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Annos
2012-11-01, 03:49 PM
I'm looking for a ducklike monster to slap some templates onto to be part of my new villainy group of wierdos called "The Not So Elder Evils". Any sugestions would be useful.

silverwolfer
2012-11-01, 03:51 PM
http://cf.geekdo-images.com/images/pic359789.jpg

Ad&D days I think ..easy to upgrade

Dr.Epic
2012-11-01, 03:53 PM
I'm looking for a ducklike monster to slap some templates onto to be part of my new villainy group of wierdos called "The Not So Elder Evils". Any sugestions would be useful.

You could also just modify the stats on a raven.

Annos
2012-11-01, 03:53 PM
Ok 1st is it RAW? Cause thats what I'm looking for. 2 if so please give a forum friendly book title.:smallwink:

Annos
2012-11-01, 03:58 PM
You could also just modify the stats on a raven.

Thats what i was thinking, but something more monsteros might be needed

silverwolfer
2012-11-01, 03:59 PM
1. no clue I think it is from the monster manual from ad&d

2. Yes it is raw

3. Duckbunnys do not need damn raven stats it is a hopping bunny with a duck bill



4. Make it monsterous?

Annos
2012-11-01, 04:03 PM
Thx, I think I will just change raven stats.:smallsmile:

silverwolfer
2012-11-01, 04:05 PM
my duckbunny disapproves

Ozreth
2012-11-01, 04:09 PM
3. Duckbunnys do not need damn raven stats it is a hopping bunny with a duck bill


:smallbiggrin::smalltongue:

Cranthis
2012-11-01, 04:11 PM
Dire Duckbunnies. Scary stuff.

TopCheese
2012-11-01, 04:17 PM
Dire Duckbunnies. Scary stuff.

Dire half-dragons fiendish duckbunnies now plague my dreams... :smalleek:

silverwolfer
2012-11-01, 04:19 PM
Dire Version

http://cdn.buzznet.com/assets/users16/zeroxshock/default/evil-duck-bunny-doom-doom--large-prf-1221545217.jpg

Dr.Epic
2012-11-01, 04:22 PM
http://cf.geekdo-images.com/images/pic359789.jpg

Ad&D days I think ..easy to upgrade

:smalleek:

It's like Bugs Bunny and Daffy Duck performed the fusion dance.

GolemsVoice
2012-11-01, 04:24 PM
Awaken it and give it wizard levels, for bonus points. Or sorceror levels, for the familiar.

silverwolfer
2012-11-01, 04:25 PM
the fluff on them is that, how wizards made owlbears and stuff, apprentices need something to practice on , so they use innocent fluffy animals, that cant fight back.

Eakin
2012-11-01, 04:25 PM
http://cf.geekdo-images.com/images/pic359789.jpg

Ad&D days I think ..easy to upgrade

Finally, a wise-ass answer to that optical illusion!

http://allpsych.com/opticalillusions/images/bunnyduck.jpg

Gnoman
2012-11-01, 04:26 PM
:smalleek:

It's like Bugs Bunny and Daffy Duck performed the fusion dance.

The designer intended it as an example of the sort of creature a wizard trying to splice creatures together would make as practice before attempting things like owlbears.

Deepbluediver
2012-11-01, 04:28 PM
Dire Version

http://cdn.buzznet.com/assets/users16/zeroxshock/default/evil-duck-bunny-doom-doom--large-prf-1221545217.jpg

Pssht, your Dire (http://www.dandwiki.com/wiki/Dire_(3.5e_Template)) Creature can go jump in a lake.

For monsters that are really gonna make your players tremble what you want are PARAGON (http://www.d20srd.org/srd/epic/monsters/paragonCreature.htm) Creatures. :smallbiggrin:

http://25.media.tumblr.com/7404516_500.jpg
Just imagine it with a thick Russian accent: QVACK! QVAAACK!

silverwolfer
2012-11-01, 04:30 PM
Start with this............


http://cf.geekdo-images.com/images/pic359789.jpg


Add this



http://www.d20srd.org/srd/spells/awaken.htm



And come out with an attitude of this



https://s3.amazonaws.com/webassets.ticketmob.com/LS/images/comedians/Gilbert-Gottfried.jpeg

some guy
2012-11-01, 05:40 PM
As always, the answer is thought Eaters (http://www.somethingawful.com/d/dungeons-and-dragons/monster-manual-wtf.php?page=7). The answer is always thought eaters.

Oh, and here's the 3.5 monster (http://www.d20srd.org/srd/psionic/monsters/thoughtEater.htm), but somehow- it's not a platypus anymore?

Slipperychicken
2012-11-01, 05:58 PM
Oh, and here's the 3.5 monster (http://www.d20srd.org/srd/psionic/monsters/thoughtEater.htm), but somehow- it's not a platypus anymore?

But how is it D&D without demented psionic Platypus fetuses that eat your brains?!?

