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Krimm_Blackleaf
2007-03-20, 08:36 PM
Hork-Bajir
http://i7.photobucket.com/albums/y265/Nny2/horkbajirandalite.jpg
A Hork-Bajir seer shows a female andalite his society

Large Aberration (augmented monstrous humanoid)
HD: 6d8+18 (45 hp)
Initiative: +3
Speed: 40 feet (8 squares), climb 30 feet.
Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +6/+15
Attack: Arm-blade +10 melee (1d8+5, 19-20/x2) or bite +10 melee (1d6+5)
Full Attack: 2 arm-blades +10 melee (1d8+5, 19-20/x2) and bite +8 melee (1d6+2) and 2 leg-blades +8 melee (1d6+2) and tail-blade +8 melee (1d4+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: --
Special Qualities: Bladed body, darkvision 60 ft, tree-climber, quick healers
Saves: Fort +7, Ref +10, Will, +5
Abilities: Str 20, Dex 17, Con 16, Int 6, Wis 11, Cha 8
Skills: Climb +18, Heal +2, Jump +7, Listen +4, Spot +4, Survival +4
Feats: Great Fortitude, Lightning Reflexes, Multiattack, Self-Sufficient
Organization: Solitary, pair, clutch (3-10) or village (11-75 plus twice as many children and noncombatants)
Challenge Rating: 6
Treasure: None (unless you want bark and rocks and things)
Alignment: Usually nuetral
Advancement: 7-12 (large)
Level Adjustment: +5

Crawling across the trees like an oversized lizard, a creature shreds bark from the tree with it's vicious-looking blades covering it's body. It stands about 7 feet tall, and about 12 feet from the tip of it's beak to the end of it's bladed tail. It's leathery skin looks greenish brown, but particularly greener around it's bladed areas and beak. It's beady little red eyes seem particularly unintelligent but not in the least aggressive. Despite it's horridly monstrous appearance it takes a bite of the bark.

Hork-Bajir are a race of semi-reptilian tree-dwellers created by a powerful race of genetic manipulators lost to time and knowledge. The Hork Bajir appear to be monsters designed for battle, with their resilient skin, strong muscles and many, deadly natural weapons but the Hork Bajir are peaceful, cautious herbivors who want nothing more than to live in peace and eat bark.

COMBAT
Hork-Bajir avoid combat whenever possible, but if forced they rely on their excellent natural weapons and great strength and speed. Though due to their lack of high intellect they often don't know they're stuck in combat, and will often attempt to run away even if doing so would be harmful or fatal.

Body-blades (Ex): Hork-Bajir are covered from head to clawed toe in blades designed for harvesting bark from trees, but it has proven useful otherwise. Whenever a Hork-Bajir is in a grapple he does an additional 1d12+7 damage aside from any natural attacks.

Tree-climber (Ex): Hork Bajir are specialist tree-climbers, when climbing through trees their climb-speed increases to 60 feet and they are able to move as though they were running.

Quick Healer (Ex): One quality embedded in the Hork Bajir's biology is the ability to close wounds more quickly than several other races. They heal lethal damage at a rate of 1 per hour, and 2 per hour while sleeping.

Skills: Hork Bajir have a +4 racial bonus on Listen and Spot checks. A Hork Bajir has a +8 racial bonus on Climb checks and can always choose to take 10 on a climb check even if rushed or threatened.

Feats: Hork Bajir gain multiattack as a bonus feat.


--
Hork-Bajir Seers: The Hork-Bajir race has not been known as the most intelligent race among other sentient beings, and shows little progress of becoming any more intelligent. But now and then from the ashes of ignorance a bright mind arises. This intelligent Hork-Bajir is known as a Seer among his people. They often become the leaders of their villages and sometimes larger Hork-Bajir communities.

Treat Seers in your campaign as Regular Hork Bajir with intelligence scores of 14 or 15, and improved skill-points. They often have more ranks in many skills oriented with survival outdoors. Most seers that do not become leaders of their group will go out into the world and seek adventure, although it is a sad day when a seer wanders off and is never seen again.

