DracoDei
2010-02-17, 08:50 PM
I don't feel like creating two stat-blocks for such minor changes, so I am just going to describe this. This is actually based on an idea I had many years ago for Warhammer Fantasy Roleplay.
Take a badger (http://www.d20srd.org/srd/monsters/badger.htm), wolverine (http://www.d20srd.org/srd/monsters/wolverine.htm), or a Dire badger (http://www.d20srd.org/srd/monsters/direBadger.htm).
Give Great Fortitude as a bonus feat (if they don't already have it).
Give them the Immortal Fortitude stance from the Devoted Defender discipline in Tome of Battle: Book of Nine Swords, active even while asleep etc (but still exited as specifically provided under that stance).
Re-fluff the descriptions to give the PCs some kind of fair warning that these aren't standard creatures.
Increase CRs a bit (maybe double for the badger?). Badger should be at least CR 2, just because dealing 21+ points of damage for a 95% probable kill is going to stay hard for a few levels. Maybe CR 3 or 4 for the Wolverine since it has 28 hitpoints and a +7(+9 with Great Fortitude) fortitude save? EDIT: Oddly enough the Dire Badger is nearly identical to the Wolverine, with the exception of that it lacks a climb speed, and has 2 more points of dexterity. This is close enough that the CR is probably the same for each.
Change type to Magical Beast, just because it feels like a vaguely magical ability sort of thing.
You now have three new creatures that, especially in numbers, will have the players scratching their heads about their highly variable durability.
???
Profit.
Take a badger (http://www.d20srd.org/srd/monsters/badger.htm), wolverine (http://www.d20srd.org/srd/monsters/wolverine.htm), or a Dire badger (http://www.d20srd.org/srd/monsters/direBadger.htm).
Give Great Fortitude as a bonus feat (if they don't already have it).
Give them the Immortal Fortitude stance from the Devoted Defender discipline in Tome of Battle: Book of Nine Swords, active even while asleep etc (but still exited as specifically provided under that stance).
Re-fluff the descriptions to give the PCs some kind of fair warning that these aren't standard creatures.
Increase CRs a bit (maybe double for the badger?). Badger should be at least CR 2, just because dealing 21+ points of damage for a 95% probable kill is going to stay hard for a few levels. Maybe CR 3 or 4 for the Wolverine since it has 28 hitpoints and a +7(+9 with Great Fortitude) fortitude save? EDIT: Oddly enough the Dire Badger is nearly identical to the Wolverine, with the exception of that it lacks a climb speed, and has 2 more points of dexterity. This is close enough that the CR is probably the same for each.
Change type to Magical Beast, just because it feels like a vaguely magical ability sort of thing.
You now have three new creatures that, especially in numbers, will have the players scratching their heads about their highly variable durability.
???
Profit.