LostDeviljho
2014-06-22, 11:48 PM
Myself and a friend were thinking about starting a campaign based on the "Monster Hunter" video game franchise, with monsters and equipment from the games etc.
Unfortunately, neither of us are horribly skilled at statting monsters. I tried to stat out one of the monsters, but I have no idea if it's an unusable abomination or not. It's mostly based off of off the spinosaurus from Monster Manual II.
http://pauseyourgame.com/wp-content/uploads/2013/06/Deviljho.png
Deviljho
Gargantuan Magical Beast
Hit Dice: 20d10+120 (180 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (-4 size, +1 dex, +9 natural) touch 9, flat-footed 15
Base Attack/Grapple: +20/+45
Attack: Bite +29 melee (4d6+13)
Full Attack: Bite +29 melee (3d6+13) + Tail Slap +24 melee (2d8+6)
Space/Reach: 20 ft./20 ft.
Special Attacks: Improved Grab, Swallow Whole, Stomp, Rock Throw, Breath Weapon, Frightful Presence, Trample
Special Qualities: darkvision 60 ft., low-light vision, scent
Saves: fort +18, ref +13, will +8
Abilities: str 36, dex 13, con 22, int 6, wis 15, cha 10
Skills: hide -2, listen +14, spot +14, jump +6
Feats: Power Attack, Improved Bull Rush, Awesome Blow, Mighty Roar, Improved Natural Attack (Bite), Improved natural Attack (Tail Slap), Ability Focus (Breath Weapon)
Environment: any
Organization: solitary, pair
Challenge Rating: 11
Treasure: none
Alignment: always neutral
Advancement: 21-40 HD (Gargantuan), 41-60 HD (Colossal)
Level Adjustment: —
The dreaded, nomadic Deviljho have no specific territory of their own. Their muscles swell if provoked, revealing old wounds. Needing to feed constantly due to high body heat, they can hunt nearby animals to extinction.
The Deviljho is a very large, bipedal Brute Wyvern characterized by its uniform forest green coloration and muscular upper body. Its thick hide is littered with short, jagged spines that reach a maximum height along the back and tail. The Deviljho has a narrow snout with a large lower jaw, covered in multiple rows of spines spreading outwards from the teeth. It has massive, powerful hind legs, but tiny, poorly developed forelegs that it rarely utilizes. Despite its enormous size and 6-ton weight, it is a swift runner. When provoked, it's back and shoulder muscles swell considerably. During this period, areas of its skin will take on a bright red coloration.
The Deviljho is a nomadic monster, prone to wandering vast distances in search of prey. Because of the extreme amount of energy its body consumes, a Deviljho is always in search of food sources. It is known to be cannibalistic, and is also prone to eating prey alive in order to waste as little time as possible in replenishing its energy.
Combat:
A Deviljho pursues and eats just about anything it sees. For the most part its tactics are simple: just rush in and bite. However, once it is injured enough, it becomes enraged and moves faster, hits harder, and uses different attacks.
Improved Grab (EX): To use this ability, a Deviljho must hit an opponent of up to one size smaller with its Bite attack it deals normal damage and 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 try to swallow the foe the following round. Alternatively, Deviljho can conduct the grapple normally, or simply use it’s jaws to hold the opponent (-20 on grapple check, but Deviljho is not considered grappled). In either case, each successful grapple it makes during successive rounds automatically deals bite damage.
Swallow Whole (EX): A Deviljho can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check (grapple bonus +20). Once inside the gullet, the swallowed creature takes 2d8+10 points of bludgeoning damage and 1d8+4 points of acid damage per round from the Deviljho’s digestive juices. A successful grapple check allows the swallowed creature to climb out of the gullet and into the mouth, where another successful grapple check is needed to get free. Alternatively, a swallowed creature can cut its way out by using either claws or a light slashing or piercing weapon. dealing at least 25 points of damage to the digestive tract (AC 20) in this way creates an opening large enough to escape. Once the swallowed creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan Deviljho’s gullet can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents.
