LostDeviljho
2014-09-15, 08:21 PM
It's Monster Hunter (http://monsterhunter.wikia.com/wiki/Monster_Hunter_Wiki), in D&D! specifically the content from the 3rd generation games, adapted to 3.x edition.
this has been/will be my main hobby for quite some time, and i'm hoping someone, somewhere, likes it.
there are undoubtedly balance issues and miss-CR-ing, but that's part of why I'm putting it up here, for all of you to pick apart, then put back together again better than before. that and i want acknowledgement for all my hard work.
so without further ado, i give you, Monster Hunter.
Monsters:
''Wyvern'', as used in the descriptions, does not refer to the monster of the same name from the MM, but rather is a classification for monsters with reptilian or semi-reptilian traits.
Lynians are diminutive sapient creatures known for their intelligence, organization, and language.
Felvine is a weed found in temperate climes. a member of the mint family characterized by it's pinkish leaves and stem, and pale yellow-orange flowers, it is easily identified, by those who know what it is. Practically, Felvine behaves lik catnip on steroids, attracting all manner of feline creatures. when steamed and pressed, Felvine releases an extremely potent oil that can drive even the strongest willed felines to madness. a single stalk of Felvine yields about a 1 oz. of Felvine Oil.
a DC 20 Craft (Alchemy) chack can be used to manufacture a Lesser Felvine Bomb (DC 22 for Standard, DC 25 for Greater), essentially an aerosol grenade filled with Felvine Oil. a Lesser Felvine Bomb requires 1 oz. of Felvine oil to make (Felvine Bombs and Greater Felvine Bombs require 6 oz. and 30 oz., respectively), and when detonated fills a 5 ft. radius sphere (15 ft. for Felvine bombs, 30 ft. for Greater Felvine Bombs) with the aerosolized Felvine Oil. any non-feline creature within the blast radius when it detonates is marked with the Felvine Oil, and any feline creatures within 200 ft. who do not make thier Will save (DC 20) immediately begin singlemindedly attacking and harassing it. this effect lasts for 1d4 rounds (1d6 for Standard, 1d8 for Greater). any feline creatures directly hit by the blast are left high off their asses (Dazed) for the same amount of time any other creature would have been marked.
http://img3.wikia.nocookie.net/__cb20140108060311/monsterhunter/images/e/ec/MH4-Felyne_Render_001.png
Felyne, 1st level Warrior
Small Humanoid (Felyne)
Hit Dice: 1d8+1 ( 5 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 17 (+1 size, +1 Dex, +4 chain shirt, +1 light shield), touch 12, flat-footed 16
Base Attack/Grapple: +1/-3
Attack: Heavy Pick +3 melee (1d4/x4) or Claw +3 melee (1d3)
Full Attack: Heavy Pick +3 melee (1d4/x4) or 2 Claws +3 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Felyne traits
Special Qualities: Felyne traits
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Skills: Climb +4, Hide +4, Jump +4, Spot, +3, Listen +3
Feats: Weapon Focus (Heavy Pick)
Environment: Any
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually Neutral
Advancement: By character class
Level Adjustment: +0
Small, intelligent cat-people commonly seen as assistants and companions to Hunters, Though occasionally one strikes out on a solo career. Felynes stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have blue, brown or green eyes, and white or cream fur with light brown markings. Felynes reach adulthood in their early twenties and generally live into the middle of their second century. Felynes speak Lynian and Common.
Most felynes encountered outside their home are warriors; the information in the statistics block is for one of 1st level.
Felyne Traits (Ex)
Felynes possess the following racial traits.
•+2 Dexterity, -2 Strength.
•Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
•A felyne’s base land speed is 20 feet.
•Hammerspace (Su): all felynes can access thier own, personal hammerspace. hammerspace is the same as a Type I Bag of Holding (http://www.dandwiki.com/wiki/SRD:Bag_of_Holding), except where noted here. this hammerspace is not tied to any particular pouch or bag, instead it can be accessed from any bag or pouch. a felyne can also pull objects in hammerspace from thin air, but this increases the time it takes to withdraw them by 1 full-round action, in addition to however long it would normally take.
A portable hole cannot be placed within hammerspace, it simply won't pass through the entrance. hammerspace cannot be accessed within a portable hole. living creature cannot be stored in hammerspace. only a single felyne can access it's personal hammerspace, if it ever dies, all objects within that space are lost forever, even if the felyne is revived at a later point.
•proficient with Light and Heavy Picks
•Monster Hunter Weapon Proficiency as a racial bonus feat once prerequisites are met.
•4 extra skill points at 1st level and 1 extra skill point at each additional level.
•+2 racial bonus on Climb, Jump, Spot, and Listen checks.
•Automatic Languages: Common, Lynian.
•Bonus Languages: Any (other than secret languages, such as •Druidic). See the Speak Language skill.
•Favored Class: Fighter, Ranger.
•LA +1
The Felyne warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
http://img1.wikia.nocookie.net/__cb20140107144409/monsterhunter/images/e/e4/MH4-Melynx_Render_001.png
Melynx, 1st level Warrior
Small Humanoid (Melynx)
Hit Dice:[/B] 1d8+1 ( 5 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 16 (+1 size, +1 Dex, +4 chain shirt), touch 12, flat-footed 15
Base Attack/Grapple: +1/-3
Attack: Club +3 melee (1d4) or Claw +3 melee (1d3)
Full Attack: Club +3 melee (1d4) or 2 Claws +3 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Melynx traits
Special Qualities: Melynx traits
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Skills: Climb +4, Hide +4, Jump +4, Spot, +3, Listen +3
Feats: Weapon Focus (club)
Environment: Any
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: By character class
Level Adjustment: +0
Melynx stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have blue, brown or green eyes, and black fur with white markings. Melynx are never seen without a cloth covering the lower half of it's face, old-west bandit style. While the majority of Melynxes are petty thugs and pickpockets who will happily mug anyone that crosses their path, a few are willing to hire themselves out as chefs and mercenaries. Melynx reach adulthood in their early twenties and generally live into the middle of their second century. Melynx speak Lynian and Common.
Most melynx encountered outside their home are thieves or warriors; the information in the statistics block is for a warrior of 1st level.
Melynx Traits (Ex)
Melynx possess the following racial traits.
•+2 Dexterity, -2 Strength.
•Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
•A melynx’s base land speed is 20 feet.
