Drinking & Dragons

Wild Shape Medium

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Wild Shape: Tiny | Small | Medium | Large | Huge | Plant | Elemental

Baboon

Type Human (Unchanged)
Size Medium
AC +1 Natural
Movement 40'; Climb 30'
Attacks Bite (1d6)
Str 15 +2 att/dmg
Dex 14 +2 AC, Reflex
Con 12 Gain (1*HD) hp; +1 Fort

Bear, Black

Type Human (Unchanged)
Size Medium
AC +2 Natural
Movement 40'
Attacks 2 claws (1d4) and bite (1d6)
Str 19 +4 att/dmg
Dex 13 +1 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort

Boar

Type Human (Unchanged)
Size Medium
AC +6 Natural
Movement 40'
Attacks Gore (1d8)
Str 15 +2 att/dmg
Dex 10 +0 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort

Ferocity (Ex) A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Cheetah

Type Human (Unchanged)
Size Medium
AC +1 Natural
Movement 50'
Attacks Bite (1d6) and 2 claws (1d2)
Str 16 +3 att/dmg
Dex 19 +4 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort

Trip (Ex) A cheetah that hits with a claw or bite attack can attempt to trip the 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 cheetah.

Sprint (Ex) Once per hour, a cheetah can move ten times its normal speed (500 feet) when it makes a charge.

Crocodile

Type Human (Unchanged)
Size Medium
AC +4 Natural
Movement 20'; Swim 30'
Attacks Bite (1d8) or tail slap (1d12)
Str 19 +4 att/dmg
Dex 12 +1 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort

Improved Grab (Ex) To use this ability, a crocodile 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, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

Hold Breath (Ex) A crocodile can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

Dinosaur, Deinonychus

Type Human (Unchanged)
Size Medium
AC +5 Natural
Movement 60'
Attacks Talons (1d8) and 2 foreclaws (1d3) and bite (2d4)
Str 19 +4 att/dmg
Dex 15 +2 AC, Reflex
Con 19 Gain (4*HD) hp; +4 Fort

Pounce (Ex) If a deinonychus charges, it can make a full attack.

Dinosaur, Fleshraker MM3

This form should be considered broken.

Type Human (Unchanged)
Size Medium
AC +6 Natural
Movement 50'
Attacks 2 claws (1d6+3 plus poison) and bite (1d6+1) and tail (1d6+1 plus poison)
Str 17 +3 att/dmg
Dex 19 +4 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort

Leaping Pounce (Ex): When a fleshraker charges, it leaps high into the air above its prey, attempting to knock it to the ground. This ability functions much like the pounce special attack. However, a fleshraker’s incredible jumping ability makes its leaping pounce particularly deadly. When a fleshraker charges a foe, it can make a full attack, including one rake attack. If a fleshraker successfully hits and damages a target of its size or smaller that it pounces on during a charge, it can make a free trip attack without provoking attacks of opportunity. If the fleshraker wins the opposed trip check, it can make an immediate grapple check. If it succeeds, the opponent is considered grappled and pinned on the ground beneath the fleshraker. On each subsequent round, the fleshraker can deal automatic claw and rake damage with a successful grapple check against a pinned opponent.

If a fleshraker fails the opposed trip check, it cannot be tripped in return. If it successfully trips its opponent but fails the subsequent grapple check, the opponent is still prone in the fleshraker’s square, but it is not grappled or pinned.

Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Dex, secondary damage 1d6 Dex. The save DC is Constitution-based.

Rake (Ex): Damage 1d6+2.

Dire Badger

Type Human (Unchanged)
Size Medium
AC +3 Natural
Movement 30'; Burrow 10'
Attacks 2 claws (1d4) and bite (1d6)
Str 14 +2 att/dmg
Dex 17 +3 AC, Reflex
Con 19 Gain (4*HD) hp; +4 Fort

Rage (Ex) A dire badger 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. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.