DaMullet
2007-03-20, 08:45 PM
Ah, I remember those books... Never liked the jerks they cast in the show, though.

I think it might suit them better, if I recall how they described it in the books, to give them Fast Healing rather than a homebrewed type of it, though that might make them too hard for CR6.

Krimm_Blackleaf
2007-03-20, 08:49 PM
Ah, I remember those books... Never liked the jerks they cast in the show, though.

I think it might suit them better, if I recall how they described it in the books, to give them Fast Healing rather than a homebrewed type of it, though that might make them too hard for CR6.
Perhaps replace it with fast healing 1 and just boost it to CR 7?

Fizban
2007-03-20, 09:05 PM
Hmm, I'd remove the climb speed and change it to "a Hork Bajir can climb surfaces with hardness 5 or less at a speed of 60'by digging their body blades into the surface for traction". I don't remember them climbing any cliffs myself, but I could be wrong.

I wish it was a PC race, but you can't have everything.

Maldraugedhen
2007-03-20, 09:15 PM
Uh, he did list an LA. If you don't mind them, you COULD use it as a PC race.

Fizban
2007-03-20, 10:02 PM
Right, I meant LA+0 race. I prefer casters, so anything with LA of more than 3 doesn't count on my radar.

averagejoe
2007-03-20, 10:10 PM
Well, somehow I see them Hork-Bajir as the agressive melee types anyways.

You say under tree climber that they "are able to move as though they were running." I'm not sure what this means? Can they go 240 feet through trees in a straight line?

You're pretty much my hero for doing this. They were alway SOOO cool. Maybe you want to put something about the "seers?" That could just be considered something "setting specific," though.

Icewalker
2007-03-20, 10:17 PM
I like it. I can definitely see these dudes with class levels as well, probably Ranger, although I really can't see them with an animal companion.

I like how on their full attack they get arm blades, bite, leg blades, and tail.

Caduceus
2007-03-20, 10:25 PM
Perhaps a Seer has an intelligence 10 points higher than a standard Hork-Bajir? That would place them more intelligent than your average commoner (I'm extrapolating that from the ability to learn algebra and higher math rather quickly).

Raistlin1040
2007-03-20, 10:27 PM
I'd give them a higher INT. Probably around an 8.

averagejoe
2007-03-20, 10:49 PM
They'd be much more intelligent than just 8. That's like... orc intelligence. I'd tend to agree more with Caduceus. Even so, again, it isn't something that necessarily needs to be built in anyways, because they're pretty rare.

Inyssius Tor
2007-03-20, 11:02 PM
Well, the normal Hork-Bajir were really stupid, but a -6 seems a little too much. I would say -4 would be reasonable to Int, and probably also give them a -2 to Cha. Assuming the Seer is a PC with 18 Int (pre- racial modifiers), that places his intelligence at 14, which seems about right as far as I can remember. (Remember, 14 is actually quite a bit over the human average...)

Serenity
2007-03-20, 11:05 PM
Could we see Taxxon and Andalites as well? Yeerks can just be Puppeteers.

Caduceus
2007-03-20, 11:34 PM
I believe the Andalites have been posted already. Perhaps the Gedd, too, however.

averagejoe
2007-03-20, 11:41 PM
The Gedd were just stupid monkey things. Just use, like, baboons, or something.

Howlers and Chee would be pretty awsome, though.

Caduceus
2007-03-20, 11:53 PM
It'd be interesting to see the Ellimist as a Deity. Greater or Over, though?

Krimm_Blackleaf
2007-03-20, 11:55 PM
I could do Howlers and Chee, perhaps Taxxons aswell. I've already done Andalites and I'm planning on figuring out a system for Yeerks. I was thinking about making a small section for Seers, but I left it out and just waited for people to mention it.:smallamused:

I will work on that a little now, also I'll work a bit on modifying his stats according to previous suggestions.

And averagejoe, yes, I mean while climbing through trees they may go that fast in a strait line.

averagejoe
2007-03-21, 12:00 AM
Actually, Howlers seem like they'd be pretty easy to stat up. I'll do it now.

