Difference between revisions of "Wild Shape Large"
Wizardoest (talk | contribs) (Wild Shape Animals Large) |
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'''Dex 22''' +6 AC, Reflex<br/> | '''Dex 22''' +6 AC, Reflex<br/> | ||
'''Con 17''' Gain (3*HD) hp; +3 Fort<br/> | '''Con 17''' Gain (3*HD) hp; +3 Fort<br/> | ||
=== Dire Bear === | === Dire Bear === | ||
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'''Improved Grab (Ex)''' To use this ability, a giant octopus must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. | '''Improved Grab (Ex)''' To use this ability, a giant octopus must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. | ||
'''Aquatic Subtype''' These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality. | '''Aquatic Subtype''' These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality. | ||
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'''Dex 15''' +2 AC, Reflex<br/> | '''Dex 15''' +2 AC, Reflex<br/> | ||
'''Con 13''' Gain (1*HD) hp; +1 Fort<br/> | '''Con 13''' Gain (1*HD) hp; +1 Fort<br/> | ||
'''Aquatic Subtype''' These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality. | '''Aquatic Subtype''' These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality. |
Revision as of 06:11, 2 December 2008
Wild Shape: Tiny | Small | Medium | Large | Huge | Plant | Elemental
Ape
Type Human (Unchanged)
Size Large
AC +3 Natural; -1 Size
Movement 30'; Climb 30'
Attacks 2 Claws (1d6) and bite (1d6); -1 Size
Str 21 +5 att/dmg
Dex 15 +2 AC, Reflex
Con 14 Gain (2*HD) hp; +2 Fort
Bear, Brown
Type Human (Unchanged)
Size Large
AC +5 Natural; -1 Size
Movement 40'
Attacks 2 Claws (1d8) and bite (2d6); -1 Size
Str 27 +8 att/dmg
Dex 13 +1 AC, Reflex
Con 19 Gain (4*HD) hp; +4 Fort
Improved Grab (Ex) To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Bear, Polar
Type Human (Unchanged)
Size Large
AC +5 Natural; -1 Size
Movement 40'; Swim 30'
Attacks 2 Claws (1d8) and bite (2d6); -1 Size
Str 27 +8 att/dmg
Dex 13 +1 AC, Reflex
Con 19 Gain (4*HD) hp; +4 Fort
Improved Grab (Ex) To use this ability, a polar bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Bison
Type Human (Unchanged)
Size Large
AC +5 Natural; -1 Size
Movement 40'
Attacks Gore (1d8); -1 Size
Str 22 +6 att/dmg
Dex 10 +0 AC, Reflex
Con 16 Gain (3*HD) hp; +3 Fort
Stampede (Ex) A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC [10 + 1/2 hit dice + 3 Con] half). The save DC is Strength-based.
Camel
Type Human (Unchanged)
Size Large
AC +1 Natural; -1 Size
Movement 50'
Attacks Bite (1d4); -1 Size
Str 18 +4 att/dmg
Dex 16 +3 AC, Reflex
Con 14 Gain (2*HD) hp; +2 Fort
Dinosaur, Megaraptor
Type Human (Unchanged)
Size Large
AC +6 Natural; -1 Size
Movement 60'
Attacks Talons (2d6) and 2 foreclaws (1d4) and bite (1d8); -1 Size
Str 21 +5 att/dmg
Dex 15 +2 AC, Reflex
Con 21 Gain (5*HD) hp; +5 Fort
Pounce (Ex) If a megaraptor charges, it can make a full attack.
Dinosaur, Cryptoclidus MM2
Type Human (Unchanged; Aquatic)
Size Large
AC +4 Natural; -1 Size
Movement Swim 60'
Attacks Bite (1d8); -1 Size
Str 18 +4 att/dmg
Dex 16 +3 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort
Improved Grab (Ex): If cryptoclidus hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity . If it gets a hold, it can try to swallow the opponent. Alternatively, the cryptoclidus has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (–20 penalty on grapple check, but cryptoclidus is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage.
Swallow Whole (Ex): Cryptoclidus can swallow a grabbed opponent that is at least two size categories smaller than itself by making a successful grapple check. Once inside the gullet, the opponent takes 1d8+4 points of bludgeoning damage plus 1d6+2 points of acid damage per round from the dinosaur’s digestive juices. A successful grapple check allows the swallowed creature to climb out of the gullet and return to the mouth, where another successful grapple check is needed to get free. Alternatively, a swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. Dealing at least 25 points of damage to the digestive tract (AC 12) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed opponent must cut its own way out. A Large cryptoclidus’s gullet can hold 1 Small, 4 Tiny, or 16 Diminutive or smaller opponents.
Dire Ape
Type Human (Unchanged)
Size Large
AC +4 Natural; -1 Size
Movement 30'; Climb 15'
Attacks 2 Claws (1d6) and bite (1d8); -1 Size
Str 22 +6 att/dmg
Dex 15 +2 AC, Reflex
Con 14 Gain (2*HD) hp; +2 Fort
Rend (Ex) A dire ape that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+9 points of damage.
Dire Bat
Type Human (Unchanged)
Size Large
AC +5 Natural; -1 Size
Movement 20'; Fly 40' (Good)
Attacks Bite (1d8); -1 Size
Str 17 +3 att/dmg
Dex 22 +6 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort
Dire Bear
Type Human (Unchanged)
Size Large
AC +7 Natural; -1 Size
Movement 40'
Attacks 2 Claws (2d4) and bite (2d8); -1 Size
Str 31 +10 att/dmg
Dex 13 +1 AC, Reflex
Con 19 Gain (4*HD) hp; +4 Fort
Improved Grab (Ex) To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Dire Boar
Type Human (Unchanged)
Size Large
AC +6 Natural; -1 Size
Movement 40'
Attacks Gore (1d8); -1 Size
Str 27 +8 att/dmg
Dex 10 +0 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort
Ferocity (Ex) A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Dire Lion
Type Human (Unchanged)
Size Large
AC +4 Natural; -1 Size
Movement 40'
Attacks 2 Claws (1d6) and bite (1d8); -1 Size
Str 25 +7 att/dmg
Dex 15 +2 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort
Improved Grab (Ex) To use this ability, a dire lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex) If a dire lion charges, it can make a full attack, including two rake attacks.