Dire Weasel

Type Human (Unchanged)
Size Medium
AC +2 Natural
Movement 40'
Attacks Bite (1d6)
Str 14 +2 att/dmg
Dex 19 +4 AC, Reflex
Con 10 Gain (0*HD) hp; +0 Fort

Attach (Ex) A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.

Blood Drain (Ex) A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.

Dog, Riding

Type Human (Unchanged)
Size Medium
AC +4 Natural
Movement 40'
Attacks Bite (1d6)
Str 15 +2 att/dmg
Dex 15 +2 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort

Donkey

Type Human (Unchanged)
Size Medium
AC +2 Natural
Movement 30'
Attacks Bite (1d2)
Str 10 +0 att/dmg
Dex 13 +1 AC, Reflex
Con 12 Gain (1*HD) hp; +1 Fort

Hyena

Type Human (Unchanged)
Size Medium
AC +2 Natural
Movement 50'
Attacks Bite (1d6)
Str 14 +2 att/dmg
Dex 15 +2 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort

Trip (Ex) A hyena that hits with its bite attack can attempt to trip the 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 hyena.

Leopard

Type Human (Unchanged)
Size Medium
AC +1 Natural
Movement 40'; Climb 20'
Attacks Bite (1d6)
Str 16 +3 att/dmg
Dex 19 +4 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort

Improved Grab (Ex) To use this ability, a leopard 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 leopard charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Damage 1d3.

Lizard, Monitor

Type Human (Unchanged)
Size Medium
AC +3 Natural
Movement 30'; Swim 30'
Attacks Bite (1d8)
Str 17 +3 att/dmg
Dex 15 +2 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort

Pony (Trained for War and Untrained)

Type Human (Unchanged)
Size Medium
AC +2 Natural
Movement 40'
Attacks Bite (1d3)
Str 13 +1 att/dmg
Dex 13 +1 AC, Reflex
Con 12 Gain (1*HD) hp; +1 Fort

Porpoise

Type Human (Unchanged)
Size Medium
AC +2 Natural
Movement Swim 80'
Attacks Slam (2d4)
Str 11 +0 att/dmg
Dex 17 +3 AC, Reflex
Con 13 Gain (1*HD) hp; +1 Fort

Blindsight (Ex) Porpoises can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human’s.

Hold Breath (Ex) A porpoise can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

Sailsnake MM4

Type Human (Unchanged)
Size Medium
AC +2 Natural
Movement 20'; Climb 20'; Fly 30'
Attacks Bite (1d8)
Str 14 +2 att/dmg
Dex 17 +3 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort

Venom Spray (Ex) 20-ft. cone, once every 6 rounds, blind for 1d4 rounds, Fortitude DC (10 + 1/2 hit dice + 2 con) for half. The save DC is Constitution-based.

Shark

Type Human (Unchanged; Aquatic)
Size Medium
AC +3 Natural
Movement Swim 60'
Attacks Bite (1d6)
Str 13 +1 att/dmg
Dex 15 +2 AC, Reflex
Con 13 Gain (1*HD) hp; +1 Fort

Blindsense (Ex) A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Keen Scent (Ex) A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

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, Medium

Type Human (Unchanged)
Size Medium
AC +6 Natural
Movement 20'; Swim 20'; Climb 20'
Attacks Bite (1d4 plus poison)
Str 8 -1 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)

Squid

Type Human (Unchanged; Aquatic)
Size Medium
AC +3 Natural
Movement Swim 60'
Attacks Arms (0) and bite (1d6)
Str 14 +2 att/dmg
Dex 17 +3 AC, Reflex
Con 11 Gain (0*HD) hp; +0 Fort

Improved Grab (Ex) To use this ability, a squid must hit an opponent of any size with its arms 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 automatically deals bite damage. *A squid has a +4 racial bonus on grapple checks.

Ink Cloud (Ex) A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex) A squid can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

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.

Wolf

Type Human (Unchanged)
Size Medium
AC +2 Natural
Movement 50'
Attacks Bite (1d6)
Str 13 +1 att/dmg
Dex 15 +2 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort

Trip (Ex) A wolf that hits with a bite attack can attempt to trip the 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 wolf.