FUBARroflcopter
2015-07-21, 07:30 PM
Hello people of the playground! If you don't mind me, I'll be silently congratulating myself for getting my first post up on the site EVER after joining.
YAY!
Text is silent, yes? Anyway, I've been working a week or so trying to accurately translate Monster Hunter monsters into a DnD 3.5. I'm very nervous putting my stuff up here, being my first time and all, but I'm hoping you guys won't bulldoze me on my first post and be very insightful with your comments and such.
I've started with the simple (or not so simple, as I came to realize) Pack of Jaggi, Jaggia and Great Jaggi. I apologize if there are typos and redundancies. I got excited over this stuff as its my first true home brewed monsters from scratch and I love the franchise. I'm trying to keep it in the ballpark of Monster Hunter 3U, but I figured I would burn that bridge when I get to making other monsters. I do plan to get working on crafting all the signature items down and pat, but I figured I would start with the monsters for now since I'm the most excited about getting something down on them.
Mind you, I've only been playing for about two years ( I think ), so please be free to correct me on monster 101 formatting and building!
Jaggi
Medium Animal
Hit Dice: 4d8+8 (26hp)
Speed: 40ft. (8 squares)
Initiative: +1, See Alpha's Authority
Armor Class: 14; touch 11; flat-footed 13 (+1 Dex, +3 Natural Armor)
Base Attack/Grapple: +3/+5
Attack: Bite +5 melee (1d6+2)
Full-Attack: Bite +5 melee (1d6+2) and 2 Claws +0 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, Sudden Hop
Special Qualities: Low-light Vision, Scent, Pack Mentality
Saves: Fort +6 Ref +5 Will +0
Abilities: Str 15, Dex 13, Con 14, Int 2, Wis 8, Cha 5
Skills: Jump* +13, Move Silently +4, Spot +6, Listen +6, Hide +4, Survival +6
Feats: Alertness, Track
Environment: Temperate Forests and Plains
Organization: Solitary, Scout Group (2-4 Jaggi), Group (2-6 Jaggi with 1-3 Jaggia) or Pack (6-12 Jaggi, 2-4Jaggia and 1 Great Jaggi)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 5-7 HD (Medium); 8-14 HD (Large);
Level Adjustment: -
Skills: Jaggi get a +4 racial bonus to Jump, Move Silently, Spot, Listen, Hide and Survival.
*A Jaggi can always choose to take 10 on a Jump check, even if rushed or threatened.
Pounce (Ex): If a Jaggi charges, it can make a full attack.
Sudden Hop (Ex): As an Immediate Action, a jaggi may perform a self-preserving backwards hop to avoid one attack per round. The Jaggi makes a special Jump check, the result of which becomes the Jaggi’s AC against the attack made against it. If this check is higher than the attack roll made against it, the Jaggi then hops away from the attacker up to its movement speed in a straight line. The Jaggi must hop a minimum of 5 feet away from the attacker. This movement does not provoke attacks of opportunity from the attacker it is hopping away from, but may provoke attacks from other enemies. The Jaggi cannot use this ability if it is flat-footed or otherwise unaware of the attack or attacker. If the attacker succeeds at beating the Jump check, then the Jaggi is dealt damage normally and the usage of the hop is used up for the round.
Pack Mentality (Ex): Jaggi are very social creatures. When operating in a group, Jaggi communicate and report to other surrounding Jaggi constantly, allowing for uncanny organization uncommonly found with animals. Jaggi may report and relay information about anything they perceive as a free action to other Jaggi species, allowing other Jaggi able to hear or see it to be aware of prey and predator alike immediately. All Jaggi communicate as if using the skill trick Listen To This (see Complete Scoundrel), allowing precise information and no misunderstanding. Jaggi lose this ability if they cannot hear as they constantly communicate by barks and calls. Jaggi that are by some means silenced cannot update information to other surrounding Jaggi, but if they can still hear then they themselves can be updated and communicated with. For example, within the area of a Silence spell a Jaggi’s Pack Mentality would be rendered completely useless as it cannot be heard and it cannot hear. A solitary Jaggi gains no benefit from Pack Mentality.