Stomp (EX): The Deviljho stomps it’s foot, sending out a shockwave that travels along the ground in a spread with a 20 ft. radius, toppling creatures and loose objects. The shockwave affects only creatures standing on the ground within the Area of Effect. Creatures that fail their Reflex saves (DC 26) are thrown to the ground, becoming prone, and take 2d8 points of nonlethal damage.
Rock Throw (EX): The Deviljho digs a boulder out of the ground with its jaw and hurls it at a foe as a Full Attack action. It travels in a line for 100 ft. or until it hits an opponent or object. This attack only affects the first creature/object it encounters and deals 1d6 per 25 lbs. of weight bludgeoning damage. Boulder weight = 1d10/25 lbs. (max 250 lbs.)
Breath Weapon (SU): As a standard action, the Deviljho breathes a cloud of red and black lightning in a semicircular spread with a radius of 25 ft. centered on its head. The lightning deals 1d6 points of damage per 2 HD (maximum 10d6). Half the damage is electricity damage, but the rest is evil energy from the lower planes which is not affected by resistance to electricity (evil creatures, creatures native to evil planes, and creatures immune to death effects are not affected by the evil energy). This ability has a cooldown of 1d4 rounds before it can be used again. Reflex DC 20 half.
Frightful Presence (EX): When a Deviljho roars (a standard action), it inspires terror in all creatures within 30 feet that have fewer hit dice or levels than it has who do not make their Will save (DC 20). All creatures who make their save become immune to the same Deviljho's Frightful Presence for 24 hours.
Trample (EX): As a standard action during it’s turn, the Deviljho can trample opponents at least one size category smaller than itself. this attack deals 2d8+19 of bludgeoning damage. a trampled opponent can attempt either an Attack of Opportunity at -4 penalty, or a reflex save (DC 33) for half damage.
Monstrous Rage (Ex): Whenever the Deviljho loses half or more of its hit points, it flies into monstrous rage gaining a +4 Morale bonus to its AC, to attack and damage, and to its saving throws. In addition, it's saliva does 1d4 Acid damage upon a successful Bite attack, and it's Breath Weapon no longer has a cooldown.
Skills: a Deviljho has a +2 racial bonus on listen and spot checks.
Someone also statted another monster from the franchise, here (http://community.wizards.com/content/forum-topic/3407616), but that's for 3.0 and we're using 3.5 so I don't know about it.
... I should probably get to the point. this is an appeal for your help in statting the monsters from this franchise. For reference, the official wiki is here (http://monsterhunter.wikia.com/wiki/Monster_Hunter_Wiki), and were are specifically looking for "Large Monsters" from this (http://monsterhunter.wikia.com/wiki/MH3U:_Monsters) list.
All help is appreciated, thanks in advance.
EDIT: made most of the suggested changes to the Deviljho (not sure what to do about the skills), and moved Debihuman's Rathalos up here to the top.
Requests for help with, advice on, or just completely statted monsters are as follows: Rathian, Zinogre, Lagiacrus, Diablos, and Brachydios.
http://i43.tinypic.com/33ncmlf.png
Wyvern, Rathalos
Gargantuan Dragon
Hit Dice: 19d12+95 (218 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 45 ft. (9 squares), fly 90 ft. (good)
Armor Class: 19 (-4 size, +5 Dex, +8 natural), touch 11, flat-footed 14
Base Attack/Grapple: +19/+41
Attack: Talons +25 melee (4d6+10 plus poison)
Full Attack: Talons +25 melee (4d6+10 plus poison) and bite +23 melee (2d6+5) and clubbed tail melee +23 melee (3d8 +5)
Space/Reach: 20 ft./20 ft.