Hit Die: As many as they need.
Initiative: more than you
Speed: you're already dead. You have no idea how completely and utterly dead you are.

DEFCON Clown
2007-03-21, 01:30 PM
Have you posted the Andalite write up?

Caduceus
2007-03-21, 02:50 PM
Remember that Howlers are like children only in their perception of the world as a game, not in their mental scores. They're some of the smartest creatures out there, and the most perceptive as well.

Krimm_Blackleaf
2007-03-21, 04:06 PM
Have you posted the Andalite write up?
Yes I have. (http://www.giantitp.com/forums/showthread.php?t=37082)

averagejoe
2007-03-21, 05:30 PM
Remember that Howlers are like children only in their perception of the world as a game, not in their mental scores. They're some of the smartest creatures out there, and the most perceptive as well.

Um... yes?

Although, I doubt they'd have really great charisma. Not even great intimidate. They just kinda kill you. Yep. Not great social skills there.

Arbitrarity
2007-03-21, 05:40 PM
Actually, Yeerks sort of remind me of the Ithllid reproduction cycle.

DON'T ASK!

And do the extra natural attacks keep going down like that? I thought it would be 10/8/8/8 etc.

Yeah, like the pit fiend's full attack:

2 claws +30 melee (2d8+13) and 2 wings +28 melee (2d6+6) and bite +28 melee (4d6+6 plus poison plus disease) and tail slap +28 melee (2d8+6)

Krimm_Blackleaf
2007-03-21, 06:04 PM
Actually, Yeerks sort of remind me of the Ithllid reproduction cycle.

DON'T ASK!

And do the extra natural attacks keep going down like that? I thought it would be 10/8/8/8 etc.

Yeah, like the pit fiend's full attack:
Oh, all the better then! :smallsmile:

Calver
2007-03-22, 01:55 PM
I was going to stat up the Howlers when I had done this, but when I went to do it, I realized all it be is a funky looking human with bonuses to all physical stats and Int with a Sonic special ability and a "Hive Mind" :smallconfused: There wasn't anything fun to them, really, they were just slaughter machines with high-tech weapons from across the multiverse. Not like the hork-bajir with his incredible amount of attacks (even more if you give him manufactured weapons) or the Andalites with the Thought-speech, tail blades, and other abilities.

Dunno, maybe it was just me :smalleek:

Chee- Str +10, Int +4, DR 20/-, Pacifism :smallsigh:
(Ok, a little exageration there, I think, but...)

averagejoe
2007-03-22, 02:01 PM
Don't forget, howlers also had fast healing (one regrew a hand seconds after Ax took it off) and claw things on their hand. and the ability to swivel around really good. I wonder what that last one would translate to in game...

Caduceus
2007-03-22, 02:17 PM
Swivel = Unflankable.

And in reference to Howlers just being humans with higher scores and a couple special abilities: Elves are just humans with long life spans, agility, and weak bodies. Dwarves are just short humans with long life spans, strong bodies, and don't make themselves very well understood. Orcs are just really stupid humans with a lot of muscle. Gnomes and halflings are just tiny humans that get into a lot of mischief.

They're different races and they give flavor. They could all be humans (as detailed by the DMG2), but then it wouldn't be DnD.

averagejoe
2007-03-22, 03:17 PM
That's what came to mind first, but I thought hivemind already gives unflankable. It should give, like, super unflankable. Like, +2 to AC when flanked. Or maybe something that makes sense...

Calver
2007-03-22, 10:00 PM
Swivel = Unflankable.

And in reference to Howlers just being humans with higher scores and a couple special abilities: Elves are just humans with long life spans, agility, and weak bodies. Dwarves are just short humans with long life spans, strong bodies, and don't make themselves very well understood. Orcs are just really stupid humans with a lot of muscle. Gnomes and halflings are just tiny humans that get into a lot of mischief.

They're different races and they give flavor. They could all be humans (as detailed by the DMG2), but then it wouldn't be DnD.