Annos
2012-11-01, 05:59 PM
Was reading stormwrack.... THAY ADDED ALBETROSS"S BUT NO DUCKS!:smallfurious: Also I'd like to remind everyone this is going to be a really bad playoff of an Elder Evil, also it's companions so far are a Medium sized admantine intellegant anamated shears with all kinds of random enchantments and a living baleful polymorph.

silverwolfer
2012-11-01, 06:12 PM
May I suggest making a character based off of Perry the Playapus?

nyjastul69
2012-11-01, 06:21 PM
I thought I had it for ya in Dangerous Denizens: The Monsters Monsters of Tellene. (http://www.kenzerco.com/product_info.php?products_id=562) It's a 3rd party 3.5 book by Kenzerco. There is a description, but sadly no stat block. :smallfrown:

Annos
2012-11-01, 06:26 PM
Exept for the name, I'm trying to be original and make new semi-elder fully-evil group of OP villains for a party to defeat.

TopCheese
2012-11-01, 06:44 PM
Slightly relevant but you could add some of these?

http://www.buzzfeed.com/expresident/greatest-pet-costumes-ever

Annos
2012-11-01, 07:00 PM
:smalleek: Ummmmmmm... no.

VGLordR2
2012-11-01, 07:47 PM
If a refluffed Raven isn't monstrous enough for you...

Throw on the Titanic (http://www.realmshelps.net/monsters/templates/titanic.shtml) template.

Unusual Muse
2012-11-01, 08:08 PM
Now I wanna play an Anthropomorphic Duckbunny!

Ranting Fool
2012-11-01, 08:45 PM
All Hail the Duckbunny!!!

I think I do still have all the AD&D monster manuals sitting around gathering dust... maybe it's about time I dig them out and bring back some classics :smallbiggrin::smallbiggrin:

rollforeigninit
2012-11-01, 09:15 PM
Pretty sure the Duckbunny is in one of my old Dragon Mags. I'm sure we're way offtopic just now.

I'd LOVE to see a Knight of the Duck(bunny) as a counterpoint to Knight of the Raven.

Dr.Epic
2012-11-01, 09:17 PM
Now I wanna play an Anthropomorphic Duckbunny!

Don't we all!:smallwink:

animewatcha
2012-11-01, 09:18 PM
There any way to do a partial transformation in regards to infecting duck via wererabbit?

grarrrg
2012-11-01, 09:31 PM
Dire Version

http://cdn.buzznet.com/assets/users16/zeroxshock/default/evil-duck-bunny-doom-doom--large-prf-1221545217.jpg

Dire my behind!
Needs more Spikes!

silverwolfer
2012-11-01, 09:54 PM
OP = Me now :P

Zahhak
2012-11-01, 09:54 PM
http://cf.geekdo-images.com/images/pic359789.jpg

Anyone else think of the Vizzerdrix from Magic the Gathering when they saw this?
http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=94911&type=card


Exept for the name, I'm trying to be original and make new semi-elder fully-evil group of OP villains for a party to defeat.

So, I guess the Vizzerdrix isn't an option?


There any way to do a partial transformation in regards to infecting duck via wererabbit?

This reminds me a kids book, but no. In the 3.5 rules atleast it requires the were-animal to be carnivorous or omnivorous.

dspeyer
2012-11-02, 12:53 AM
If you do create some sort of super-duck, make sure it breathes and is immune to fire:

http://www.sluggy.com/images/comics/110121a.gif (http://www.sluggy.com/comics/archives/daily/110121)

Osmophile
2012-11-02, 01:32 AM
Runequest (specifically Glorantha) has large sized intelligent ducks (think halfling sized) with arms instead of wings. If you're running a homebrew there should be no problem appropriating and converting their stats across.

Annos
2012-11-02, 02:57 PM
If you do create some sort of super-duck, make sure it breathes and is immune to fire:

http://www.sluggy.com/images/comics/110121a.gif (http://www.sluggy.com/comics/archives/daily/110121)

This makes me want to make an all powerful duck boss with a divine rank and half elemental/dragon templates out his wazoo.

Also ducks are now amphibios ravens by RAW, FINALLY A DUCK BY RAW(may RAW burn in a pit and die for not having ducks or bunnyducks).:smallcool:

Unusual Muse
2012-11-02, 07:01 PM
Runequest (specifically Glorantha) has large sized intelligent ducks (think halfling sized) with arms instead of wings. If you're running a homebrew there should be no problem appropriating and converting their stats across.

Whoa, now... that's sounding perilously close to "Howard The Duck" territory...

Razanir
2012-11-02, 09:20 PM
So... Can I have advice on getting just the bunny side of the duckbunny instead of just the duck side of it?

