d20 Cognizant Chance On the Hoof.pdf

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Table Of Contents
Introduction
3
Alvacoom
4
Autumn Mound
5
Battle Cat
6
Cavalry Bison
7
Equinecron
8
Giant Horseshoe Crab
9
Giant Riding Wasp
10
Hellbender
11
Iron Horse
12
Ixlapian
13
Orsh Devil
14
Trosalitch Cliff-Jumper
15
War Ostrich
17
Wizzletop's Demiphant
18
2
Introduction
It's always bothered me that unless you're some sort of specialist, fantasy gaming
characters get their most faithful companions off of Equipment Lists. In a well-done
campaign, your mount will take you out of trouble when you're incapacitated, take an
arrow with your name on it, and mow down your enemies with merely a Ride roll. Your
beast of burden allows you to
carry more stuff, faster, farther
and in more adverse conditions
than you could on your own.
All that, with no complaints,
and he's merely a bland entry
on a list appearing somewhere
after “Meat, chunk of.”
This brief collection attempts to
inject some color and verve to
your possibilities for riding
mounts. There's a few steeds in
here that have a little more
verve than “Pony” or “Dog,
riding” for the little folk.
Dwarves are going to ride
ponies? Not by choice.
Dwarves aren't going to settle
for downsized warhorses when
they can choose perfectly
scaled, indigenous and
effective Orsh Devils. What
gnome is going to lay saddle to a riding dog, when he can quest for a Demiphant or a War
Ostrich instead?
But, this book doesn't just contain excellent mounts for PC's. There's two examples of
Construct steeds, that empower and assist high-level opponents, the thoroughly unique
Autumn Mound, a trainable, rideable Ooze, and several other character and monster
appropriate riding beast examples. The goal here is to deliver not just intelligently-built,
fully-conceived writeups for d20 but also to spark some ideas about how important, how
neglected, and how bloody useful, is a trusty riding beast.
This is Cognizant Chance's first publication. Check our website
http://www.cognizantchance.com for information on several upcoming releases. Thanks
for saddling up with us on this one, we're going to do everything we can to make sure you
enjoy the ride.
--Joe Preston
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Alvacoom
Gargantuan Magical Beast
Hit Dice: 11d8+60 (110 hp)
Initiative: +2 (dex)
Speed: Swim 40 ft.
Armor Class: 15 (-4 size, +2 dex,
+7 natural)
Attacks: Bite +14 melee, tail slap
+8 melee
Damage: Bite 3d6+10, tail slap
1d8+5
Face/Reach: 20 by 40 ft./10 ft.
Special Attacks: Swallow Whole
Special Qualities: Telepathic link
Saves: F: +14, R: +10, W: +10
Abilities: Str 30, Dex 14, Con 22, Int 3, Wis 14, Cha 6
Skills: Spot +10
Climate/Terrain: Any aquatic
Organization: Solitary or pod (2-9)
Challenge Rating: 5
Treasure: None
Alignment: Neutral
Advancement: 12-18 HD (Gargantuan), 19-25 HD (Colossal)
The Alvacoom is a monstrous fish capable of trapping breathable air in huge sacs
located behind its gill plates. The pair of bright pink fleshy globes is hidden inside the
plates when not inflated but burst forth in an explosion of color when filled with air. The
Alvacoom is an immense creature sometimes measuring fifty feet in length. Its body is
much broader than it is thick and except for it size resembles no earth animal so much as
the monkfish. Its coloration ranges from grey to a muddy brown.
The creature, while often timid, is gentle and curious about man. Alvacoom have very
few natural predators and whalers consider it extremely unlucky to harm the giant
animals. Having never learned to fear man they will not flee when approached carefully.
Once the leviathan has been approached, the creature's unique telepathic powers come
into play. In a random encounter there is fifteen percent chance that the creature will try
to establish contact with an individual person. The target of the telepathy will feel an
alarming sensation of something trying get into their head. They may attempt to resist the
intrusion by making a will saving throw at difficulty of 12. If successful there is no effect
and the creature will regard the resister as unfriendly and disappear beneath the waves. If
the save fails or the target chooses not to resist they will receive mental impressions
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encouraging them to enter the creature’s mouth and fish eyed visions of the wonders of
the deep. Those affected by the telepathy are under no compulsion to enter the creature’s
mouth and may simply refuse to do so. If the person elects to cooperate the fish inflates
its air sacs and patiently await the target.
Once inside the monsters air sacs the telepathic link becomes stronger and the creature
becomes aware in a general way the goals of its passenger and will try to transport them
somewhere to fulfill these aims. For example, if the passenger longs for gold and treasure
the Alvacoom could carry the passenger to a sunken treasure ship. It should be noted that
the creature will not concern itself with whether or not the passenger can breathe once
ejected from its mouth. However if the creature observes its passenger drowning there is
a thirty percent chance that it will save the hapless victim by sucking them back into its
air sacs.
The insides of the Alvacoom's air bladders are slimy and are permeated with an
unpleasant odor. Each of the two sacs will hold one medium sized creature or two small
ones. There is enough air in the sacs to allow a person to breathe comfortably for about
two hours. The creature will surface to refill the sacs if necessary.
Autumn Mound
Medium-Size Plant
Hit Die: 2d10+10 (21 hp)
Initiative: -3 (Dex)
Speed: 20 ft., Climb 20 ft.
AC: 10 (-3 Dex, +3 natural)
Attacks: Slam +5 melee
Damage: Slam 1d6 and 2d6 acid
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Improved grab, acid
Special Qualities: Blindsight,
camouflage
Saves: Fort +3, Ref +0, Will -3
Abilities: Str 12, Dex 5, Con 11, Int 3,
Wis 4, Cha 2
Climate/Terrain: Any woodland or
marsh
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 3-5 HD (medium-size) 6-
8
HD (large-size)
An autumn mound is a form of ambulatory fungus. In many ways they are similar to
oozes. They live in damp forests and marshes. When motionless they are
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