Celegian Bestiary: Difference between revisions

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[[Templates]]
[[Templates]]


== MONSTERS ==
== MONSTERS ==
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[[Mighty Drowned]]
[[Mighty Drowned]]


=== Light Destrier ===
=== Light Destrier ===
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Level Adjustment: -
Level Adjustment: -


=== Heavy Destrier ===
=== Heavy Destrier ===


Large Magical Beast
Large Magical Beast
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Level Adjustment: --
Level Adjustment: --


; Description
; Description
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Destriers are highly prized by all classes that profess to ride as a part of their skills, and the rare paladin who calls a mount in the Empire will usually be granted a celestial destrier once their level warrants such a beast. Cavaliers, Swift Riders, Dire Riders, and several other classes also prize the Destrier for its ferocity, availability, and speed. Unlike horses, Destriers will eagerly follow their masters into dungeons, buildings, and practically anyplace else, even if only to bite said master in the backside the first time their guard is down.
Destriers are highly prized by all classes that profess to ride as a part of their skills, and the rare paladin who calls a mount in the Empire will usually be granted a celestial destrier once their level warrants such a beast. Cavaliers, Swift Riders, Dire Riders, and several other classes also prize the Destrier for its ferocity, availability, and speed. Unlike horses, Destriers will eagerly follow their masters into dungeons, buildings, and practically anyplace else, even if only to bite said master in the backside the first time their guard is down.


=== Giants Quick Reference ===
=== Giants Quick Reference ===
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StormGiantCG21ft_12,000lbs_600yrs_19d8+11439_16__13 Unk
StormGiantCG21ft_12,000lbs_600yrs_19d8+11439_16__13 Unk


; Monsters of Faerun
; Monsters of Faerun


Fog Giant_NE/G24ft_14,000lbs_500yrs_14d8+70_2913__8 Unk
Fog Giant_NE/G24ft_14,000lbs_500yrs_14d8+70_2913__8 Unk


; MMII
; MMII
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Mt GiantC_40ft_50,000lbs_100yrs_30d8+39043_6__26 Mongudge, Barbarian
Mt GiantC_40ft_50,000lbs_100yrs_30d8+39043_6__26 Mongudge, Barbarian


; MMIII
; MMIII
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SandGiant_LN12ft2,000lbs_250yrs_15d8+1422710__10 Unk
SandGiant_LN12ft2,000lbs_250yrs_15d8+1422710__10 Unk


== Horde Subtype ==
== Horde Subtype ==


A Horde is an expansion upon the Swarm subtype, meant for use with Small, Medium, and some Large creatures. A Horde is very dependent upon the characteristics of its component creatures, and Hordes are useful for simulating many different situations.
A Horde is an expansion upon the Swarm subtype, meant for use with Small, Medium, and some Large creatures. A Horde is very dependent upon the characteristics of its component creatures, and Hordes are useful for simulating many different situations.


Hordes may be composed of unintelligent creatures, intelligent creatures, or may have a hive mind. Some examples of where a Horde might be of use are:
Hordes may be composed of unintelligent creatures, intelligent creatures, or may have a hive mind. Some examples of where a Horde might be of use are:




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'''Crawling Horror''': A Horde of giant vermin should give the shivers down any adventurers back, just as a swarm of their smaller cousins used to. Giant bees, Giant Wasps, Giant Spiders, and Giant Ants all make excellent Hordes. Even worse, the inscrutable Formians just cry out for the Horde rules to make them a threat, and their hive mind makes it even more perfect indeed.
'''Crawling Horror''': A Horde of giant vermin should give the shivers down any adventurers back, just as a swarm of their smaller cousins used to. Giant bees, Giant Wasps, Giant Spiders, and Giant Ants all make excellent Hordes. Even worse, the inscrutable Formians just cry out for the Horde rules to make them a threat, and their hive mind makes it even more perfect indeed.