Special Attacks: Breath Weapon, Monstrous Rage, Poison, Powerful Charge (4d6+10), Roar
Special Qualities: Darkvision 60 ft., dragon traits, immune to sleep effects and paralysis effects, low-light vision
Saves: Fort +16, Ref +16, Will +11
Abilities: Str 31, Dex 21, Con 20, Int 2, Wis 10, Cha 10
Skills: Listen +13 , Spot +13
Feats: Alertness, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch
Environment: Any non-cold land
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 20-38 HD (Colossal)
Level Adjustment: —
Rathalos is a large, bipedal wyvern with a spiny, armored hide covering his body. Rathalos's outer shell features much brighter and more vibrant colors than that of his female counterpart, the Rathian, as it is primarily bright red, with black markings throughout. Like the Rathian, Rathalos possesses a flame sac, which is used to produce deadly flaming projectiles from the mouth. The talons upon a Rathalos's feet are highly poisonous and are known to inflict toxic mortal wounds on larger prey. In addition, his long, thick tail features a heavy spiked club at the end. Rathalos' wing membranes feature ornate patterns, which are likely used to attract potential mates.
Combat
Rathalos is an expert flyer, and as such is prone to hunting from the skies. By launching a surprise aerial attack, he can inflict poisonous wounds with his talons or burn prey with flaming projectiles. On the ground, Rathalos remains a formidable opponent. Using his powerful legs, he can chase down prey from a distance or inflict blunt-force damage with his clubbed tail. At a close enough range, he is known to use his sharp teeth to bite at foes as well.
Breath Weapon (Su): Once every 1d4 rounds as a standard action, a rathalos can emit line of fiery stones at a range of 40 feet that deals 4d8 points of fire and bludgeoning damage. A successful Relex save (DC 24) halves the damage. The save is Constitution-based.
Monstrous Rage (Ex): Whenever the creature loses half or more of its hit points, it flies into monstrous rage gaining a +4 Morale bonus to its AC, to attack and damage, and to its saving throws.
Poison (Ex): A rathalos has poisonous talons that deal initial and secondary damage of 1d6 Con when he makes a successful attack that causes injury. A successful Fortitude save (DC 24) negates. The save DC is Constitution-based.
Powerful Charge (Ex): When a rathalos charges, he deals 4d6+10 points of extra damage in addition to the normal benefits and hazards of a charge.
Roar (Ex): Three times a day as a standard action, a rathalos can emit a roar so powerful that he stuns his opponents. All creatures within 120 feet must succeed on a DC 19 Will save or be stunned for one round. The save is Charisma-based.
Unfortunately, neither of us are horribly skilled at statting monsters. I tried to stat out one of the monsters, but I have no idea if it's an unusable abomination or not. It's mostly based off of off the spinosaurus from Monster Manual II.
http://pauseyourgame.com/wp-content/uploads/2013/06/Deviljho.png
Deviljho
Gargantuan Magical Beast
Hit Dice: 20d10+120 (180 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (-4 size, +1 dex, +9 natural) touch 9, flat-footed 15
Base Attack/Grapple: +20/+45
Attack: Bite +29 melee (4d6+13)
Full Attack: Bite +29 melee (3d6+13) + Tail Slap +24 melee (2d8+6)
Space/Reach: 20 ft./20 ft.
Special Attacks: Improved Grab, Swallow Whole, Stomp, Rock Throw, Breath Weapon, Frightful Presence, Trample
Special Qualities: darkvision 60 ft., low-light vision, scent
Saves: fort +18, ref +13, will +8
Abilities: str 36, dex 13, con 22, int 6, wis 15, cha 10
Skills: hide -2, listen +14, spot +14, jump +6
Feats: Power Attack, Improved Bull Rush, Awesome Blow, Mighty Roar, Improved Natural Attack (Bite), Improved natural Attack (Tail Slap), Ability Focus (Breath Weapon)
Environment: any
Organization: solitary, pair
Challenge Rating: 11
Treasure: none
Alignment: always neutral
Advancement: 21-40 HD (Gargantuan), 41-60 HD (Colossal)
Level Adjustment: —
The dreaded, nomadic Deviljho have no specific territory of their own. Their muscles swell if provoked, revealing old wounds. Needing to feed constantly due to high body heat, they can hunt nearby animals to extinction.