Combat: Jaggi respond immediately to danger and developments in their surroundings. If encountering a singular element of prey, they tend to attack in two groups. The first group pounces in an attempt to surround and damage the target. If attacked, they will use Sudden Hop in an attempt to avoid damage. Then members of the second group will replace the ones that Sudden Hop away to keep the prey trapped. When fighting alongside Jaggia, Jaggi will pounce in, and then a Jaggia will Bull Rush in through a gap in the Jaggi to provoke attacks of opportunity. In the event of this, the second group of Jaggi will swarm the prey and attack it viciously in an attempt to kill it quickly.
Jaggia
Medium Animal
Hit Dice: 4d8+12 (30 hp)
Speed: 30ft. (6 squares)
Initiative: +1, See Alpha's Authority
Armor Class: 15; touch 11; flat-footed 14 (+1 Dex, +4 Natural Armor)
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (1d6+3)
Full-Attack: Bite +6 melee (1d6+3) and 2 Claws +2 melee (1d4+1)
Space/Reach: 5ft./5ft.
Special Attacks: Bull Rush, Sudden Hop
Special Qualities: Low-light Vision, Pack Mentality
Saves: Fort +7 Ref +5 Will +1
Abilities: Str 16, Dex 13, Con 16, Int 2, Wis 10, Cha 5
Skills: Jump* +14, Move Silently +4, Spot +4, Listen +4, Hide +4, Survival +4
Feats: Power Attack, Improved Bull Rush
Environment: Temperate Forests and Plains
Organization: Group (2-6 Jaggi with 1-3 Jaggia) or Pack (6-12 Jaggi, 2-4Jaggia and 1 Great Jaggi)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: -
Skills: Jaggia get a +4 racial bonus to Jump, Move Silently, Spot, Listen, Hide and Survival.
*A Jaggia can always choose to take 10 on a Jump check, even if rushed or threatened.
Sudden Hop (Ex): This works the same as the Jaggi Sudden Hop.
Pack Mentality (Ex): This works the same as the Jaggi Pack Mentality.
Combat: Jaggia have different roles than Jaggi due to be bulkier and slower in combat. Generally, Jaggia will follow up Jaggi pounces with Bull Rush attempts on their targets to provoke attacks of opportunity for the surrounding Jaggi.
Great Jaggi
Large Animal
Hit Dice: 8d8+45 (77 hp)
Speed: 40 ft. (8 squares)
Initiative: +6
Armor Class: 17; touch 12; flat-footed 16 (+2 Dex, +6 Natural Armor, -1 Size)
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (1d8+5)
Full-Attack: Bite +10 melee (1d8+5) and 2 Claws +5 melee (1d6+2), or Tail Whip +10 melee (1d6+5)
Space/Reach: 10ft./10ft.
Special Attacks: Pounce, Sudden Hop, Tail Whip, Bull Rush, Alpha’s Authority, Call of the Alpha
Special Qualities: Low-light Vision, Scent
Saves: Fort +11 Ref +8 Will +2
Abilities: Str 21, Dex 14, Con 20, Int 2, Wis 10, Cha 5
Skills: Jump* +20, Spot +8, Listen +8, Survival +8
Feats: Alertness, Track, Power Attack, Improved InitiativeB, Improved Bull Rush
Environment: Temperature Forests and Plains
Organization: Solitary or Pack (6-12 Jaggi, 2-4Jaggia and 1 Great Jaggi)
Challenge Rating: 6
Treasure: None
Alignment: Neutral
Advancement: 10-14 HD (Large)
Level Adjustment: -
Skills: Great Jaggi get a +4 racial bonus to Jump, Move Silently, Spot, Listen, Hide and Survival.
*A Great Jaggi can always choose to take 10 on a Jump check, even if rushed or threatened.
Alpha’s Authority (Ex): This works identical to the Jaggi Pack Mentality, in addition to some effects. All jaggi and jaggia that can hear the great Jaggia operate on its initiative count -1 as they wait for orders, if any. This also grants the great jaggi Improved Initiative feat as a bonus feat.