Annos
2012-11-02, 09:58 PM
This is what I have so far... :smallbiggrin:
Savalaethalong the Duck of Doom (Iron Half-Golem, Black Half-Dragon, Awakened, Amphibious, Raven)

Size/Type: Medium Advanced Dragon (Augmented Magical Animal)(Augmented Animal)(Amphibious)
Hit Dice 7d4 +4 (hp 18)
Initiative: +0
Speed: 20 ft.(4 squares, can't run), fly 60 ft. (average), swim 20 ft.
Armor Class: 24(-1 Dex, +15 Natural Armor), Touch 9 , Flat-footed 25
Base Attack/Grapple: +6/+13
Attack: Claws +7 Melee (1d4+13), Bite +7 Melee (1d6+13)
Full Attack: Bite +7 Melee (1d6+13), 2 Claws +7 Melee (1d4 + 9)
Space/Reack: 5 ft./5 ft.
Special Attacks: Breath Weapon (Iron Half-Golem), Breath Weapon (Black Half-Dragon)
Special Qualities: Low-light vision, dark-vision 60 ft., damage reduction 25/+2, rust vulnerability, immunity to magic, immunity
to sleep and paralysis effects, immunity to acid
Saves: Fort +12, Ref +4, Will +6,
Abilities: Str 29, Dex 9, Con 18, Int 14, Wis 14, Cha 11
Skills: Concentration +14, Diplomacy +5, Intimidate +10, Listen +14, Spot +14, Swim +25
Feats: Aletness, Improved Speed, Awaken Frightful Presence, Dragon Breath
Challenge Rating: 12

Combat

Iron Half-Golem Breath Weapon(Su)

10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial
damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.

Immunity to Magic(Ex)

Savalaethalong the Duck of Doom is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and
effects function differently against the creature, as noted below.
A magical attack that deals electricity damage slows Savalaethalong the Duck of Doom (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on Savalaethalong the Duck of Doom and heals 1 point of damage for each 3 points
of damage the attack would otherwise deal. If the amount of healing would cause Savalaethalong the Duck of Doom to exceed its full normal hit
points, it gains any excess as temporary hit points. For example, Savalaethalong the Duck of Doom hit by a fireball gains back 6 hit points
if the damage total is 18 points. Savalaethalong the Duck of Doom gets no saving throw against fire effects.
Savalaethalong the Duck of Doom is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Rust Vulnerability(Ex)

Savalaethalong the Duck of Doom is affected by rust attacks, such as that of a rust monster or a rusting grasp spell

Black Half-Dragon Breath Weapon(Su)

60-foot line, standard action once every 1d4, with a saving throw of 21, dealing 6D8 acid damage.

Frightful Presence(Ex)

Savalaethalong the Duck of Doom can unsettle foes with its mere presence. The ability takes effect automatically
whenever Savalaethalong the Duck of Doom attacks, charges, or flies overhead. Creatures within a radius of 30-feet
subject to the effect if they have less than 7 HD. A potentially affected creature that succeeds on a DC 14 Will
save remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD
become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the
frightful presence of other dragons.

Arcanist
2012-11-02, 10:26 PM
Start with this............


http://cf.geekdo-images.com/images/pic359789.jpg


Add this



http://www.d20srd.org/srd/spells/awaken.htm



And come out with an attitude of this



https://s3.amazonaws.com/webassets.ticketmob.com/LS/images/comedians/Gilbert-Gottfried.jpeg

...No...NOOOOOOOOO.... NOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!! :smalleek:

TuggyNE
2012-11-02, 10:55 PM
This is what I have so far... :smallbiggrin:

Savalaethalong the Duck of Doom (Iron Half-Golem, Black Half-Dragon, Awakened, Amphibious, Raven)

What I don't get is why you aren't using half-blue-dragon for immunity to the electricity spells that could slow it. :smalltongue: (Also, the DR /+2 is highly dubious and needs conversion to 3.5.)

Kelb_Panthera
2012-11-03, 01:11 AM
I'd think that refluffing the penguin in frostburn would get you a better duck than refluffing a raven. (?)

Get a bunny by refluffing the weasel and dropping its attach ability.

Arcanist
2012-11-03, 02:04 AM
This is what I have so far... :smallbiggrin: Savalaethalong the Duck of Doom (Iron Half-Golem, Black Half-Dragon, Intensified Awakened, Amphibious, Raven)

Seriously. This monstrousity needs near godlike intelligence :smallamused:

Zombimode
2012-11-03, 02:34 AM
This is what I have so far... :smallbiggrin:


1. Why are you using d4's as hit dice? As a half dragon it should have d12's.

2. But even then it has a pityful ammount of hitpoints relative to its (inflated) CR.

Rubik
2012-11-03, 04:18 AM
How about a slightly refluffed chronotyryn?

Annos
2012-11-03, 04:28 PM
1. Why are you using d4's as hit dice? As a half dragon it should have d12's.

2. But even then it has a pityful ammount of hitpoints relative to its (inflated) CR.

1st I have realised thet the first raciel hid dice should be the only d4
2nd it is a work in progress and this is only a minion and the real one will be a Black half-dragon paragon amphibios raven(may change this to another bird) of legend, plus a couple other things like advancement or a divine rank or something. Will finish the "Duck of (insert cool element)" in my spare time.
3rd The duck of doom was never ment to be reacurring, or OP.
4th UPDATE TIME!
Savalaethalong the Duck of Doom (Iron Half-Golem, Black Half-Dragon, Awakened, Amphibious, Raven)