•Hammerspace (Su): all melynx can access thier own, personal hammerspace. hammerspace is the same as a Type II Bag of Holding (http://www.dandwiki.com/wiki/SRD:Bag_of_Holding), except where noted here. this hammerspace is not tied to any particular pouch or bag, instead it can be accessed from any bag or pouch. a melynx can also pull objects in hammerspace from thin air, but this increases the time it takes to withdraw them by 1 full-round action, in addition to however long it would normally take.
A portable hole cannot be placed within hammerspace, it simply won't pass through the entrance. hammerspace cannot be accessed within a portable hole. living creature cannot be stored in hammerspace. only a single melynx can access it's personal hammerspace, if it ever dies, all objects within that space are lost forever, even if the melynx is revived at a later point.
•Thieving Strike (Ex): once per round, if a melynx hits with a melee attack, it may make a Sleight of Hand check to steal something the target is carrying. armor or clothing, weapons larger than Light, and anything held in the targets hands cannot be stolen. stolen items are immediately deposited in the melynx's hammerspace
•+2 racial bonus on Climb, Jump, Spot, and Listen checks.
•Automatic Languages: Common, Lynian.
•Bonus Languages: Any (other than secret languages, such as •Druidic). See the Speak Language skill.
•Favored Class: Rogue, Ranger.
•LA +1
The Melynx warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
A loose grouping of bipedal wyverns divided into two sub-types: True Bird Wyverns, which sport a beak and a chicken-like combat style; and Theropod Bird Wyverns, which, though resembling raptors more than actual birds, share the same skeletal structure as the True subtypes.
http://img2.wikia.nocookie.net/__cb20140107143715/monsterhunter/images/thumb/2/27/MH4-Great_Jaggi_Render_001.png/301px-MH4-Great_Jaggi_Render_001.png
Great Jaggi
Large Animal
Hit Dice: 8d8+43 (79 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Talons +10 melee (2d6+5)
Full Attack: Talons +10 melee (2d6+5) and bite +5 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, tail whip, commander's howl
Special Qualities: Low-light vision, scent, monstrous rage
Saves: Fort +10, Ref +8, Will +4
Abilities: Str 21, Dex 15, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide +9, Jump +27, Listen +12, Spot +12, Survival +12
Feats: Run, Toughness, Track,
Environment: Any
Organization: Solitary or pack (1 great jaggi, 4-6 jaggi/jaggia)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: —
"The commanding alpha male of Jaggi packs. Most males leave the group upon reaching maturity, returning to compete with others. The dominant male then becomes a Great Jaggi. Apparently, they can issue fairly complex orders via howling."
Combat
A Great Jaggi a combination of speed, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack. A Great Jaggi has a relatively large brain, and it commands it’s pack with cunning tactics.
Pounce (Ex): If a Great Jaggi charges, it can make a full attack.
Tail Whip (Ex): The Great Jaggi attacks as if it had the Whirlwind Attack feat, except that the attack made is a Tail Slap (that deals 1d6 + x1.5 strength modifier)
Commander’s Howl (Ex): As a standard action, a Great Jaggi can use it’s Commander’s Howl. This can be used one of two ways:
Summon Jaggi/Jaggia
The Howl calls either 2 Jaggi (70% chance), 1 Jaggia (15% chance), 1 Jaggia and 1 Jaggi (10% chance), or 2 Jaggia (5% chance) to assist the Great Jaggi.
Tactical Command
The Great Jaggi can command any Jaggi or Jaggia within a 150 ft. radius to use one of the following tactics.
•Harass Foe:
The Jaggi/Jaggia gather around a target, flanking them when possible, and making it difficult to attack. While using this tactic, Jaggi are treated as having the Wolfpack feat (Races Of The Wild), and Jaggia gain the Thicket Of Blades stance (Tome Of Battle)
•Defend Commander:
The Jaggi/Jaggia form a loose ring around the Great Jaggi, defending it from attacks.
while using this tactic, Jaggi gain the ability to, once per round, take a single attack meant for an ally. this includes all HP and Ability Damage, and secondary effects like poison, paralysis, sleep, stunning, etc. This ability can also be used to shield an ally for Area Of Effect attacks. Jaggia gain the Iron Guard's Glare stance (Tome Of Battle).
•Abandon Tactic:
The Jaggi/Jaggia abandon in tactic currently in use an attack normally.
Monstrous Rage (Ex): Whenever the Great Jaggi loses half or more of its hit points, it flies into monstrous rage, gaining a +2 Morale bonus to its AC, to attack and damage, and to its saving throws.
Skills
A Great Jaggi has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
http://img4.wikia.nocookie.net/__cb20100412053222/monsterhunter/images/1/11/Jaggi.png
Jaggi
Medium Animal
Hit Dice: 4d8 (18 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+7
Attack: Talons +7 melee (1d8+4)
Full Attack: Talons +7 melee (1d8+4) and 2 foreclaws +2 melee (1d3+2) and bite +2 melee (2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills: Hide +12, Jump +26, Listen +10, Spot +10, Survival +10
Feats: Run, Track
Environment: Any
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: —
"Highly social, carnivorous bird wyverns found in large packs. Young Jaggi males hunt in groups, attacking much larger animals. Current research suggests they operate under orders from an alpha male. Aggressive but wary of fire."
Combat
A Jaggi uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack.
Pounce (Ex): If a Jaggi charges, it can make a full attack.
Skills
A Jaggi has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
http://img2.wikia.nocookie.net/__cb20100412053459/monsterhunter/images/f/f2/Jaggia.png
Jaggia
Medium Animal
Hit Dice: 6d8+16 (18 hp)
Initiative: +2
Speed: 45 ft. (9 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+7
Attack: Body Slam +7 melee (1d10+4)
Full Attack: Body Slam +7 melee (1d10+4) and bite +2 melee (2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills: Hide +12, Jump +26, Listen +10, Spot +10, Survival +10
Feats: Run, Toughness, Track
Environment: Any
Organization: Solitary, pair, or pack (3-4)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 7-10 HD (Medium)
Level Adjustment: —
"Female Jaggi that stay in groups, Jaggia generally cluster around the nest to defend it and raise whelps. Smaller than mature males, but larger than and tougher than the countless young males. Jaggia also operate under an alphas orders."
Combat
A Jaggia generally lurks behind attacking Jaggi, waiting for the correct moment to strike, then retreating again.
Pounce (Ex): If a Jaggia charges, it can make a full attack.