Call of the Alpha (Ex): A Great Jaggi has the outstanding ability to organize and order fellow pack mates and call for help using four different calls. The Great Jaggi may use one of these calls as a Full-Round Action that provokes Attacks of Opportunity.
Attack Order: The Great Jaggi can designate specific targets for its pack to focus their attacks on, be these targets prey of predator. All allied Jaggi and Jaggia gain the benefits of the Fleet of Foot feat (see Complete Warrior) and race their way toward their intended targets, doing their best to eliminate the targets for the duration of this order. They will chase the targets if targets flee, unless given an order otherwise by the Great Jaggi. If all targets are killed during the effect of this order, then all effected Jaggi and Jaggia resume acting normally. This order is usually used to coordinate an ambush against prey or designate a threat to attack. If Jaggi and Jaggia were under the effect of the Defend Order, they lose the effects of that order and gain the effects of this order instead.
Defend Order: A Great Jaggi orders its pack mates to defend it. All allied Jaggi and Jaggia do their best to surround the Great Jaggi with themselves, forming a blockade to protect their leader from threat. Allied Jaggi and Jaggia will attack any creature they perceive as a threat that enters of comes within striking distance with vicious ferocity. Any adjacent Jaggi or Jaggia to the Great Jaggi may also act as if using the Shield Ally (see Knight class feature in Player Handbook II) feature to take half of the damage dealt to the Great Jaggi if is attacked during the effect of this order. If Jaggi and Jaggia were under the effect of the Attack Order, they lose the effects of that order and gain the effects of this order instead. This order is normally used if the Great Jaggi is swarmed or is wounded and is planning a retreat.
Reinforcements Call: The Great Jaggi calls nearby members of its pack to it in the form of 1d4+2 Jaggi and 1d3 Jaggia. These arrive, and are ready to act, at the beginning of the next round under the effects of the current order, if one is present. Unlike the other orders, this order has a recharge time of 1d4+1 rounds. All attempts at using this order during this recharge time will have no effect.
Negate Order: The Great Jaggi cancels any standing orders. Allied Jaggi and Jaggia act normally.
Pounce (Ex): If a Great Jaggi charges, it can make a full attack.
Sudden Hop (Ex): This works the same as the Jaggi Sudden Hop.
Tail Whip (Ex): As a Full-Round Action, a great jaggi may attack all targets within 10 feet of it with its tail. The attacks are all made at the Great Jaggi’s highest attack bonus and using its full strength modifier in damage. It may even hit its own pack mates. However, Jaggi and Jaggia may Sudden Hop away if they are able.
Baggi
Medium Animal
Hit Dice: 4d8+8 (26hp)
Speed: 40ft. (8 squares)
Initiative: +1, See Alpha's Authority
Armor Class: 14; touch 11; flat-footed 13 (+1 Dex, +3 Natural Armor)
Base Attack/Grapple: +3/+5
Attack: Bite +5 melee (1d6+2)
Full-Attack: Bite +5 melee (1d6+2) and 2 Claws +0 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, Sleep Spit
Special Qualities: Low-light Vision, Scent, Pack Mentality, Cold Resistance 10, Vulnerability to Fire, Sudden Hop
Saves: Fort +6 Ref +5 Will +0
Abilities: Str 15, Dex 13, Con 14, Int 2, Wis 8, Cha 5
Skills: Jump* +13, Move Silently +4, Spot +6, Listen +6, Hide +4, Survival +6
Feats: Alertness, Track
Environment: Cold Forests, Hills and Plains
Organization: Solitary, Scout Group (2-4 Baggi), or Pack (6-12 Baggi and 1 Great Baggi)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 5-7 HD (Medium); 8-14 HD (Large);
Level Adjustment: -
Skills: Baggi get a +4 racial bonus to Jump, Move Silently, Spot, Listen, Hide and Survival.
*A Baggi can always choose to take 10 on a Jump check, even if rushed or threatened.
Saves: Baggi have a +4 racial bonus to saves against sleep effects.