Size/Type: Medium Advanced Dragon (Augmented Magical Animal)(Augmented Animal)(Amphibious)
Hit Dice 1d4 + 6d12 + 28 (hp 66)
Initiative: +0
Speed: 20 ft.(4 squares, can't run), fly 60 ft. (average), swim 20 ft.
Armor Class: 24(-1 Dex, +15 Natural Armor), Touch 9 , Flat-footed 25
Base Attack/Grapple: +6/+13
Attack: Claws +7 Melee (1d4+13), Bite +7 Melee (1d6+13)
Full Attack: Bite +7 Melee (1d6+13), 2 Claws +7 Melee (1d4 + 9)
Space/Reack: 5 ft./5 ft.
Special Attacks: Breath Weapon (Iron Half-Golem), Breath Weapon (Black Half-Dragon)
Special Qualities: Low-light vision, dark-vision 60 ft., damage reduction 25/+2, rust vulnerability, immunity to magic, immunity
to sleep and paralysis effects, immunity to acid
Saves: Fort +12, Ref +4, Will +6,
Abilities: Str 29, Dex 9, Con 18, Int 14, Wis 14, Cha 11
Skills: Concentration +14, Diplomacy +5, Intimidate +10, Listen +14, Spot +14, Swim +25
Feats: Aletness, Improved Speed, Awaken Frightful Presence, Dragon Breath
Challenge Rating: 12

Combat

Iron Half-Golem Breath Weapon(Su)

10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial
damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.

Immunity to Magic(Ex)

Savalaethalong the Duck of Doom is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and
effects function differently against the creature, as noted below.
A magical attack that deals electricity damage slows Savalaethalong the Duck of Doom (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on Savalaethalong the Duck of Doom and heals 1 point of damage for each 3 points
of damage the attack would otherwise deal. If the amount of healing would cause Savalaethalong the Duck of Doom to exceed its full normal hit
points, it gains any excess as temporary hit points. For example, Savalaethalong the Duck of Doom hit by a fireball gains back 6 hit points
if the damage total is 18 points. Savalaethalong the Duck of Doom gets no saving throw against fire effects.
Savalaethalong the Duck of Doom is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Rust Vulnerability(Ex)

Savalaethalong the Duck of Doom is affected by rust attacks, such as that of a rust monster or a rusting grasp spell

Black Half-Dragon Breath Weapon(Su)

60-foot line, standard action once every 1d4, with a saving throw of 21, dealing 6D8 acid damage.

Frightful Presence(Ex)

Savalaethalong the Duck of Doom can unsettle foes with its mere presence. The ability takes effect automatically
whenever Savalaethalong the Duck of Doom attacks, charges, or flies overhead. Creatures within a radius of 30-feet
subject to the effect if they have less than 7 HD. A potentially affected creature that succeeds on a DC 14 Will
save remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD
become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the
frightful presence of other dragons.

5th ACTUAL UPDATE TIME :thog:
Savalaethalong the Duck of Doom (Iron Half-Golem, Black Half-Dragon, Black Dragonspawn, Awakened, Amphibious, Raven)

Size/Type: Medium Advanced Dragon (Augmented Magical Animal)(Augmented Animal)(Amphibious)
Hit Dice 1d4 + 6d12 + 35 (hp 73w)
Initiative: +0
Speed: 20 ft.(4 squares, can't run), fly 60 ft. (average), swim 20 ft.
Armor Class: 24(-1 Dex, +15 Natural Armor), Touch 9 , Flat-footed 25
Base Attack/Grapple: +6/+13
Attack: Claws +8 Melee (1d4+14), Bite +8 Melee (1d6+14)
Full Attack: Bite +8 Melee (1d6+14), 2 Claws +3 Melee (1d4+5)
Space/Reack: 5 ft./5 ft.
Special Attacks: Breath Weapon (Iron Half-Golem), Breath Weapon (Black Half-Dragon), Breath Weapon (Black Dragonspawn), Death Thoes, Spellcasting
Special Qualities: Low-light vision, dark-vision 60 ft., damage reduction 25/+2, rust vulnerability, immunity to magic, immunity
to sleep and paralysis effects, immunity to acid, S
Saves: Fort +13, Ref +4, Will +6,
Abilities: Str 31, Dex 9, Con 20, Int 14, Wis 14, Cha 11
Skills: Concentration +14, Diplomacy +5, Intimidate +10, Listen +14, Spot +14, Swim +25
Feats: Aletness, Improved Speed, Awaken Frightful Presence, Dragon Breath
Challenge Rating: 10

Combat

Iron Half-Golem Breath Weapon(Su)

10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial
damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.

Immunity to Magic(Ex)

Savalaethalong the Duck of Doom is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and
effects function differently against the creature, as noted below.
A magical attack that deals electricity damage slows Savalaethalong the Duck of Doom (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on Savalaethalong the Duck of Doom and heals 1 point of damage for each 3 points
of damage the attack would otherwise deal. If the amount of healing would cause Savalaethalong the Duck of Doom to exceed its full normal hit
points, it gains any excess as temporary hit points. For example, Savalaethalong the Duck of Doom hit by a fireball gains back 6 hit points
if the damage total is 18 points. Savalaethalong the Duck of Doom gets no saving throw against fire effects.
Savalaethalong the Duck of Doom is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Rust Vulnerability(Ex)

Savalaethalong the Duck of Doom is affected by rust attacks, such as that of a rust monster or a rusting grasp spell

Black Half-Dragon Breath Weapon(Su)

60-foot line, standard action once every 1d4, with a saving throw of 22, dealing 6D8 acid damage (Reflex Half).