Skills
A Jaggia has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
http://img3.wikia.nocookie.net/__cb20100403213355/monsterhunter/images/thumb/2/28/GreatBaggi.png/285px-GreatBaggi.png
Great Baggi
Large Animal
Hit Dice: 9d8+43 (84 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +6/+15
Attack: Talons +10 melee (2d6+5)
Full Attack: Talons +10 melee (2d6+5) and bite +5 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, tranquilizer spit, tail whip, commander's howl
Special Qualities: Low-light vision, scent, monstrous rage
Saves: Fort +10, Ref +8, Will +4
Abilities: Str 21, Dex 15, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide +9, Jump +27, Listen +12, Spot +12, Survival +12
Feats: Run, Toughness, Track
Environment: Tundra
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: —
"Carnivorous bird wyverns like the Jaggi. Noted for their projecting cranial crests and bluish-white skin that's adapted to snow. Great Baggi craftily command other Baggi to surround their prey and stun them with a tranquilizing fluid."
Combat
A Great Baggi uses a combination of speed and large teeth. A Great Baggi has a relatively large brain, and it commands it’s pack with cunning tactics.
Pounce (Ex): If a Great Baggi charges, it can make a full attack.
Tranquilizer Spit (Ex): As a Standard Action, a Great Baggi can make a single ranged touch attack within 60 ft. by spitting it’s tranquilizing venom at the target. if the attack hits, the target must make a DC 20 Fort save or go to Sleep for 1d8 rounds. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Tail Whip (Ex): The Great Baggi attacks as if it had the Whirlwind Attack feat, except that the attack made is a Tail Slap (that deals 1d6 + x1.5 strength modifier)
Commander’s Howl (Ex): As a standard action, a Great Baggi can use it’s Commander’s Howl. This can be used one of two ways:
Summon Baggi
The Howl calls either 2 Baggi to assist the Great Baggi.
Tactical Command
The Great Baggi can command any Baggi within a 150 ft. radius to use one of the following tactics.
•Harass Foe
The Baggi gather around a target, flanking them when possible, and making it difficult to attack. While using this tactic, all Baggi are treated as having the Wolfpack feat (Races Of The Wild).
•Defend Commander
The Baggi form a loose ring around the Great Baggi, defending it from attacks.
while using this tactic, Baggi gain the ability to, once per round, take a single attack meant for an ally. this includes all HP and Ability Damage, and secondary effects like poison, paralysis, sleep, stunning, etc. This ability can also be used to shield an ally for Area Of Effect attacks.
•Abandon Tactic
The Baggi abandon in tactic currently in use and attack normally.
Monstrous Rage (Ex): Whenever the Great Baggi loses half or more of its hit points, it flies into monstrous rage, gaining a +3 Morale bonus to its AC, to attack and damage, and to its saving throws.
Skills
A Great Baggi has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
http://img1.wikia.nocookie.net/__cb20100412053329/monsterhunter/images/c/ce/Baggi.png
Baggi
Medium Animal
Hit Dice: 4d8+16 (34 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +3/+7
Attack: Talons +7 melee (1d8+4)
Full Attack: Talons +7 melee (1d8+4) and 2 foreclaws +2 melee (1d3+2) and bite +2 melee (2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, tranquilizer spit
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills: Hide +12, Jump +26, Listen +10, Spot +10, Survival +10
Feats: Run, Track
Environment: Any
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: —
"Highly intelligent, carnivorous bird wyverns that hunt in packs. Noted for their blue scales and sharp glare. Baggi are feared for their ability to release a tranquillising fluid; it can knock out even humans for several seconds."
Combat
A Baggi uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack.
Pounce (Ex):If a Baggi charges, it can make a full attack.
Tranquilizer Spit (Ex):As a Standard Action, a Baggi can make a single ranged touch attack within 60 ft. by spitting it’s tranquilizing venom at the target. if the attack hits, the target must make a DC 15 Fort save or go to Sleep for 1d4 rounds. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Skills
A Baggi has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
http://img2.wikia.nocookie.net/__cb20110214142034/monsterhunter/images/2/2f/Great-Froggi.png
Great Wroggi
Large Animal
Hit Dice: 9d8+43 (84 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Base Attack/Grapple: +6/+15
Attack: Talons +10 melee (2d6+5)
Full Attack: Talons +10 melee (2d6+5) and bite +5 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, poison breath, tail whip, commander's howl
Special Qualities: Low-light vision, scent, monstrous rage
Saves: Fort +10, Ref +8, Will +4
Abilities: Str 21, Dex 17, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide +9, Jump +27, Listen +12, Spot +12, Survival +12
Feats: Run, Toughness, Track,
Environment: Swamps, Marshes, Humid Forests, and Volcanic Areas
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: —
"Bird wyverns that spit a poisonous mist. Wroggi travel in packs that are led by the largest and most toxic member. The poison is made in a sac-like organ around its throat; if this is destroyed, the creature's ability to spit is impaired."
Combat
A Great Wroggi a combination of speed, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack. A Great Wroggi has a relatively large brain, and it commands it’s pack with cunning tactics.
Pounce (Ex):If a Great Wroggi charges, it can make a full attack.
Poison Breath(Ex):As a Standard Action, a Great Wroggi can breath a 10x10x10 ft. cloud of poisonous gas at a target. This attack has a range of 30 ft. and the gas lasts 3 rounds. If a creature breathes some of the gas, it must make a DC 19 Fort save or become poisoned, taking 1d6 hp + 2 Con initial damage, and 1d6 hp + 1 Con secondary damage. If the Great Wroggi's poison sac is destroyed (DM's choice how, may be via a called shot, critical hit, or something else), the the poison cloud only lasts till the end of the next turn.
Tail Whip (Ex):The Great Wroggi attacks as if it had the Whirlwind Attack feat, except that the attack made is a Tail Slap (that deals 1d6 + x1.5 strength modifier)
Commander’s Howl (Ex):As a standard action, a Great Wroggi can use it’s Commander’s Howl. This can be used one of two ways:
Summon Baggi
The Howl calls either 2 Wroggi to assist the Great Wroggi.
Tactical Command
The Great Wroggi can command any Wroggi within a 150 ft. radius to use one of the following tactics.
•Harass Foe
The Wroggi gather around a target, flanking them when possible, attempting to poison it, and making it difficult to attack. While using this tactic, all Wroggi are treated as having the Wolfpack feat (Races Of The Wild).
•Defend Commander
The Wroggi form a loose ring around the Great Wroggi, defending it from attacks.
while using this tactic, Wroggi gain the ability to, once per round, take a single attack meant for an ally. this includes all HP and Ability Damage, and secondary effects like poison, paralysis, sleep, stunning, etc. This ability can also be used to shield an ally for Area Of Effect attacks.
•Abandon Tactic
The Wroggi abandon in tactic currently in use an attack normally.