Poison Spit (Ex): Once every 1d4 rounds, as a Standard Action, a Baggi can spit tranquilizing poison as a ranged touch attack up to 10 feet away. Baggi poison has a fortitude save DC 14 or be knocked unconscious for 1d4 rounds, however a creature resumes consciousness if successfully attacked. The save DC is Constitution-based.
Pounce (Ex): If a Baggi charges, it can make a full attack.
Sudden Hop (Ex): As an Immediate Action, a Baggi may perform a self-preserving backwards hop to avoid one attack per round. The Baggi makes a special Jump check, the result of which becomes the Baggi’s AC against the attack made against it. If this check is higher than the attack roll made against it, the Baggi then hops away from the attacker up to its movement speed in a straight line. The Baggi must hop a minimum of 5 feet away from the attacker. This movement does not provoke attacks of opportunity from the attacker it is hopping away from, but may provoke attacks from other enemies. The Baggi cannot use this ability if it is flat-footed or otherwise unaware of the attack or attacker. If the attacker succeeds at beating the Jump check, then the Baggi is dealt damage normally and the usage of the hop is used up for the round.
Pack Mentality (Ex): Baggi are very social creatures. When operating in a group, Baggi communicate and report to other surrounding Baggi constantly, allowing for uncanny organization uncommonly found with animals. Baggi may report and relay information about anything they perceive as a free action to other Baggi species, allowing other Baggi able to hear or see it to be aware of prey and predator alike immediately. All Baggi communicate as if using the skill trick Listen To This (see Complete Scoundrel), allowing precise information and no misunderstanding. Baggi lose this ability if they cannot hear as they constantly communicate by barks and calls. Baggi that are by some means silenced cannot update information to other surrounding Wroggi, but if they can still hear then they themselves can be updated and communicated with. For example, within the area of a Silence spell a Baggi’s Pack Mentality would be rendered completely useless as it cannot be heard and it cannot hear. A solitary Baggi gains no benefit from Pack Mentality.
Great Baggi
Large Animal
Hit Dice: 8d8+45 (77 hp)
Speed: 40 ft. (8 squares)
Initiative: +6
Armor Class: 17; touch 11; flat-footed 16 (+2 Dex, +6 Natural Armor, -1 Size)
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (1d8+5)
Full-Attack: Bite +10 melee (1d8+5) and 2 Claws +5 melee (1d6+2), or Tail Whip +10 melee (1d6+5)
Space/Reach: 10ft./10ft.
Special Attacks: Pounce, Tail Whip, Alpha’s Authority, Call of the Alpha, Poison Spit
Special Qualities: Low-light Vision, Scent, Cold Resistance 10, Vulnerability to Fire, Sudden Hop
Saves: Fort +11 Ref +8 Will +2
Abilities: Str 21, Dex 14, Con 20, Int 2, Wis 10, Cha 5
Skills: Jump* +20, Spot +8, Listen +8, Survival +8
Feats: Alertness, Track, Power Attack, Improved InitiativeB, Improved Bull Rush
Environment: Cold Forests, Hills and Plains
Organization: Solitary or Pack (6-12 Baggi and 1 Great Baggi)
Challenge Rating: 7
Treasure: None
Alignment: Neutral
Advancement: 9-14 HD (Large)
Level Adjustment: -
Skills: Great Baggi get a +4 racial bonus to Jump, Move Silently, Spot, Listen, Hide and Survival.
*A Great Baggi can always choose to take 10 on a Jump check, even if rushed or threatened.
Saves: Great Baggi have a +4 racial bonus to saves against sleep effects.
Poison Spit (Ex): This works like the Baggi Sleep Spit with the following exceptions.
The Great Baggi has a range of 15 feet and a fortitude DC of 19. This poison spit attack also has an increased area of effect due to the sheer amount of poison shot, resulting in a 5 foot radius splash from a successfully hit target. The save DC is Constitution based.
Alpha’s Authority (Ex): This works identical to the Baggi Pack Mentality, in addition to some effects. All Baggi that can hear the Great Baggi operate on its initiative count -1 as they wait for orders, if any. This also grants the Great Baggi Improved Initiative feat as a bonus feat.