Frightful Presence(Ex)

Savalaethalong the Duck of Doom can unsettle foes with its mere presence. The ability takes effect automatically
whenever Savalaethalong the Duck of Doom attacks, charges, or flies overhead. Creatures within a radius of 30-feet
subject to the effect if they have less than 7 HD. A potentially affected creature that succeeds on a DC 14 Will
save remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD
become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the
frightful presence of other dragons.

Black Dragonspawn Breath Weapon(Su)

60 ft. line, once every 2d4 rounds, with a saving throw of 18, dealing 4d4 acid damage (Reflex Half).

Death Throes(Su)

10 ft. circle, with a saving throw of 18, dealing 2d4 acid (Reflex Half).

Spellcasting(Su)

Casts spells as a level 1 Sorcerer.

Spells

0 Level Spells: Stick, Launch Item, Daze, Arcane Mark

1st Level Spells: Orb of Acid Lesser, Breath Flare

Lyndworm
2012-11-05, 01:44 AM
So... Can I have advice on getting just the bunny side of the duckbunny instead of just the duck side of it?
I actually happen to have both duck and rabbit homebrew stats. Gimme a sec...

Duck
Size/Type: Tiny Animal
Hit Dice: 1/2d8 (2hp)
Initiative: -1
Speed: 10ft (2 squares), swim 30ft, fly 50ft (average)
Armor Class: 12 (+2 size, -1 Dex, +1 natural), touch 11, flat-footed 12
BAB/Grapple: +0/-12
Attack: Bite -4 melee* (1d2-4)
Full Attack: Bite -4 melee* (1d2-4)
Space/Reach: 2.5ft/0ft
S. Attacks: -
S. Qualities: Hold breath, low-light vision
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 3, Dex 9, Con 10, Int 2, Wis 11, Cha 6
Skills: Listen +2, Spot +2, Swim +6
Feats: Weapon FinesseB, Endurance
Environment: Temperate Marshes
Organization: Solitary, Pair, or Flock (6-16)
Challenge Rating: 1/6
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: +0 (Familiar)

*A duck's bite is considered a secondary attack.

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


Skills:
A duck has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


Familiar Benefits:
As a familiar, a duck grants its master a +3 bonus on Swim checks.





Rabbit
Size/Type: Tiny Animal
Hit Dice: 1/2d8 (2hp)
Initiative: +1
Speed: 30ft (6 squares)
Armor Class: 13 (+2 size, +1 Dex), touch 13, flat-footed 11
BAB/Grapple: +0/-12
Attack: Claw -2 melee* (1d2-4)
Full Attack: 2 claws -2 melee* (1d2-4)
Space/Reach: 2.5ft/0ft
S. Attacks: -
S. Qualities: Low-light vision, scent
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 3, Dex 13, Con 12, Int 2, Wis 12, Cha 7
Skills: Hide +13, Jump +1, Listen +11, Move Silently +5, Spot +7
Feats: Weapon FinesseB, Alertness
Environment: Temperate Plains
Organization: Solitary, Pair, or Domesticated
Challenge Rating: 1/4
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: +0 (Familiar)

*A rabbit's claws are considered secondary attacks.

Skills:
Rabbits have a +4 racial bonus on Hide and Move Silently checks and a +8 racial bonus on Listen checks. Rabbits use the higher of their Dexterity modifier or Strength modifier for Jump checks.


Familiar Benefits:
As a familiar, a rabbit grants its master a +3 bonus on Jump checks.


I have realised thet the first raciel hid dice should be the only d4
2nd it is a work in progress and this is only a minion and the real one will be a Black half-dragon paragon amphibios raven(may change this to another bird) of legend, plus a couple other things like advancement or a divine rank or something. Will finish the "Duck of (insert cool element)" in my spare time
Shouldn't a half-dragon Animal have a d10hd?

Ashtagon
2012-11-05, 03:14 AM
Whoa, now... that's sounding perilously close to "Howard The Duck" territory...

For all the hate on Runequest's ducks, they are nothing like Howard the duck or Donald duck. They are emo goths with an interest in necromancy and death.

Go team cognitive dissonance!

Zombimode
2012-11-05, 07:02 AM
Shouldn't a half-dragon Animal have a d10hd?

Oops, you're right. The Half-Dragon template increases the HD of the base creature based on its original creature type. The increment is one "dice-size". Thus, if the base creature is an Animal (which use d8) all its hit dice are increased to d10.

Ranting Fool
2012-11-05, 07:15 AM
For all the hate on Runequest's ducks, they are nothing like Howard the duck or Donald duck. They are emo goths with an interest in necromancy and death.

Go team cognitive dissonance!