Monstrous Rage (Ex):Whenever the Great Wroggi loses half or more of its hit points, it flies into monstrous rage, gaining a +3 Morale bonus to its AC, to attack and damage, and to its saving throws.
Skills
A Great Wroggi has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
http://img1.wikia.nocookie.net/__cb20140819203541/monsterhunter/images/d/db/MHP3-Wroggi_Render_001.png
Wroggi
Medium Animal
Hit Dice: 4d8+16 (34 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple: +3/+7
Attack: Talons +7 melee (1d8+4)
Full Attack: Talons +7 melee (1d8+4) and 2 foreclaws +2 melee (1d3+2) and bite +2 melee (2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, Poison Breath
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 19, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills: Hide +12, Jump +26, Listen +10, Spot +10, Survival +10
Feats: Run, Track
Environment: Any
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: —
"Small, carnivorous bird wyverns with poison-generating organs that run from their mouths to their throats. They run in packs, often led by a large alpha male. Lesser members of the order are fiercely loyal, and will eagerly lay down their lives to protect the alpha."
Combat
A wroggi uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack.
Pounce (Ex):If a wroggi charges, it can make a full attack.
Poison Breath(Ex):As a Standard Action, a Wroggi can breath a 10x10x10 ft. cloud of poisonous gas at a target. This attack has a range of 15 ft. and the gas lasts 1 round. If a creature breathes some of the gas, it must make a DC 16 Fort save or become poisoned, taking 1d4 hp + 2 Con initial damage, and 1d4 hp + 1 Con secondary damage.
Skills
A Wroggi has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
http://img3.wikia.nocookie.net/__cb20150104010411/monsterhunter/images/0/0e/MH3U-Qurupeco_Render_001.png
Qurupeco
Large Magical Beast
Hit Dice: 7d10+14 (52 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 60 ft. (average)
Armor Class: 17 (-1 size, +3 dex, +5 natural), 12 touch, 14 flat-footed
Base Attack/Grapple: +5/+13
Attack: Bite +7 melee (1d8+6)
Full Attack: Bite +7 melee (1d8+6), wing slap +2 melee (1d6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Trample, mucus spit, spark burst, summon ally, inspiring roar, healing cry
Special Qualities: Low-light vision, monstrous rage, resistance to fire 10
Saves: Fort +7, Ref +8, Will +4
Abilities: Str 19, Dex 17, Con 15, Int 2, Wis 14, Cha 11
Skills: Listen +4, Spot +6
Feats: Alertness, Flyby Attack
Environment: warm forests, hills, plains, desert, and swamps
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always Neutral
Advancement: 8-14 HD (Large), 15-21 HD (Huge)
Level Adjustment: —
"Bird Wyverns with unique plumage, they are well known for using their thoracic vocal organs to imitate others monsters calls, first summoning them, then using the distraction to flee. The creature spits a dangerous combustible body fluid that can lower one's resistance to."
Combat
The Qurupeco generally sticks to the ground in combat, making liberal use of it’s trample and Spark Burst attacks, and only taking to the air for short periods of time to harass their foes.
Monstrous Rage (Ex): Whenever the Qurupeco loses half or more of its hit points, it flies into monstrous rage, gaining a +3 Morale bonus to its AC, to attack and damage, and to its saving throws. In addition, it may use it’s Spark Burst attack on a 3rd target.
Trample (Ex): As a full-round action, a qurupeco can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The qurupeco merely has to move over the opponents in its path; any creature whose space is completely covered by the qurupeco's space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the qurupeco moves over all the squares it occupies. If the qurupeco moves over only some of a target’s space, the target can make an attack of opportunity against the trampling qurupeco at a –4 penalty. A qurupeco that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.
A trample attack deals 1d6+6 bludgeoning damage.
Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.
The save DC against a qurupeco's trample attack is 17. A qurupeco can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
Mucus Spit (Ex): Once every 1d6 rounds the Qurupeco can spit balls of combustible mucus at 3 targets within the area of a 30ft. cone, requiring them to make a DC 16 Reflex save to avoid it.
If the Mucus hits it inflicts DS 5/Fire (Damage Susceptibility 5/Fire)on the target for 1d6+4 rounds. This means that any attacks that deal Fire damage do an additional 5 damage. The Fire Susceptibility from multiple Mucus Balls does not stack, but being struck by a mucus ball again while still affected extends the effect by 1d6 rounds.
Spark Burst (Ex):The Qurupeco leaps 10 ft. to land in front of its target and strikes with the flints on it’s wings. This deals 1d6 Fire damage and throws Medium or smaller opponents 5 ft. in a random direction. The Qurupeco then repeats this attack on another foe, or, if no foe is far enough away that another 10 ft. jump from the previous landing spot would put it in reach, it attempts to get as close as possible. Reflex avoids (DC 16).
Summon Ally (Su):As Summon Nature’s Ally III, except all creatures summoned are from the following lists and randomly determined. 4/day.
Level 1
•Melynx
•Ludroth (near water)
•Jaggi/Jaggia (or Wroggi in swamps)
•Renoplos (in Plains)
•Bullfango
Level 2
•Great Jaggi
•Royal Ludroth (near water)
•Azuros
•Volvidon (in plains or desert)
•Rathian
•Barroth (in desert and plains)
•Nibelsnarf (in desert)
Level 3
•Diablos
•Deviljho
•Rathalos
•Sand Barioth (in desert)
•Duramboros
•Zinogre
Inspiring Roar (Su): A number of times a day equal to 3+⅓ HD (rounded down), a Qurupeco can inspire tremendous ability in itself or all willing allies within earshot for 5 rounds. It can either inspire great attacking power, granting a +2 competence bonus on attack and damage rolls, and a +1 competence bonus on Fortitude saves, or great defensive skill, granting a +4 morale bonus on saving throws and a +4 dodge bonus to AC. Inspiring Roar is a move action that provokes Attacks of Opportunity. if struck by an AOO and dealt damage equal to at least 5+Con modifier, the effects instead apply to the creature who dealt the damage and it’s allies, and the Qurupeco is left Shaken for 1d3 rounds.
Inspiring Roar is a mind-affecting ability.
Healing Cry (Su): A number of times a day equal to 3+⅓ HD (rounded down), a Qurupeco can release a melodic cry that grants 2 bonus Hit Dice (d10s), and the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice),
Healing Cry is a move action that provokes Attacks of Opportunity. if struck by an AOO and dealt damage equal to at least 5+Con modifier, the effects instead apply to the creature who dealt the damage and it’s allies, and the Qurupeco is left Shaken for 1d3 rounds.
Healing Cry is a mind-affecting ability.
