appear when this monster is designated as a  
         Issues" or "Darken the Sky" power to appear when this monster is designated as a  

Latest revision as of 01:41, 22 January 2023

Axe Beak (CR 6)

Neutral - Large - Animal
Lore: Know (Nature)
12 26
Basic DC Full DC
Initiative
Initiative Icon 2.png
10
Perception:
23 +13
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
22
Man Def
Shield Icon 3.png
22
Monster Health
81 40 9
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +4
Refl: +9
Will: +4

Strong Against:

Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+10
Sword Icon 3.png
Man Off
+11
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Chopping Beak +10 (2d10+9/x2)
    as slashing (physical, common)

Full Attack (Melee):

  • 1x Chopping Beak +10 (1d10+9/x2)
    as slashing (physical, common)
    plus Low Snap and Trample

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

18
STR
18
DEX
16
CON
2
INT
11
WIS
10
CHA

Skills:

Languages:

Feats:

  • Runner (EFFECT: Faster walk speed, do not become flat-footed when running, and gain a bonus to running jumps.)

Special Abilities

Low Snap (Ex) Free Action when makes Full Attack

When an Axe Beak makes a full attack action against a non-prone foe, they make their normal Bite attack but may also make a free Trip Combat Maneuver check (1d20 + 10 vs. target's Maneuver Defense), as they lower their great heads and snap aggressively at the legs and feet of their opponents. This Trip does not provoke, requires no separate action, and the Axe Beak cannot be tripped in return.

Trample (Ex) Free Action when makes Full Attack

When an Axe Beak makes a full attack action against a prone foe, they make their normal Bite attack but also gain two claw attacks, as such:

2x Claws +10 (1d6+3/x2) as slashing (physical, common)
Rapacious Charge (Ex) Standard Action 1/Enc

Once per encounter as a standard action, an Axe Beak may make a charge maneuver boosted by wildly flapping their vestigial wings, making an attack (as Chopping Beak, primary) and a Low Snap (Trip) attempt against the target of their charge maneuver. If the Trip attempt fails, their opponent is instead Jostled until the beginning of the axe beak's next turn.

Axe Beak

Axe Beak

Axe Beaks are massive birds, as large as or larger than ostriches but more related to woodpeckers, amazingly enough. They are omnivorous and can feed on leaves, bark, shoots, grasses and flowers as well as small game, large game, and the occasional humanoid. Axe Beaks are large creatures, standing ten feet tall and surprisingly bulky for their height. They have tremendous legs and large feet, but common axe beaks never use their feet for claw attacks.

Axe Beaks are well adapted to almost any temperate or arctic terrain. They do poorly in deserts. They thrive best in open grasslands where they can run down prey with their great speed, and in temperate forests where they can exploit the wide range of forage available.

Axe Beaks almost always travel in flocks, with at least three or four and sometimes far more in a pack. Axe beaks are sociable creatures and will stay with the same flock for life, although they do not mate for life.

Combat Tactics

Axe Beaks are fast, sneaky, and perceptive. Their long, strong legs allow them to move overland (outside of combat) at a tremendous pace, and their Run feat means they can race down horses and other very fast prey in a long chase.

Whenever possible, Axe Beaks will use Rapacious Charge to enter combat, hoping to knock foes prone. Any prone foe will be targeted for Trample attacks by every Axe Beak that can reach, and they will try to use Low Snap to knock down as many victims as possible.

Axe Beaks instinctively will try to use their reach and five foot steps to stay five feet away from smaller opponents so they get attacks of opportunity with their huge beaks as often as possible.

Axe Beaks are quite clever, and have been known to stalk prey until it lays down to sleep, and then creep up and begin using Trample attacks on the prone, sleeping victims. Nasty.

Out of Combat

Axe Beaks behave much like birds, albeit very, very large ones. They group together in flocks, they exhibit some limited migratory patterns, they tend to establish ground-level nests in large nesting areas. They will live in a wide variety of environments, although they shun caves and dungeons unless they have been raised in captivity. Many tribes of monsters, such as Orcs, Hobgoblins, and even Ogres, will raise Axe Beaks for their combat prowess, and because they are quite tasty. It is possible to find flocks of Axe Beaks in lots of odd locations, as quard beasts or as food animals.

Rewards

XP: 2,400

Treasure: Sellable Goods worth 2,125 gp.

Weight: 60 lbs.     Volume: 2.4 cu. ft.

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)