Ah Howard the Duck, while I don't have him in my campaign I DO have Balin The Dwarf (who is currently an Orc, used to be a Kobold and once was a Dwarf before those pesky Druids got their hands on him) when introduced to new people PC's/NPC's he has a habit of glaring and saying "Don't Ask" :smallbiggrin:

Slipperychicken
2012-11-05, 12:33 PM
Ah Howard the Duck, while I don't have him in my campaign I DO have Balin The Dwarf (who is currently an Orc, used to be a Kobold and once was a Dwarf before those pesky Druids got their hands on him) when introduced to new people PC's/NPC's he has a habit of glaring and saying "Don't Ask" :smallbiggrin:

Owch. Someone needs a scroll of Polymorph any Object for this poor soul.

Razanir
2012-11-05, 02:51 PM
I actually happen to have both duck and rabbit homebrew stats. Gimme a sec...


Thanks. For my campaign setting I'm working on, I'm actually using the Twelve Gods from Azure City as the pantheon. Because of this, I felt a need to have stats for each animal. Now all I need is monkeys and roosters

Volthawk
2012-11-05, 03:00 PM
Thanks. For my campaign setting I'm working on, I'm actually using the Twelve Gods from Azure City as the pantheon. Because of this, I felt a need to have stats for each animal. Now all I need is monkeys and roosters

Monkeys (http://www.d20srd.org/srd/monsters/monkey.htm)are in the SRD.

Urpriest
2012-11-05, 04:06 PM
1st I have realised thet the first raciel hid dice should be the only d4
2nd it is a work in progress and this is only a minion and the real one will be a Black half-dragon paragon amphibios raven(may change this to another bird) of legend, plus a couple other things like advancement or a divine rank or something. Will finish the "Duck of (insert cool element)" in my spare time.
3rd The duck of doom was never ment to be reacurring, or OP.
4th UPDATE TIME!
Savalaethalong the Duck of Doom (Iron Half-Golem, Black Half-Dragon, Awakened, Amphibious, Raven)

Size/Type: Medium Advanced Dragon (Augmented Magical Animal)(Augmented Animal)(Amphibious)
Hit Dice 1d4 + 6d12 + 28 (hp 66)
Initiative: +0
Speed: 20 ft.(4 squares, can't run), fly 60 ft. (average), swim 20 ft.
Armor Class: 24(-1 Dex, +15 Natural Armor), Touch 9 , Flat-footed 25
Base Attack/Grapple: +6/+13
Attack: Claws +7 Melee (1d4+13), Bite +7 Melee (1d6+13)
Full Attack: Bite +7 Melee (1d6+13), 2 Claws +7 Melee (1d4 + 9)
Space/Reack: 5 ft./5 ft.
Special Attacks: Breath Weapon (Iron Half-Golem), Breath Weapon (Black Half-Dragon)
Special Qualities: Low-light vision, dark-vision 60 ft., damage reduction 25/+2, rust vulnerability, immunity to magic, immunity
to sleep and paralysis effects, immunity to acid
Saves: Fort +12, Ref +4, Will +6,
Abilities: Str 29, Dex 9, Con 18, Int 14, Wis 14, Cha 11
Skills: Concentration +14, Diplomacy +5, Intimidate +10, Listen +14, Spot +14, Swim +25
Feats: Aletness, Improved Speed, Awaken Frightful Presence, Dragon Breath
Challenge Rating: 12

Combat

Iron Half-Golem Breath Weapon(Su)

10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial
damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.

Immunity to Magic(Ex)

Savalaethalong the Duck of Doom is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and
effects function differently against the creature, as noted below.
A magical attack that deals electricity damage slows Savalaethalong the Duck of Doom (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on Savalaethalong the Duck of Doom and heals 1 point of damage for each 3 points
of damage the attack would otherwise deal. If the amount of healing would cause Savalaethalong the Duck of Doom to exceed its full normal hit
points, it gains any excess as temporary hit points. For example, Savalaethalong the Duck of Doom hit by a fireball gains back 6 hit points
if the damage total is 18 points. Savalaethalong the Duck of Doom gets no saving throw against fire effects.
Savalaethalong the Duck of Doom is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Rust Vulnerability(Ex)

Savalaethalong the Duck of Doom is affected by rust attacks, such as that of a rust monster or a rusting grasp spell

Black Half-Dragon Breath Weapon(Su)

60-foot line, standard action once every 1d4, with a saving throw of 21, dealing 6D8 acid damage.

Frightful Presence(Ex)

Savalaethalong the Duck of Doom can unsettle foes with its mere presence. The ability takes effect automatically
whenever Savalaethalong the Duck of Doom attacks, charges, or flies overhead. Creatures within a radius of 30-feet
subject to the effect if they have less than 7 HD. A potentially affected creature that succeeds on a DC 14 Will
save remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD
become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the
frightful presence of other dragons.