Weapons (http://www.giantitp.com/forums/showsinglepost.php?p=18122400&postcount=10)
this has been/will be my main hobby for quite some time, and i'm hoping someone, somewhere, likes it.
there are undoubtedly balance issues and miss-CR-ing, but that's part of why I'm putting it up here, for all of you to pick apart, then put back together again better than before. that and i want acknowledgement for all my hard work.
so without further ado, i give you, Monster Hunter.
Monsters:
''Wyvern'', as used in the descriptions, does not refer to the monster of the same name from the MM, but rather is a classification for monsters with reptilian or semi-reptilian traits.
Lynians are diminutive sapient creatures known for their intelligence, organization, and language.
Felvine is a weed found in temperate climes. a member of the mint family characterized by it's pinkish leaves and stem, and pale yellow-orange flowers, it is easily identified, by those who know what it is. Practically, Felvine behaves lik catnip on steroids, attracting all manner of feline creatures. when steamed and pressed, Felvine releases an extremely potent oil that can drive even the strongest willed felines to madness. a single stalk of Felvine yields about a 1 oz. of Felvine Oil.
a DC 20 Craft (Alchemy) chack can be used to manufacture a Lesser Felvine Bomb (DC 22 for Standard, DC 25 for Greater), essentially an aerosol grenade filled with Felvine Oil. a Lesser Felvine Bomb requires 1 oz. of Felvine oil to make (Felvine Bombs and Greater Felvine Bombs require 6 oz. and 30 oz., respectively), and when detonated fills a 5 ft. radius sphere (15 ft. for Felvine bombs, 30 ft. for Greater Felvine Bombs) with the aerosolized Felvine Oil. any non-feline creature within the blast radius when it detonates is marked with the Felvine Oil, and any feline creatures within 200 ft. who do not make thier Will save (DC 20) immediately begin singlemindedly attacking and harassing it. this effect lasts for 1d4 rounds (1d6 for Standard, 1d8 for Greater). any feline creatures directly hit by the blast are left high off their asses (Dazed) for the same amount of time any other creature would have been marked.
http://img3.wikia.nocookie.net/__cb20140108060311/monsterhunter/images/e/ec/MH4-Felyne_Render_001.png
Felyne, 1st level Warrior
Small Humanoid (Felyne)
Hit Dice: 1d8+1 ( 5 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 17 (+1 size, +1 Dex, +4 chain shirt, +1 light shield), touch 12, flat-footed 16
Base Attack/Grapple: +1/-3
Attack: Heavy Pick +3 melee (1d4/x4) or Claw +3 melee (1d3)
Full Attack: Heavy Pick +3 melee (1d4/x4) or 2 Claws +3 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Felyne traits
Special Qualities: Felyne traits
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Skills: Climb +4, Hide +4, Jump +4, Spot, +3, Listen +3
Feats: Weapon Focus (Heavy Pick)
Environment: Any
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually Neutral
Advancement: By character class
Level Adjustment: +0
Small, intelligent cat-people commonly seen as assistants and companions to Hunters, Though occasionally one strikes out on a solo career. Felynes stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have blue, brown or green eyes, and white or cream fur with light brown markings. Felynes reach adulthood in their early twenties and generally live into the middle of their second century. Felynes speak Lynian and Common.
Most felynes encountered outside their home are warriors; the information in the statistics block is for one of 1st level.
Felyne Traits (Ex)
Felynes possess the following racial traits.
•+2 Dexterity, -2 Strength.
•Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
•A felyne’s base land speed is 20 feet.
•Hammerspace (Su): all felynes can access thier own, personal hammerspace. hammerspace is the same as a Type I Bag of Holding (http://www.dandwiki.com/wiki/SRD:Bag_of_Holding), except where noted here. this hammerspace is not tied to any particular pouch or bag, instead it can be accessed from any bag or pouch. a felyne can also pull objects in hammerspace from thin air, but this increases the time it takes to withdraw them by 1 full-round action, in addition to however long it would normally take.
A portable hole cannot be placed within hammerspace, it simply won't pass through the entrance. hammerspace cannot be accessed within a portable hole. living creature cannot be stored in hammerspace. only a single felyne can access it's personal hammerspace, if it ever dies, all objects within that space are lost forever, even if the felyne is revived at a later point.
•proficient with Light and Heavy Picks
•Monster Hunter Weapon Proficiency as a racial bonus feat once prerequisites are met.
•4 extra skill points at 1st level and 1 extra skill point at each additional level.
•+2 racial bonus on Climb, Jump, Spot, and Listen checks.
•Automatic Languages: Common, Lynian.
•Bonus Languages: Any (other than secret languages, such as •Druidic). See the Speak Language skill.
•Favored Class: Fighter, Ranger.
•LA +1
The Felyne warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
http://img1.wikia.nocookie.net/__cb20140107144409/monsterhunter/images/e/e4/MH4-Melynx_Render_001.png
Melynx, 1st level Warrior
Small Humanoid (Melynx)
Hit Dice:[/B] 1d8+1 ( 5 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 16 (+1 size, +1 Dex, +4 chain shirt), touch 12, flat-footed 15
Base Attack/Grapple: +1/-3
Attack: Club +3 melee (1d4) or Claw +3 melee (1d3)
Full Attack: Club +3 melee (1d4) or 2 Claws +3 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Melynx traits
Special Qualities: Melynx traits
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Skills: Climb +4, Hide +4, Jump +4, Spot, +3, Listen +3
Feats: Weapon Focus (club)
Environment: Any
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: By character class
Level Adjustment: +0
Melynx stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have blue, brown or green eyes, and black fur with white markings. Melynx are never seen without a cloth covering the lower half of it's face, old-west bandit style. While the majority of Melynxes are petty thugs and pickpockets who will happily mug anyone that crosses their path, a few are willing to hire themselves out as chefs and mercenaries. Melynx reach adulthood in their early twenties and generally live into the middle of their second century. Melynx speak Lynian and Common.
Most melynx encountered outside their home are thieves or warriors; the information in the statistics block is for a warrior of 1st level.
Melynx Traits (Ex)
Melynx possess the following racial traits.
•+2 Dexterity, -2 Strength.
•Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
•A melynx’s base land speed is 20 feet.
•Hammerspace (Su): all melynx can access thier own, personal hammerspace. hammerspace is the same as a Type II Bag of Holding (http://www.dandwiki.com/wiki/SRD:Bag_of_Holding), except where noted here. this hammerspace is not tied to any particular pouch or bag, instead it can be accessed from any bag or pouch. a melynx can also pull objects in hammerspace from thin air, but this increases the time it takes to withdraw them by 1 full-round action, in addition to however long it would normally take.