Call of the Alpha (Ex): A Great Baggi has the outstanding ability to organize and order fellow pack mates and call for help using four different calls. The Great Baggi may use one of these calls as a Full-Round Action that provokes Attacks of Opportunity.
Attack Order: The Great Baggi can designate specific targets for its pack to focus their attacks on, be these targets prey of predator. All allied Baggi gain the benefits of the Fleet of Foot feat (see Complete Warrior) and race their way toward their intended targets, doing their best to eliminate the targets for the duration of this order. They will chase the targets if targets flee, unless given an order otherwise by the Great Baggi. If all targets are killed during the effect of this order, then all affected Baggi resume acting normally. This order is usually used to coordinate an ambush against prey or designate a threat to attack. If Baggi were under the effect of the Defend Order, they lose the effects of that order and gain the effects of this order instead.
Defend Order: A Great Baggi orders its pack mates to defend it. All allied Baggi do their best to surround the Great Baggi with themselves, forming a blockade to protect their leader from threat. Allied Baggi will attack any creature they perceive as a threat that enters of comes within striking distance with vicious ferocity. Baggi will shoot their Sleep Spit at any target within range they cannot reach with their natural weapons. Any adjacent Baggi to the Great Baggi may also act as if using the Shield Ally (see Knight class feature in Player Handbook II) feature to take half of the damage dealt to the Great Baggi if it is attacked during the effect of this order. If Baggi were under the effect of the Attack Order, they lose the effects of that order and gain the effects of this order instead. This order is normally used if the Great Baggi is swarmed or is wounded and is planning a retreat.
Reinforcements Call: The Great Baggi calls nearby members of its pack to it in the form of 1d4+2 Baggi. These arrive, and are ready to act, at the beginning of the next round under the effects of the current order, if one is present. Unlike the other orders, this order has a recharge time of 1d4+1 rounds. All attempts at using this order during this recharge time will have no effect.
Negate Order: The Great Baggi cancels any standing orders. Allied Baggi act normally.
Pounce (Ex): If a Great Baggi charges, it can make a full attack.
Sudden Hop (Ex): This works the same as the Baggi Sudden Hop with the following exception.
As part of a successful Sudden Hop, a Great Baggi may in addition also use its Sleep Spit ability if able. This Sleep Spit attack must be centered on one of the squares that the Great Baggi occupied before the Hop was made.
Tail Whip (Ex): As a Full-Round Action, a Great Baggi may attack all targets within 10 feet of it with its tail. The attacks are all made at the Great Baggi’s highest attack bonus and using its ful strength modifier in damage. It may even hit its own pack mates. However, Baggi may Sudden Hop away if they are able.
Wroggi
Medium Animal
Hit Dice: 4d8+12 (30 hp)
Speed: 30ft. (6 squares)
Initiative: +1, See Alpha's Authority
Armor Class: 15; touch 11; flat-footed 14 (+1 Dex, +4 Natural Armor)
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (1d6+3)
Full-Attack: Bite +6 melee (1d6+3) and 2 Claws +2 melee (1d4+1)
Space/Reach: 5ft./5ft.
Special Attacks: Poison Cloud
Special Qualities: Low-light Vision, Scent, Pack Mentality, Vulnerability to Cold, Sudden Hop
Saves: Fort +7 Ref +5 Will +1
Abilities: Str 16, Dex 13, Con 16, Int 2, Wis 10, Cha 5
Skills: Jump* +14, Move Silently +4, Spot +4, Listen +4, Hide +4, Survival +4
Feats: Power Attack, Improved Bull Rush, TrackB
Environment: Warm Forest, Hills, Plains
Organization: Solitary, Scout Group (2-4 Wroggi), or Pack (6-12 Wroggi and 1 Great Wroggi)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 5-7 HD (Medium); 8-14 HD (Large);
Level Adjustment: -
Skills: Wroggi get a +4 racial bonus to Jump, Move Silently, Spot, Listen, Hide, and Survival.