5th ACTUAL UPDATE TIME :thog:
Savalaethalong the Duck of Doom (Iron Half-Golem, Black Half-Dragon, Black Dragonspawn, Awakened, Amphibious, Raven)

Size/Type: Medium Advanced Dragon (Augmented Magical Animal)(Augmented Animal)(Amphibious)
Hit Dice 1d4 + 6d12 + 35 (hp 73w)
Initiative: +0
Speed: 20 ft.(4 squares, can't run), fly 60 ft. (average), swim 20 ft.
Armor Class: 24(-1 Dex, +15 Natural Armor), Touch 9 , Flat-footed 25
Base Attack/Grapple: +6/+13
Attack: Claws +8 Melee (1d4+14), Bite +8 Melee (1d6+14)
Full Attack: Bite +8 Melee (1d6+14), 2 Claws +3 Melee (1d4+5)
Space/Reack: 5 ft./5 ft.
Special Attacks: Breath Weapon (Iron Half-Golem), Breath Weapon (Black Half-Dragon), Breath Weapon (Black Dragonspawn), Death Thoes, Spellcasting
Special Qualities: Low-light vision, dark-vision 60 ft., damage reduction 25/+2, rust vulnerability, immunity to magic, immunity
to sleep and paralysis effects, immunity to acid, S
Saves: Fort +13, Ref +4, Will +6,
Abilities: Str 31, Dex 9, Con 20, Int 14, Wis 14, Cha 11
Skills: Concentration +14, Diplomacy +5, Intimidate +10, Listen +14, Spot +14, Swim +25
Feats: Aletness, Improved Speed, Awaken Frightful Presence, Dragon Breath
Challenge Rating: 10

Combat

Iron Half-Golem Breath Weapon(Su)

10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial
damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.

Immunity to Magic(Ex)

Savalaethalong the Duck of Doom is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and
effects function differently against the creature, as noted below.
A magical attack that deals electricity damage slows Savalaethalong the Duck of Doom (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on Savalaethalong the Duck of Doom and heals 1 point of damage for each 3 points
of damage the attack would otherwise deal. If the amount of healing would cause Savalaethalong the Duck of Doom to exceed its full normal hit
points, it gains any excess as temporary hit points. For example, Savalaethalong the Duck of Doom hit by a fireball gains back 6 hit points
if the damage total is 18 points. Savalaethalong the Duck of Doom gets no saving throw against fire effects.
Savalaethalong the Duck of Doom is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Rust Vulnerability(Ex)

Savalaethalong the Duck of Doom is affected by rust attacks, such as that of a rust monster or a rusting grasp spell

Black Half-Dragon Breath Weapon(Su)

60-foot line, standard action once every 1d4, with a saving throw of 22, dealing 6D8 acid damage (Reflex Half).

Frightful Presence(Ex)

Savalaethalong the Duck of Doom can unsettle foes with its mere presence. The ability takes effect automatically
whenever Savalaethalong the Duck of Doom attacks, charges, or flies overhead. Creatures within a radius of 30-feet
subject to the effect if they have less than 7 HD. A potentially affected creature that succeeds on a DC 14 Will
save remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD
become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the
frightful presence of other dragons.

Black Dragonspawn Breath Weapon(Su)

60 ft. line, once every 2d4 rounds, with a saving throw of 18, dealing 4d4 acid damage (Reflex Half).

Death Throes(Su)

10 ft. circle, with a saving throw of 18, dealing 2d4 acid (Reflex Half).

Spellcasting(Su)

Casts spells as a level 1 Sorcerer.

Spells

0 Level Spells: Stick, Launch Item, Daze, Arcane Mark

1st Level Spells: Orb of Acid Lesser, Breath Flare

As the resident monster expert:

First, 1/4 of 1d8 is not 1d4, and neither is 1/4 of 1d12. You keep the fractional hit die, you don't magically turn it into another hit die for no discernible reason.

You've advanced the guy, probably aware that it doesn't by default have an advancement entry. Not a problem when you're playing with the rules like this, but do be aware that it means you basically arbitrarily have to decide when size advances. In cases like this I like to start out by applying Titanic to make the problem go away. Then you can Dungeonbred to taste.

Remember, you should have d10 hit dice. Read through the template list again and you'll see what I mean.

Annos
2012-11-05, 08:19 PM
As the resident monster expert:

First, 1/4 of 1d8 is not 1d4, and neither is 1/4 of 1d12. You keep the fractional hit die, you don't magically turn it into another hit die for no discernible reason.

You've advanced the guy, probably aware that it doesn't by default have an advancement entry. Not a problem when you're playing with the rules like this, but do be aware that it means you basically arbitrarily have to decide when size advances. In cases like this I like to start out by applying Titanic to make the problem go away. Then you can Dungeonbred to taste.

Remember, you should have d10 hit dice. Read through the template list again and you'll see what I mean.
Thx for the advice, I advanced "it" with standered dragon advancement rules thought it was fitting for a DRAGON!

Lyndworm
2012-11-06, 01:14 AM
Thanks. For my campaign setting I'm working on, I'm actually using the Twelve Gods from Azure City as the pantheon. Because of this, I felt a need to have stats for each animal. Now all I need is monkeys and roosters
Neat idea, and I'm happy to have helped! As Volt mentioned, the monkey has stats in the SRD (and Monster Manual). If you're interested, monkeys are presented as basic familiars in at least two different issues of Dragon Magazine (#341 and #351), in which they provide a +3 bonus to Tumble and a +3 bonus to Climb, respectively.