A portable hole cannot be placed within hammerspace, it simply won't pass through the entrance. hammerspace cannot be accessed within a portable hole. living creature cannot be stored in hammerspace. only a single melynx can access it's personal hammerspace, if it ever dies, all objects within that space are lost forever, even if the melynx is revived at a later point.
•Thieving Strike (Ex): once per round, if a melynx hits with a melee attack, it may make a Sleight of Hand check to steal something the target is carrying. armor or clothing, weapons larger than Light, and anything held in the targets hands cannot be stolen. stolen items are immediately deposited in the melynx's hammerspace
•+2 racial bonus on Climb, Jump, Spot, and Listen checks.
•Automatic Languages: Common, Lynian.
•Bonus Languages: Any (other than secret languages, such as •Druidic). See the Speak Language skill.
•Favored Class: Rogue, Ranger.
•LA +1
The Melynx warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
A loose grouping of bipedal wyverns divided into two sub-types: True Bird Wyverns, which sport a beak and a chicken-like combat style; and Theropod Bird Wyverns, which, though resembling raptors more than actual birds, share the same skeletal structure as the True subtypes.
http://img2.wikia.nocookie.net/__cb20140107143715/monsterhunter/images/thumb/2/27/MH4-Great_Jaggi_Render_001.png/301px-MH4-Great_Jaggi_Render_001.png
Great Jaggi
Large Animal
Hit Dice: 8d8+43 (79 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Talons +10 melee (2d6+5)
Full Attack: Talons +10 melee (2d6+5) and bite +5 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, tail whip, commander's howl
Special Qualities: Low-light vision, scent, monstrous rage
Saves: Fort +10, Ref +8, Will +4
Abilities: Str 21, Dex 15, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide +9, Jump +27, Listen +12, Spot +12, Survival +12
Feats: Run, Toughness, Track,
Environment: Any
Organization: Solitary or pack (1 great jaggi, 4-6 jaggi/jaggia)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: —
"The commanding alpha male of Jaggi packs. Most males leave the group upon reaching maturity, returning to compete with others. The dominant male then becomes a Great Jaggi. Apparently, they can issue fairly complex orders via howling."
Combat
A Great Jaggi a combination of speed, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack. A Great Jaggi has a relatively large brain, and it commands it’s pack with cunning tactics.
Pounce (Ex): If a Great Jaggi charges, it can make a full attack.
Tail Whip (Ex): The Great Jaggi attacks as if it had the Whirlwind Attack feat, except that the attack made is a Tail Slap (that deals 1d6 + x1.5 strength modifier)
Commander’s Howl (Ex): As a standard action, a Great Jaggi can use it’s Commander’s Howl. This can be used one of two ways:
Summon Jaggi/Jaggia
The Howl calls either 2 Jaggi (70% chance), 1 Jaggia (15% chance), 1 Jaggia and 1 Jaggi (10% chance), or 2 Jaggia (5% chance) to assist the Great Jaggi.
Tactical Command
The Great Jaggi can command any Jaggi or Jaggia within a 150 ft. radius to use one of the following tactics.
•Harass Foe:
The Jaggi/Jaggia gather around a target, flanking them when possible, and making it difficult to attack. While using this tactic, Jaggi are treated as having the Wolfpack feat (Races Of The Wild), and Jaggia gain the Thicket Of Blades stance (Tome Of Battle)
•Defend Commander:
The Jaggi/Jaggia form a loose ring around the Great Jaggi, defending it from attacks.
while using this tactic, Jaggi gain the ability to, once per round, take a single attack meant for an ally. this includes all HP and Ability Damage, and secondary effects like poison, paralysis, sleep, stunning, etc. This ability can also be used to shield an ally for Area Of Effect attacks. Jaggia gain the Iron Guard's Glare stance (Tome Of Battle).
•Abandon Tactic:
The Jaggi/Jaggia abandon in tactic currently in use an attack normally.
Monstrous Rage (Ex): Whenever the Great Jaggi loses half or more of its hit points, it flies into monstrous rage, gaining a +2 Morale bonus to its AC, to attack and damage, and to its saving throws.
Skills
A Great Jaggi has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
http://img4.wikia.nocookie.net/__cb20100412053222/monsterhunter/images/1/11/Jaggi.png
Jaggi
Medium Animal
Hit Dice: 4d8 (18 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+7
Attack: Talons +7 melee (1d8+4)
Full Attack: Talons +7 melee (1d8+4) and 2 foreclaws +2 melee (1d3+2) and bite +2 melee (2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills: Hide +12, Jump +26, Listen +10, Spot +10, Survival +10
Feats: Run, Track
Environment: Any
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: —
"Highly social, carnivorous bird wyverns found in large packs. Young Jaggi males hunt in groups, attacking much larger animals. Current research suggests they operate under orders from an alpha male. Aggressive but wary of fire."
Combat
A Jaggi uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack.
Pounce (Ex): If a Jaggi charges, it can make a full attack.
Skills
A Jaggi has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
http://img2.wikia.nocookie.net/__cb20100412053459/monsterhunter/images/f/f2/Jaggia.png
Jaggia
Medium Animal
Hit Dice: 6d8+16 (18 hp)
Initiative: +2
Speed: 45 ft. (9 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+7
Attack: Body Slam +7 melee (1d10+4)
Full Attack: Body Slam +7 melee (1d10+4) and bite +2 melee (2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills: Hide +12, Jump +26, Listen +10, Spot +10, Survival +10
Feats: Run, Toughness, Track
Environment: Any
Organization: Solitary, pair, or pack (3-4)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 7-10 HD (Medium)
Level Adjustment: —
"Female Jaggi that stay in groups, Jaggia generally cluster around the nest to defend it and raise whelps. Smaller than mature males, but larger than and tougher than the countless young males. Jaggia also operate under an alphas orders."
Combat
A Jaggia generally lurks behind attacking Jaggi, waiting for the correct moment to strike, then retreating again.
Pounce (Ex): If a Jaggia charges, it can make a full attack.
