Drinking & Dragons

Wild Shape Medium

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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.

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.

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 Hawk MM2

Type Human (Unchanged)
Size Medium
AC +3 Natural
Movement 10'; Fly 80' (average)
Attacks 2 claws (1d4) and bite (1d6)
Str 12 +1 att/dmg
Dex 22 +6 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort

Dire Toad MM2

Type Human (Unchanged)
Size Medium
AC +3 Natural
Movement 30'
Attacks Bite (1d4 plus poison) or Tongue (--)
Str 10 +0 att/dmg
Dex 14 +2 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort

Poison (Ex): A dire toad delivers its poison (Fortitude save DC 14) with each successful bite attack. The initial and secondary damage is the same (1d6 points of Constitution damage). Improved

Grab (Ex): If a dire toad hits an opponent that is at least one size category smaller than itself with a bite attack or a tongue attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +3). If it gets a hold, it can try to swallow the opponent. Alternatively, the dire toad has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (–20 penalty on grapple check, but the dire toad is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage.

Swallow Whole (Ex): A dire toad can swallow a grabbed opponent that is at least one size category smaller than itself by making a successful grapple check (grapple bonus +3). Once inside the toad, the opponent takes 1d6 points of bludgeoning damage plus 1d4 points of acid damage per round from the dire toad’s stomach. A successful grapple check allows the swallowed creature to climb out of the stomach and return to the toad’s 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 10 points of damage to the gizzard (AC 13) 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 Mediumsize dire toad’s stomach can hold 2 Small or 8 Tiny or smaller opponents.

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

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

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.

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.