Rake (Ex) Damage 1d6+3
Dire Tiger
Type Human (Unchanged)
Size Large
AC +6 Natural; -1 Size
Movement 40'
Attacks 2 Claws (2d4) and bite (2d6); -1 Size
Str 27 +8 att/dmg
Dex 15 +2 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort
Improved Grab (Ex) To use this ability, a dire tiger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex) If a dire tiger charges, it can make a full attack, including two rake attacks.
Rake (Ex) Damage 2d4+4
Dire Wolf
Type Human (Unchanged)
Size Large
AC +3 Natural; -1 Size
Movement 50'
Attacks Bite (1d8); -1 Size
Str 25 +7 att/dmg
Dex 15 +2 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort
Trip (Ex) A dire wolf that hits with a bite attack can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
Dire Wolverine
Type Human (Unchanged)
Size Large
AC +4 Natural; -1 Size
Movement 30'; Climb 10'
Attacks 2 Claws (1d6) and bite (1d8); -1 Size
Str 22 +6 att/dmg
Dex 17 +3 AC, Reflex
Con 19 Gain (4*HD) hp; +4 Fort
Rage (Ex) A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.
Horse, Heavy
Type Human (Unchanged)
Size Large
AC +3 Natural; -1 Size
Movement 50'
Attacks Hoof (1d6); -1 Size
Str 16 +3 att/dmg
Dex 13 +1 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort
Horse, Light
Type Human (Unchanged)
Size Large
AC +3 Natural; -1 Size
Movement 60'
Attacks Hoof (1d4); -1 Size
Str 14 +2 att/dmg
Dex 13 +1 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort
Horse, Heavy Warhorse
Type Human (Unchanged)
Size Large
AC +4 Natural; -1 Size
Movement 50'
Attacks Hoof (1d6); -1 Size
Str 18 +4 att/dmg
Dex 13 +1 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort
Horse, Light Warhorse
Type Human (Unchanged)
Size Large
AC +4 Natural; -1 Size
Movement 60'
Attacks Hoof (1d4); -1 Size
Str 16 +3 att/dmg
Dex 13 +1 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort
Lion
Type Human (Unchanged)
Size Large
AC +3 Natural; -1 Size
Movement 40'
Attacks 2 Claws (1d4) and bite (1d8); -1 Size
Str 21 +5 att/dmg
Dex 17 +3 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort
Pounce (Ex) If a lion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex) To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rake (Ex) Damage 1d4+2.
Manta Ray
Type Human (Unchanged; Aquatic)
Size Large
AC +3 Natural; -1 Size
Movement Swim 30'
Attacks Ram (1d6); -1 Size
Str 15 +2 att/dmg
Dex 11 +0 AC, Reflex
Con 10 Gain (0*HD) hp; +0 Fort
Aquatic Subtype These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.
Mule
Type Human (Unchanged)
Size Large
AC +3 Natural; -1 Size
Movement 30'
Attacks Hoof (1d4); -1 Size
Str 16 +3 att/dmg
Dex 13 +1 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort
Octopus, Giant
Type Human (Unchanged; Aquatic)
Size Large
AC +7 Natural; -1 Size
Movement 20'; Swim 30'
Attacks 8 tentacles (1d4) and bite (1d8); -1 Size
Str 20 +5 att/dmg
Dex 15 +2 AC, Reflex
Con 13 Gain (1*HD) hp; +1 Fort
Constrict (Ex) A giant octopus deals 2d8+6 points of damage with a successful grapple check.
Improved Grab (Ex) To use this ability, a giant octopus must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Aquatic Subtype These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.
Rhinoceros
Type Human (Unchanged; Aquatic)
Size Large
AC +7 Natural; -1 Size
Movement 30'
Attacks Gore (2d6); -1 Size
Str 26 +8 att/dmg
Dex 10 +0 AC, Reflex
Con 21 Gain (5*HD) hp; +5 Fort
Powerful Charge (Ex) A rhinoceros deals 4d6+(str mod*4) points of damage when it makes a charge.
Shark
Type Human (Unchanged; Aquatic)
Size Large
AC +4 Natural; -1 Size
Movement Swim 60'
Attacks Bite (1d6); -1 Size
Str 17 +3 att/dmg
Dex 15 +2 AC, Reflex
Con 13 Gain (1*HD) hp; +1 Fort
Aquatic Subtype These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.
Snake, Large
Type Human (Unchanged)
Size Large
AC +3 Natural; -1 Size
Movement 20'; Climb 20'; Swim 20'
Attacks Bite (1d4 plus poison); -1 Size
Str 10 +0 att/dmg
Dex 17 +3 AC, Reflex
Con 11 Gain (0*HD) hp; +0 Fort
Poison (Ex) A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC is (10 + 1/2 hit dice + 0 Con)
Tiger
Type Human (Unchanged)
Size Large
AC +3 Natural; -1 Size
Movement 40'
Attacks 2 claws (1d8) and bite (2d6); -1 Size
Str 23 +6 att/dmg
Dex 15 +2 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort
Improved Grab (Ex) To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex) If a tiger charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex) Damage 1d8+3