Skills
A Jaggia has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
http://img3.wikia.nocookie.net/__cb20100403213355/monsterhunter/images/thumb/2/28/GreatBaggi.png/285px-GreatBaggi.png
Great Baggi
Large Animal
Hit Dice: 9d8+43 (84 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +6/+15
Attack: Talons +10 melee (2d6+5)
Full Attack: Talons +10 melee (2d6+5) and bite +5 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, tranquilizer spit, tail whip, commander's howl
Special Qualities: Low-light vision, scent, monstrous rage
Saves: Fort +10, Ref +8, Will +4
Abilities: Str 21, Dex 15, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide +9, Jump +27, Listen +12, Spot +12, Survival +12
Feats: Run, Toughness, Track
Environment: Tundra
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: —
"Carnivorous bird wyverns like the Jaggi. Noted for their projecting cranial crests and bluish-white skin that's adapted to snow. Great Baggi craftily command other Baggi to surround their prey and stun them with a tranquilizing fluid."
Combat
A Great Baggi uses a combination of speed and large teeth. A Great Baggi has a relatively large brain, and it commands it’s pack with cunning tactics.
Pounce (Ex): If a Great Baggi charges, it can make a full attack.
Tranquilizer Spit (Ex): As a Standard Action, a Great Baggi can make a single ranged touch attack within 60 ft. by spitting it’s tranquilizing venom at the target. if the attack hits, the target must make a DC 20 Fort save or go to Sleep for 1d8 rounds. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Tail Whip (Ex): The Great Baggi attacks as if it had the Whirlwind Attack feat, except that the attack made is a Tail Slap (that deals 1d6 + x1.5 strength modifier)
Commander’s Howl (Ex): As a standard action, a Great Baggi can use it’s Commander’s Howl. This can be used one of two ways:
Summon Baggi
The Howl calls either 2 Baggi to assist the Great Baggi.
Tactical Command
The Great Baggi can command any Baggi within a 150 ft. radius to use one of the following tactics.
•Harass Foe
The Baggi gather around a target, flanking them when possible, and making it difficult to attack. While using this tactic, all Baggi are treated as having the Wolfpack feat (Races Of The Wild).
•Defend Commander
The Baggi form a loose ring around the Great Baggi, defending it from attacks.
while using this tactic, Baggi gain the ability to, once per round, take a single attack meant for an ally. this includes all HP and Ability Damage, and secondary effects like poison, paralysis, sleep, stunning, etc. This ability can also be used to shield an ally for Area Of Effect attacks.
•Abandon Tactic
The Baggi abandon in tactic currently in use and attack normally.
Monstrous Rage (Ex): Whenever the Great Baggi loses half or more of its hit points, it flies into monstrous rage, gaining a +3 Morale bonus to its AC, to attack and damage, and to its saving throws.
Skills
A Great Baggi has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
http://img1.wikia.nocookie.net/__cb20100412053329/monsterhunter/images/c/ce/Baggi.png
Baggi
Medium Animal
Hit Dice: 4d8+16 (34 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +3/+7
Attack: Talons +7 melee (1d8+4)
Full Attack: Talons +7 melee (1d8+4) and 2 foreclaws +2 melee (1d3+2) and bite +2 melee (2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, tranquilizer spit
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills: Hide +12, Jump +26, Listen +10, Spot +10, Survival +10
Feats: Run, Track
Environment: Any
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: —
"Highly intelligent, carnivorous bird wyverns that hunt in packs. Noted for their blue scales and sharp glare. Baggi are feared for their ability to release a tranquillising fluid; it can knock out even humans for several seconds."
Combat
A Baggi uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack.
Pounce (Ex):If a Baggi charges, it can make a full attack.
Tranquilizer Spit (Ex):As a Standard Action, a Baggi can make a single ranged touch attack within 60 ft. by spitting it’s tranquilizing venom at the target. if the attack hits, the target must make a DC 15 Fort save or go to Sleep for 1d4 rounds. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Skills
A Baggi has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
http://img2.wikia.nocookie.net/__cb20110214142034/monsterhunter/images/2/2f/Great-Froggi.png
Great Wroggi
Large Animal
Hit Dice: 9d8+43 (84 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Base Attack/Grapple: +6/+15
Attack: Talons +10 melee (2d6+5)
Full Attack: Talons +10 melee (2d6+5) and bite +5 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, poison breath, tail whip, commander's howl
Special Qualities: Low-light vision, scent, monstrous rage
Saves: Fort +10, Ref +8, Will +4
Abilities: Str 21, Dex 17, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide +9, Jump +27, Listen +12, Spot +12, Survival +12
Feats: Run, Toughness, Track,
Environment: Swamps, Marshes, Humid Forests, and Volcanic Areas
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: —
"Bird wyverns that spit a poisonous mist. Wroggi travel in packs that are led by the largest and most toxic member. The poison is made in a sac-like organ around its throat; if this is destroyed, the creature's ability to spit is impaired."
Combat
A Great Wroggi a combination of speed, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack. A Great Wroggi has a relatively large brain, and it commands it’s pack with cunning tactics.
Pounce (Ex):If a Great Wroggi charges, it can make a full attack.
Poison Breath(Ex):As a Standard Action, a Great Wroggi can breath a 10x10x10 ft. cloud of poisonous gas at a target. This attack has a range of 30 ft. and the gas lasts 3 rounds. If a creature breathes some of the gas, it must make a DC 19 Fort save or become poisoned, taking 1d6 hp + 2 Con initial damage, and 1d6 hp + 1 Con secondary damage. If the Great Wroggi's poison sac is destroyed (DM's choice how, may be via a called shot, critical hit, or something else), the the poison cloud only lasts till the end of the next turn.
Tail Whip (Ex):The Great Wroggi attacks as if it had the Whirlwind Attack feat, except that the attack made is a Tail Slap (that deals 1d6 + x1.5 strength modifier)
Commander’s Howl (Ex):As a standard action, a Great Wroggi can use it’s Commander’s Howl. This can be used one of two ways:
Summon Baggi
The Howl calls either 2 Wroggi to assist the Great Wroggi.
Tactical Command
The Great Wroggi can command any Wroggi within a 150 ft. radius to use one of the following tactics.
•Harass Foe
The Wroggi gather around a target, flanking them when possible, attempting to poison it, and making it difficult to attack. While using this tactic, all Wroggi are treated as having the Wolfpack feat (Races Of The Wild).
•Defend Commander
The Wroggi form a loose ring around the Great Wroggi, defending it from attacks.
while using this tactic, Wroggi gain the ability to, once per round, take a single attack meant for an ally. this includes all HP and Ability Damage, and secondary effects like poison, paralysis, sleep, stunning, etc. This ability can also be used to shield an ally for Area Of Effect attacks.
•Abandon Tactic
The Wroggi abandon in tactic currently in use an attack normally.
Monstrous Rage (Ex):Whenever the Great Wroggi loses half or more of its hit points, it flies into monstrous rage, gaining a +3 Morale bonus to its AC, to attack and damage, and to its saving throws.