There are many other places where a mass of otherwise minor encounters may be effectively combined into a single entity. This allows the effects of sheer numbers to be quickly and easily emulated. No matter how powerful, any single man can be swamped and overpowered by dozens of co-ordinated and determined foes if he is not careful. The Horde rules allow for that, as well as the effects of military training and discipline, the effects of massed battle madness, the effects of stampedes, and many other effects.
There are many other places where a mass of otherwise minor encounters may be effectively combined into a single entity. This allows the effects of sheer numbers to be quickly and easily emulated. No matter how powerful, any single man can be swamped and overpowered by dozens of co-ordinated and determined foes if he is not careful. The Horde rules allow for that, as well as the effects of military training and discipline, the effects of massed battle madness, the effects of stampedes, and many other effects.
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If a Horde has touch attacks, they are applied normally to each of the Hordes melee attacks.
If a Horde has touch attacks, they are applied normally to each of the Hordes melee attacks.


In all cases, the save DC is calculated as if a single component creature of the Hordes total hit dice was using such magical attacks. Saving against a Horde is difficult, to put it mildly, and these DC's should be carefully monitored in the case of Undead Hordes and other Hordes with potent touch attacks.
In all cases, the save DC is calculated as if a single component creature of the Hordes total hit dice was using such magical attacks. Saving against a Horde is difficult, and these DC's should be carefully monitored in the case of Undead Hordes and other Hordes with potent touch attacks.


If a Horde has an unusual movement type (burrow, climb, brachiation, swim, etc), its CR is increased by 2. If a Horde has flight, its CR is modified by the maneuverability of the component creatures. Clumsy is -3, Poor maneuverability is -2, Average is -1, Good is +1 and perfect is +3CR. A Horde with clumsy, poor, or average maneuverability risks losing members every time it makes a flying turn or does any other manuever. A Clumsy horde loses a member per maneuver on a D10 roll of 1-3. A Poor maneuverability horde loses a member per maneuver on a D10 roll of 1-2. An Average maneuverability horde loses a member per maneuver on a D10 roll of 1. Good or perfect maneuverability Hordes exhibit uncanny aerial grace, and are astonishingly deadly foes.
If a Horde has an unusual movement type (burrow, climb, brachiation, swim, etc), its CR is increased by 2. If a Horde has flight, its CR is modified by the maneuverability of the component creatures. Clumsy is -3, Poor maneuverability is -2, Average is -1, Good is +1 and perfect is +3CR. A Horde with clumsy, poor, or average maneuverability risks losing members every time it makes a flying turn or does any other manuever. A Clumsy horde loses a member per maneuver on a D10 roll of 1-3. A Poor maneuverability horde loses a member per maneuver on a D10 roll of 1-2. An Average maneuverability horde loses a member per maneuver on a D10 roll of 1. Good or perfect maneuverability Hordes exhibit uncanny aerial grace, and are astonishingly deadly foes.
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A Horde can hold one such extra monster per nine squares it posseses.
A Horde can hold one such extra monster per nine squares it posseses.


=== Sample Hordes: ===
=== Sample Hordes: ===
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Level Adjustment: -
Level Adjustment: -


A Shadow Horde Is an incredibly dangerous entity, usually created by some massively powerful and vile ritual for some specific purpose. If a Shadow Horde escapes the bounds of its making, a reign of deadly darkness follows in its wake as it slaughters every living thing in its path, creating massive swarms of single shadows in its wake. Indeed, if even one of a shadow horde escapes, it can quickly recreate the entire horde by slaying the living and absorbing the shadows until it reaches full strength again. This unstoppable evil quality makes shadow hordes nightmarish opponents.
A Shadow Horde Is an incredibly dangerous entity, usually created by some massively powerful and vile ritual for some specific purpose. If a Shadow Horde escapes the bounds of its making, a reign of deadly darkness follows in its wake as it slaughters every living thing in its path, creating massive swarms of single shadows in its wake. Indeed, if even one of a shadow horde escapes, it can quickly recreate the entire horde by slaying the living and absorbing the shadows until it reaches full strength again. This unstoppable evil quality makes shadow hordes nightmarish opponents.

Latest revision as of 11:23, 3 June 2020