Yeah, and that's why I only stat races like that when it's absolutely necessary :smallbiggrin:
It's not that I don't appreciate demihumans, it's just that the LA that thing is going to have isn't worth creating because I'll probably never use it (I haven't actually used the other Animorph races I've statted so far :smallfrown:)

Collin152
2007-03-22, 11:11 PM
That's what came to mind first, but I thought hivemind already gives unflankable. It should give, like, super unflankable. Like, +2 to AC when flanked. Or maybe something that makes sense...
It gives unflankable if there are others percieving the threat.
And it's not really a hive mind, more like a collective memory.

averagejoe
2007-03-22, 11:13 PM
Hmmm, good point. So, like, automatic weapon proficiencies and stuff like that.

Collin152
2007-03-22, 11:19 PM
Right, possibly built in favored enemies.

averagejoe
2007-03-24, 02:25 PM
Howlers don't have favored enemies. By the time they learn long enough about a race to get any useful information, they're already wiped out.

Yuki Akuma
2007-03-24, 03:04 PM
Not that Howlers would even consider learning about other races. After all, they're not really people, so why bother?

averagejoe
2007-03-24, 04:29 PM
Well, more like, stabbing this nerve immobilizes them, or stabbing that spot causes their head to explode. That kind of information.

Hylianbunny
2007-03-24, 08:12 PM
This is what a friend and I have worked out. If you want to hear our reasoning for any of the applied attributes, just ask. Note that this is just for a plain howler, one can easily add class levels to give weapon proficiencies and make them deadlier for higher level characters.

Haven't decided exactly how to represent the hivemind-ishness, since I don't have MMII.
---

"I have memories of seventeen Howler attacks. All successful. They have never been defeated. They have attacked highly advanced civilizations and simple people. They have never taken a prisoner. They simply kill and kill and kill until there is no one left to kill. Then they go and find something else to kill." - Erek

Howler
Medium Humanoid
HD: 6d8+24 (51 HP)
Speed: 30 ft. (6 squares)
Init: +5
AC: 19 (+5 dex, +4 natural), touch 15, flat-footed 13
BAB: +4; Grp: +6
Attack: Claw +8 (1d8+2, 19/20 x2) or Bite +8 (1d6+2, 19/20 x2)
Full-Attack: 2 claws +8/+8 (1d8+2, 19/20 x2) and Bite +8 (1d6+2, 19/20 x2)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Howl, Rend
Special Qualities: Regeneration, Targeting, Uncanny Dodge
Saves: Fort +6 Ref +10 Will -1
Abilities: Str 15, Dex 20, Con 19, Int 17, Wis 5, Cha 5
Skills: Jump +32, Listen +6, Spot +6
Feats: Power Attack, Cleave, Improved Natural Attack (claw)
Environment: n/a
Organization: Solitary
Challenge Rating: ?
Treasure: n/a
Alignment: Always Lawful Evil
Advancement: as Fighter
Level Adjustment: ?

Howl: Deals 2d6 sonic damage to a 50ft cone, targets must succeed on a Fortitude save (DC 15) or be stunned for one round. It is accompanied by a tremendous scream. The targets take a penalty on the save equal to their intelligence modifier.

Rend: If a Howler hits with both claws, they deal an additional 2d6+2 damage.

Regeneration: If a Howler loses a limb or body part, the lost portion regrows in 1d6+2 rounds. The creature can reattach the severed member instantly by holding it to the stump.

Targeting: As the feat Improved Critical, but applicable to any weapon or attack the Howler uses.

Uncanny Dodge: A howler can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker. However, it still loses its Dexterity bonus to AC if immobilized.

Fizban
2007-03-24, 09:46 PM
Nice but:
You need to specify which natural weapon Improved Natural Attack applies to.
You need to tell us where the absurd jump bonus is coming from.
And you should put in the swivelling ability, maybe uncanny dodge?

Other than that it looks good, as no one has decided to stat the high tech weapons. (I'm not saying they're needed either).

I was just thinking, I can't remember but did the animorphs have any trouble in grapples with the Howlers? If they did, It'd probably warrant a higher strength score.