The Deviljho is a very large, bipedal Brute Wyvern characterized by its uniform forest green coloration and muscular upper body. Its thick hide is littered with short, jagged spines that reach a maximum height along the back and tail. The Deviljho has a narrow snout with a large lower jaw, covered in multiple rows of spines spreading outwards from the teeth. It has massive, powerful hind legs, but tiny, poorly developed forelegs that it rarely utilizes. Despite its enormous size and 6-ton weight, it is a swift runner. When provoked, it's back and shoulder muscles swell considerably. During this period, areas of its skin will take on a bright red coloration.
The Deviljho is a nomadic monster, prone to wandering vast distances in search of prey. Because of the extreme amount of energy its body consumes, a Deviljho is always in search of food sources. It is known to be cannibalistic, and is also prone to eating prey alive in order to waste as little time as possible in replenishing its energy.
Combat:
A Deviljho pursues and eats just about anything it sees. For the most part its tactics are simple: just rush in and bite. However, once it is injured enough, it becomes enraged and moves faster, hits harder, and uses different attacks.
Improved Grab (EX): To use this ability, a Deviljho must hit an opponent of up to one size smaller with its Bite attack it deals normal damage and 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 try to swallow the foe the following round. Alternatively, Deviljho can conduct the grapple normally, or simply use it’s jaws to hold the opponent (-20 on grapple check, but Deviljho is not considered grappled). In either case, each successful grapple it makes during successive rounds automatically deals bite damage.
Swallow Whole (EX): A Deviljho can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check (grapple bonus +20). Once inside the gullet, the swallowed creature takes 2d8+10 points of bludgeoning damage and 1d8+4 points of acid damage per round from the Deviljho’s digestive juices. A successful grapple check allows the swallowed creature to climb out of the gullet and into the mouth, where another successful grapple check is needed to get free. Alternatively, a swallowed creature can cut its way out by using either claws or a light slashing or piercing weapon. dealing at least 25 points of damage to the digestive tract (AC 20) in this way creates an opening large enough to escape. Once the swallowed creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan Deviljho’s gullet can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents.
Stomp (EX): The Deviljho stomps it’s foot, sending out a shockwave that travels along the ground in a spread with a 20 ft. radius, toppling creatures and loose objects. The shockwave affects only creatures standing on the ground within the Area of Effect. Creatures that fail their Reflex saves (DC 26) are thrown to the ground, becoming prone, and take 2d8 points of nonlethal damage.
Rock Throw (EX): The Deviljho digs a boulder out of the ground with its jaw and hurls it at a foe as a Full Attack action. It travels in a line for 100 ft. or until it hits an opponent or object. This attack only affects the first creature/object it encounters and deals 1d6 per 25 lbs. of weight bludgeoning damage. Boulder weight = 1d10/25 lbs. (max 250 lbs.)
Breath Weapon (SU): As a standard action, the Deviljho breathes a cloud of red and black lightning in a semicircular spread with a radius of 25 ft. centered on its head. The lightning deals 1d6 points of damage per 2 HD (maximum 10d6). Half the damage is electricity damage, but the rest is evil energy from the lower planes which is not affected by resistance to electricity (evil creatures, creatures native to evil planes, and creatures immune to death effects are not affected by the evil energy). This ability has a cooldown of 1d4 rounds before it can be used again. Reflex DC 20 half.
Frightful Presence (EX): When a Deviljho roars (a standard action), it inspires terror in all creatures within 30 feet that have fewer hit dice or levels than it has who do not make their Will save (DC 20). All creatures who make their save become immune to the same Deviljho's Frightful Presence for 24 hours.
Trample (EX): As a standard action during it’s turn, the Deviljho can trample opponents at least one size category smaller than itself. this attack deals 2d8+19 of bludgeoning damage. a trampled opponent can attempt either an Attack of Opportunity at -4 penalty, or a reflex save (DC 33) for half damage.
Monstrous Rage (Ex): Whenever the Deviljho loses half or more of its hit points, it flies into monstrous rage gaining a +4 Morale bonus to its AC, to attack and damage, and to its saving throws. In addition, it's saliva does 1d4 Acid damage upon a successful Bite attack, and it's Breath Weapon no longer has a cooldown.
Skills: a Deviljho has a +2 racial bonus on listen and spot checks.