Skills
A Great Wroggi has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
http://img1.wikia.nocookie.net/__cb20140819203541/monsterhunter/images/d/db/MHP3-Wroggi_Render_001.png
Wroggi
Medium Animal
Hit Dice: 4d8+16 (34 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple: +3/+7
Attack: Talons +7 melee (1d8+4)
Full Attack: Talons +7 melee (1d8+4) and 2 foreclaws +2 melee (1d3+2) and bite +2 melee (2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, Poison Breath
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 19, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills: Hide +12, Jump +26, Listen +10, Spot +10, Survival +10
Feats: Run, Track
Environment: Any
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: —
"Small, carnivorous bird wyverns with poison-generating organs that run from their mouths to their throats. They run in packs, often led by a large alpha male. Lesser members of the order are fiercely loyal, and will eagerly lay down their lives to protect the alpha."
Combat
A wroggi uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack.
Pounce (Ex):If a wroggi charges, it can make a full attack.
Poison Breath(Ex):As a Standard Action, a Wroggi can breath a 10x10x10 ft. cloud of poisonous gas at a target. This attack has a range of 15 ft. and the gas lasts 1 round. If a creature breathes some of the gas, it must make a DC 16 Fort save or become poisoned, taking 1d4 hp + 2 Con initial damage, and 1d4 hp + 1 Con secondary damage.
Skills
A Wroggi has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
http://img3.wikia.nocookie.net/__cb20150104010411/monsterhunter/images/0/0e/MH3U-Qurupeco_Render_001.png
Qurupeco
Large Magical Beast
Hit Dice: 7d10+14 (52 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 60 ft. (average)
Armor Class: 17 (-1 size, +3 dex, +5 natural), 12 touch, 14 flat-footed
Base Attack/Grapple: +5/+13
Attack: Bite +7 melee (1d8+6)
Full Attack: Bite +7 melee (1d8+6), wing slap +2 melee (1d6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Trample, mucus spit, spark burst, summon ally, inspiring roar, healing cry
Special Qualities: Low-light vision, monstrous rage, resistance to fire 10
Saves: Fort +7, Ref +8, Will +4
Abilities: Str 19, Dex 17, Con 15, Int 2, Wis 14, Cha 11
Skills: Listen +4, Spot +6
Feats: Alertness, Flyby Attack
Environment: warm forests, hills, plains, desert, and swamps
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always Neutral
Advancement: 8-14 HD (Large), 15-21 HD (Huge)
Level Adjustment: —
"Bird Wyverns with unique plumage, they are well known for using their thoracic vocal organs to imitate others monsters calls, first summoning them, then using the distraction to flee. The creature spits a dangerous combustible body fluid that can lower one's resistance to."
Combat
The Qurupeco generally sticks to the ground in combat, making liberal use of it’s trample and Spark Burst attacks, and only taking to the air for short periods of time to harass their foes.
Monstrous Rage (Ex): Whenever the Qurupeco loses half or more of its hit points, it flies into monstrous rage, gaining a +3 Morale bonus to its AC, to attack and damage, and to its saving throws. In addition, it may use it’s Spark Burst attack on a 3rd target.
Trample (Ex): As a full-round action, a qurupeco can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The qurupeco merely has to move over the opponents in its path; any creature whose space is completely covered by the qurupeco's space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the qurupeco moves over all the squares it occupies. If the qurupeco moves over only some of a target’s space, the target can make an attack of opportunity against the trampling qurupeco at a –4 penalty. A qurupeco that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.
A trample attack deals 1d6+6 bludgeoning damage.
Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.
The save DC against a qurupeco's trample attack is 17. A qurupeco can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
Mucus Spit (Ex): Once every 1d6 rounds the Qurupeco can spit balls of combustible mucus at 3 targets within the area of a 30ft. cone, requiring them to make a DC 16 Reflex save to avoid it.
If the Mucus hits it inflicts DS 5/Fire (Damage Susceptibility 5/Fire)on the target for 1d6+4 rounds. This means that any attacks that deal Fire damage do an additional 5 damage. The Fire Susceptibility from multiple Mucus Balls does not stack, but being struck by a mucus ball again while still affected extends the effect by 1d6 rounds.
Spark Burst (Ex):The Qurupeco leaps 10 ft. to land in front of its target and strikes with the flints on it’s wings. This deals 1d6 Fire damage and throws Medium or smaller opponents 5 ft. in a random direction. The Qurupeco then repeats this attack on another foe, or, if no foe is far enough away that another 10 ft. jump from the previous landing spot would put it in reach, it attempts to get as close as possible. Reflex avoids (DC 16).
Summon Ally (Su):As Summon Nature’s Ally III, except all creatures summoned are from the following lists and randomly determined. 4/day.
Level 1
•Melynx
•Ludroth (near water)
•Jaggi/Jaggia (or Wroggi in swamps)
•Renoplos (in Plains)
•Bullfango
Level 2
•Great Jaggi
•Royal Ludroth (near water)
•Azuros
•Volvidon (in plains or desert)
•Rathian
•Barroth (in desert and plains)
•Nibelsnarf (in desert)
Level 3
•Diablos
•Deviljho
•Rathalos
•Sand Barioth (in desert)
•Duramboros
•Zinogre
Inspiring Roar (Su): A number of times a day equal to 3+⅓ HD (rounded down), a Qurupeco can inspire tremendous ability in itself or all willing allies within earshot for 5 rounds. It can either inspire great attacking power, granting a +2 competence bonus on attack and damage rolls, and a +1 competence bonus on Fortitude saves, or great defensive skill, granting a +4 morale bonus on saving throws and a +4 dodge bonus to AC. Inspiring Roar is a move action that provokes Attacks of Opportunity. if struck by an AOO and dealt damage equal to at least 5+Con modifier, the effects instead apply to the creature who dealt the damage and it’s allies, and the Qurupeco is left Shaken for 1d3 rounds.
Inspiring Roar is a mind-affecting ability.
Healing Cry (Su): A number of times a day equal to 3+⅓ HD (rounded down), a Qurupeco can release a melodic cry that grants 2 bonus Hit Dice (d10s), and the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice),
Healing Cry is a move action that provokes Attacks of Opportunity. if struck by an AOO and dealt damage equal to at least 5+Con modifier, the effects instead apply to the creature who dealt the damage and it’s allies, and the Qurupeco is left Shaken for 1d3 rounds.
Healing Cry is a mind-affecting ability.
Weapons (http://www.giantitp.com/forums/showsinglepost.php?p=18122400&postcount=10)