Hylianbunny
2007-03-24, 09:59 PM
Neglected to add, but in the book they're noted as being able to easily jump from tree-to-tree or walkway-to-walkway "like people crossing a stream by jumping from rock to rock" (pg 101). It'll be listed as a bonus to Jump similar to the Thri-Kreen ability (+30), and the remaining +2 is from strength.

Was thinking about Uncanny Dodge, but hadn't decided. It's still in there on the original copy (and now edited into this one.)

averagejoe
2007-03-24, 11:31 PM
The howl seems like it should cause damage to anyone with an intelligence greater than two. Ax was bleeding from his ears because of it. Also, as we were discussing before, they should get automatic proficiencies and the like because of the hivemind-I remember it being described specifically as being benificial because it made it easier to pass on combat knowledge and the like.

Edit: there should be something there about their childlike mentality.

Yuki Akuma
2007-03-25, 04:42 AM
I don't think Lawful Evil fits them, really. I see them as more Neutral than Evil (as they don't really know what they're doing is wrong)...

LordOfXoriat
2007-03-25, 08:40 AM
Can someone post a pic of a howler? I remember what hork-bajar, andilates, chee, taxxon, and yeerks are, but I can't remember howlers. Did they come later in the series? I only got to around book 20.

Caduceus
2007-03-25, 10:38 AM
I'm pretty sure they show up in book 26. And that's about the only time they appear. Mentions are made throughout the series, however.

Fizban
2007-03-25, 12:20 PM
I don't have a pic, but for howlers, think like a humanoid with huge egg-shaped blue eyes and cooling craked lava for skin.

Hylianbunny
2007-03-25, 02:48 PM
As I said, I don't have access to hivemind, so I didn't do anything related to that. Automatic weapon proficiencies, maybe when the actual weapons are decided on.

I would argue Lawful Evil because when they are given rules for a certain engagement, they follow them. For example, not being allowed to harm Iskoort.

averagejoe
2007-03-25, 03:56 PM
I don't have access to hivemind either (at the moment), I just said that because that's what it said the hivemind did in the series.

Lawful is probably fine, but they're really not evil. They're basically children, and they think what they do is a game. After all, when they gave the howlers memories from the humans, their next attack plan was to travel to a planet and kiss the inhabitants.

Caduceus
2007-03-26, 12:46 AM
Lawful Neutral. Now quit debating the ethics of science-fictional creatures.:smalltongue:

averagejoe
2007-03-26, 03:40 AM
Lawful Neutral. Now quit debating the ethics of science-fictional creatures.:smalltongue:

NEVAR!!!

The Hork-Bajir are evil, because they are trying to stop the trees! Just imagine if they were defending Isenguard. That pretty much proves it. :smallbiggrin:

Collin152
2007-03-26, 05:48 PM
Naw, the Hork-Bajir are evil becasue they are not Autotrhophs; they must injure another organism to survive, or benefit from the injury of another organism.

Krimm_Blackleaf
2007-03-26, 07:19 PM
No, no, no! The Hork Bajir are evil because they're green and have lot of sharp natural weapons. The more green and number of natural weapons, the more evil! That's why andalites are so good, they're blue and only have tails.

Darkbane
2007-05-18, 06:33 PM
Hive Mind gives instant communication within a certain distance, and all creatures in the hive mind are unflankable unless all of them are flanked. Since the howler hive mind applies to all members of the species, that's going to be pretty hard to do.

Ha, imagine having every member of a species flanked at the same time. If you can do that, the howlers aren't going to be a threat anyway.

Jaguira
2007-05-18, 07:36 PM
I don't have anything to suggest or add... I just wanted to say that I lurve you for this <3

Krimm_Blackleaf
2007-05-18, 08:24 PM
I don't have anything to suggest or add... I just wanted to say that I lurve you for this <3

Aww, thank you so much. :smile:

Caduceus
2007-05-18, 11:06 PM
Actually, it's mentioned in The Attack that the Howlers' ability to share information has a short time delay, so they might be able to be flanked without every member of the race being flanked, were it not for their ball-bearing waists.