Someone also statted another monster from the franchise, here (http://community.wizards.com/content/forum-topic/3407616), but that's for 3.0 and we're using 3.5 so I don't know about it.
... I should probably get to the point. this is an appeal for your help in statting the monsters from this franchise. For reference, the official wiki is here (http://monsterhunter.wikia.com/wiki/Monster_Hunter_Wiki), and were are specifically looking for "Large Monsters" from this (http://monsterhunter.wikia.com/wiki/MH3U:_Monsters) list.
All help is appreciated, thanks in advance.
EDIT: made most of the suggested changes to the Deviljho (not sure what to do about the skills), and moved Debihuman's Rathalos up here to the top.
Requests for help with, advice on, or just completely statted monsters are as follows: Rathian, Zinogre, Lagiacrus, Diablos, and Brachydios.
http://i43.tinypic.com/33ncmlf.png
Wyvern, Rathalos
Gargantuan Dragon
Hit Dice: 19d12+95 (218 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 45 ft. (9 squares), fly 90 ft. (good)
Armor Class: 19 (-4 size, +5 Dex, +8 natural), touch 11, flat-footed 14
Base Attack/Grapple: +19/+41
Attack: Talons +25 melee (4d6+10 plus poison)
Full Attack: Talons +25 melee (4d6+10 plus poison) and bite +23 melee (2d6+5) and clubbed tail melee +23 melee (3d8 +5)
Space/Reach: 20 ft./20 ft.
Special Attacks: Breath Weapon, Monstrous Rage, Poison, Powerful Charge (4d6+10), Roar
Special Qualities: Darkvision 60 ft., dragon traits, immune to sleep effects and paralysis effects, low-light vision
Saves: Fort +16, Ref +16, Will +11
Abilities: Str 31, Dex 21, Con 20, Int 2, Wis 10, Cha 10
Skills: Listen +13 , Spot +13
Feats: Alertness, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch
Environment: Any non-cold land
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 20-38 HD (Colossal)
Level Adjustment: —
Rathalos is a large, bipedal wyvern with a spiny, armored hide covering his body. Rathalos's outer shell features much brighter and more vibrant colors than that of his female counterpart, the Rathian, as it is primarily bright red, with black markings throughout. Like the Rathian, Rathalos possesses a flame sac, which is used to produce deadly flaming projectiles from the mouth. The talons upon a Rathalos's feet are highly poisonous and are known to inflict toxic mortal wounds on larger prey. In addition, his long, thick tail features a heavy spiked club at the end. Rathalos' wing membranes feature ornate patterns, which are likely used to attract potential mates.
Combat
Rathalos is an expert flyer, and as such is prone to hunting from the skies. By launching a surprise aerial attack, he can inflict poisonous wounds with his talons or burn prey with flaming projectiles. On the ground, Rathalos remains a formidable opponent. Using his powerful legs, he can chase down prey from a distance or inflict blunt-force damage with his clubbed tail. At a close enough range, he is known to use his sharp teeth to bite at foes as well.
Breath Weapon (Su): Once every 1d4 rounds as a standard action, a rathalos can emit line of fiery stones at a range of 40 feet that deals 4d8 points of fire and bludgeoning damage. A successful Relex save (DC 24) halves the damage. The save is Constitution-based.
Monstrous Rage (Ex): Whenever the creature loses half or more of its hit points, it flies into monstrous rage gaining a +4 Morale bonus to its AC, to attack and damage, and to its saving throws.
Poison (Ex): A rathalos has poisonous talons that deal initial and secondary damage of 1d6 Con when he makes a successful attack that causes injury. A successful Fortitude save (DC 24) negates. The save DC is Constitution-based.
Powerful Charge (Ex): When a rathalos charges, he deals 4d6+10 points of extra damage in addition to the normal benefits and hazards of a charge.
Roar (Ex): Three times a day as a standard action, a rathalos can emit a roar so powerful that he stuns his opponents. All creatures within 120 feet must succeed on a DC 19 Will save or be stunned for one round. The save is Charisma-based.