For a rooster/chicken, I'd go with a modified owl. Something like this:

Chicken
Size/Type: Tiny Animal
Hit Dice: 1/2d8 (2hp)
Initiative: +2
Speed: 20ft (4 squares), fly 40ft (poor)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
BAB/Grapple: +0/-11
Attack: Peck +2 melee (1d2-3)
Full Attack: Peck +2 melee (1d2-3) and two claws -3 melee (1d2-3)
Space/Reach: 2.5ft/0ft
S. Attacks: -
S. Qualities: Low-light vision
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 4, Dex 15, Con 10, Int 2, Wis 11, Cha 4
Skills: Hide +10, Listen +6, Spot +6
Feats: Weapon FinesseB, Alertness
Environment: Temperate Plains
Organization: Flock (6-16) or Domesticated
Challenge Rating: 1/6
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: +0 (Familiar)

Skills:
A chicken has a +2 racial bonus on Listen and Spot checks. *A chicken has a +4 racial bonus on Hide checks made in areas of tall grass or heavy undergrowth.


Familiar Benefits:
As a familiar, a chicken grants its master a +3 bonus on Sleight of Hand checks.
If you'd like the rooster to feel different from the chicken, I suggest giving it Improved Natural Attack (Claws) as a bonus feat, and maybe changing its familiar bonus to Intimidate.

MesiDoomstalker
2012-11-06, 11:57 AM
Neat idea, and I'm happy to have helped! As Volt mentioned, the monkey has stats in the SRD (and Monster Manual). If you're interested, monkeys are presented as basic familiars in at least two different issues of Dragon Magazine (#341 and #351), in which they provide a +3 bonus to Tumble and a +3 bonus to Climb, respectively.

For a rooster/chicken, I'd go with a modified owl. Something like this:

Chicken
Size/Type: Tiny Animal
Hit Dice: 1/2d8 (2hp)
Initiative: +2
Speed: 20ft (4 squares), fly 40ft (poor)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
BAB/Grapple: +0/-11
Attack: Peck +2 melee (1d2-3)
Full Attack: Peck +2 melee (1d2-3) and two claws -3 melee (1d2-3)
Space/Reach: 2.5ft/0ft
S. Attacks: -
S. Qualities: Low-light vision
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 4, Dex 15, Con 10, Int 2, Wis 11, Cha 4
Skills: Hide +10, Listen +6, Spot +6
Feats: Weapon FinesseB, Alertness
Environment: Temperate Plains
Organization: Flock (6-16) or Domesticated
Challenge Rating: 1/6
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: +0 (Familiar)

Skills:
A chicken has a +2 racial bonus on Listen and Spot checks. *A chicken has a +4 racial bonus on Hide checks made in areas of tall grass or heavy undergrowth.


Familiar Benefits:
As a familiar, a chicken grants its master a +3 bonus on Sleight of Hand checks.
If you'd like the rooster to feel different from the chicken, I suggest giving it Improved Natural Attack (Claws) as a bonus feat, and maybe changing its familiar bonus to Intimidate.

I'm not sure why a Chicken familiar grant's sleight of hand bonus. And I'm pretty sure a Chicken's flight speed should be much lower and Clumsy, not Poor maneuverability. They really can't fly very well.

Urpriest
2012-11-06, 02:19 PM
Thx for the advice, I advanced "it" with standered dragon advancement rules thought it was fitting for a DRAGON!

I'm assuming that you mean that you added Dragon hit dice, rather than the hit dice it's supposed to have for being a half-dragon. Beyond that, I don't know what you mean.

Annos
2012-11-06, 06:45 PM
It means that the duck didn't advance in racial dice until it became a dragon, which means that the standerd dragon advancement rules work well.

Lyndworm
2012-11-07, 01:53 AM
I'm not sure why a Chicken familiar grant's sleight of hand bonus. And I'm pretty sure a Chicken's flight speed should be much lower and Clumsy, not Poor maneuverability. They really can't fly very well.
The SoH bonus was meant as a (maybe too) subtle reference to the Chicken Infested flaw. I'm not totally sure what to give... maybe Survival (http://en.wikipedia.org/wiki/Hollywood_Freeway_chickens)? They're pretty resourceful, and can eat almost anything.

As for the fly speed, I had meant it to be 30ft. I'm not sure how I put it at 40ft, but I did. :smallconfused: As for the maneuverability, I could go either way with it. Chickens aren't awesome fliers, but they're a lot better than most people think. I've known more than a few people who even thought they were flightless.

Urpriest
2012-11-07, 02:05 PM
It means that the duck didn't advance in racial dice until it became a dragon, which means that the standerd dragon advancement rules work well.

Ah I see. That's now how that works. The Half-Dragon template doesn't alter the advancement entry, and it is the advancement entry, not any particular type, that determines advancement opportunities, including which sizes are gained at which hit dice and how many hit dice can be added. The Half-Dragon template specifically sets racial hit dice to one die size higher than earlier, and this includes future racial hit dice.