Transmogrified Harrier CR 26

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Transmogrified Harrier

Transmogrified Harrier (CR 26)

Alignment: As Source Character's - Size: Medium - Type: Protean
Transmogrified creatures are any possible animal, monster, or creature that a player has turned themselves into. In general, unless the spell, ability, or feature which was used to transform the character states otherwise, transmogrified creatures are always size medium. Furthermore, the spell, ability or feature used to transform will also dictate what, if any, additional senses, movement types, and/or special abilities the transmogrified creature possesses. Without such additional special abilities, a standard transmogrified creature possesses only a walk speed, standard senses, and a one-time bonus to a Disguise check, made to blend into your environment as though you are the creature you are pretending to be.
While transmogrified, player characters lose access to all abilities, skills, feats, equipment, and magic items their character normally possesses. Only the abilities listed on this stat block, plus whatever abilities are granted by the spell or power which transmogrified the player character, are available in this form. Even a characters ability scores (e.g. Strength) are irrelevant in this new form. Once the character returns to their normal form, all of their class features, feats, magic items, etc. are immediately available to them once again.
Most spells that transmogrify a player character also lay a charge on the transmogrified player character, meaning that the transmogrified player cannot receive buffs from spells while transmogrified, if they lay a charge of the same type (i.e. arcane, or divine, depending on the caster of the respective spells). Some class features, notably the Alchemist's Mutagen, and the Druid's Wild Shape, do not lay a charge, so such characters can accept additional buff magic while transmogrified.
This form relies on natural attacks during combat, or it can make use of ranged attacks if it prefers (like a spit attack, or a hurled object). The transmogrification spell or effect might also provide one or more special abilities usable in combat, providing additional offensive options.

General

Init: +48
Senses: Standard Senses
Passive Perception: 60 (Spot: +50, req's move action)

Defense

AC: 51
Maneuver Defense (MD): 53
Hit Points: 193    (Bloodied Value: 96)
Fort: +29    Refl: +34    Will: +31
Weak Against:
  • (Protean) Vulnerable (1.5x damage): Silver

Offense

Movement Types: Walk 30 ft.
Space / Reach: 5 ft. / 5 ft.
Standard Attack:
  • 1x Monstrous Bite +45 (14d6+109/x2) as crushing (physical, common)
Full Attack:
  • 1x Monstrous Bite +45 (14d6+109/x2) as crushing (physical, common)
  • 2x Monstrous Claws +45 (9d6+47/x2) as slashing (physical, common)
Standard Ranged:
  • 1x Hurled Object +46 (14d6+112/x2) as bludgeoning (physical, common) (Increment: 30 ft.; Max Range: 150 ft.)
Full Ranged Attack:
  • 3x Hurled Object +46 (14d6+112/x2) as bludgeoning (physical, common) (Increment: 30 ft.; Max Range: 150 ft.)
Maneuver Offense: +49

Statistics

Feats:
Skills:
  • All skills: +50
Languages: can comprehend, but not speak, any languages of the original character

Special Abilities

Special Attacks (Su)

Because a transmogrified creature has no access to their normal form's stats, abilities, feats, traits, or features, but they sometimes gain access to one or more special abilities (such as the Form of the Dragon's breath weapon, such transmogrified creatures may need to know some additional stats to make these attacks.
  • Special Damage: If the special attack states that it deals "Special Attack Damage", it deals 14d6+112 points of damage. The damage type should be listed in the special ability.
  • Save DC: If the special attack offers a saving throw to affected creatures, the save DC of the ability is 36.


Blend In (Su)

A transmogrified creature is more easily able to appear as, and even behave similarly to, the creature it has turned into. Immediately upon becoming transmogrified, the creature makes a single Disguise check, with a +4 circumstance bonus on the check (due to the magic of the transmogrification). This disguise check becomes the DC for any Sense Motive check made by anyone interacting with the transmogrified creature, or who witnesses the transmogrified creature behaving in some way that they normally shouldn't. The disguise check is made only once when the transmogrification occurs, and the creature is stuck with this check until the transmogrification wears off. A particularly poor roll might indicate that the transformation failed in some minor way, such as neglecting to transform the wearer's eyes from round to slitted, etc.
Note that creatures who merely pass by the transmogrified creature do not get any sort of roll to notice anything funny about them. They really are the new creature, and most people will just accept that, assuming you're not completely out of place; a basilisk trying to buy potions from an apothecary will stand out, no matter how basilisk-y they are. Only those who interact directly with the transmogrified creature (usually for at least a minute or so), or who bear witness to a gaffe, may make a roll to notice anything unusual about them. Just because you can turn into a beast-giant doesn't mean that the other beast-giants nearby won't take it amiss that you don't bow your head and bleat loudly before the almighty Boar-god totem in the village square. If you didn't know you were supposed to do that, it doesn't matter how realistic your hooves look. The jig is up.


Paws, Hooves, and Claws (Ex)

Your new, non-humanoid form lacks hands and fingers that can manipulate things with any degree of fine dexterity. This makes it impossible for you to use a number of Dexterity-based skills, if they are applied to tasks requiring fine motor control, and/or fingers or thumbs. This includes, but is not limited to skill checks for Disable Device, Profession, Perform, Ride and Use Magic Device, but can also apply to some uses of skills such as Acrobatics, Escape Artist, Sleight of Hand, and Survival. Furthermore, you cannot form the somatic components of spells while in this form. Other skills or skill uses may also be impacted. The GM is the final arbiter of what is, and isn't possible while you remained transformed.


...And I Must Scream (Ex)

Your new, non-humanoid form lacks the proper vocal chords or mouth bits to properly form words. You cannot speak any languages, nor can you cast any spells with a verbal component. You still understand any languages you can speak while in your normal form, however.