*A Wroggi can always choose to take 10 on a Jump check, even if rushed or threatened.
Saves: Wroggi have a +4 racial bonus to saves against poisons.
Feats: Wroggi have Track as a bonus feat.
Poison Cloud (Ex): As a standard action a Wroggi can force a poison cloud from its mouth that deals initial and secondary damage of 1d6 Con. This concentrated poison cloud can be used once every 1d4 rounds at the range of a 5 foot cone (one 5-foot-square) with a Fortitude save DC of 14. The save DC is Constitution-based.
Sudden Hop (Ex): As an Immediate Action, a Wroggi may perform a self-preserving backwards hop to avoid one attack per round. The Wroggi makes a special Jump check, the result of which becomes the Jaggi’s AC against the attack made against it. If this check is higher than the attack roll made against it, the Wroggi then hops away from the attacker up to its movement speed in a straight line. The Wroggi must hop a minimum of 5 feet away from the attacker. This movement does not provoke attacks of opportunity from the attacker it is hopping away from, but may provoke attacks from other enemies. The Wroggi cannot use this ability if it is flat-footed or otherwise unaware of the attack or attacker. If the attacker succeeds at beating the Jump check, then the Wroggi is dealt damage normally and the usage of the hop is used up for the round.
Pack Mentality (Ex): Wroggi are very social creatures. When operating in a group, Wroggi communicate and report to other surrounding Wroggi constantly, allowing for uncanny organization uncommonly found with animals. Wroggi may report and relay information about anything they perceive as a free action to other Wroggi species, allowing other Wroggi able to hear or see it to be aware of prey and predator alike immediately. All Wroggi communicate as if using the skill trick Listen To This (see Complete Scoundrel), allowing precise information and no misunderstanding. Wroggi lose this ability if they cannot hear as they constantly communicate by barks and calls. Wroggi that are by some means silenced cannot update information to other surrounding Wroggi, but if they can still hear then they themselves can be updated and communicated with. For example, within the area of a Silence spell a Wroggi’s Pack Mentality would be rendered completely useless as it cannot be heard and it cannot hear. A solitary Wroggi gains no benefit from Pack Mentality.
Great Wroggi
Large Animal
Hit Dice: 8d8+45 (77 hp)
Speed: 40 ft. (8 squares)
Initiative: +6
Armor Class: 17; touch 11; flat-footed 16 (+2 Dex, +6 Natural Armor, -1 Size)
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (1d8+5)
Full-Attack: Bite +10 melee (1d8+5) and 2 Claws +5 melee (1d6+2), or Tail Whip +10 melee (1d6+5)
Space/Reach: 10ft./10ft.
Special Attacks: Tail Whip, Alpha’s Authority, Call of the Alpha, Poison Cloud
Special Qualities: Low-light Vision, Scent, Vulnerability to Cold, Sudden Hop
Saves: Fort +11 Ref +8 Will +2
Abilities: Str 21, Dex 14, Con 20, Int 2, Wis 10, Cha 5
Skills: Jump* +20, Spot +8, Listen +8, Survival +8
Feats: Alertness, TrackB, Power Attack, Improved InitiativeB, Improved Bull Rush
Environment: Warm Forests, Hills and Plains
Organization: Solitary or Pack (6-12 Baggi and 1 Great Baggi)
Challenge Rating: 7
Treasure: None
Alignment: Neutral
Advancement: 9-14 HD (Large)
Level Adjustment: -
Skills: Great Wroggi get a +4 racial bonus to Jump, Move Silently, Spot, Listen, Hide and Survival.
*A Great Wroggi can always choose to take 10 on a Jump check, even if rushed or threatened.
Saves: Great Wroggi have a +4 racial bonus to saves against poison.
Feats: Great Wroggi have Track as a bonus feat.
Poison Cloud (Ex): This works like the Wroggi Poison Cloud except that a Great Wroggi's poison cloud goes outward as a 10 foot cone with a fortitude save DC of 19. The save DC is constitution based.
Alpha’s Authority (Ex): This works identical to the Wroggi Pack Mentality, in addition to some effects. All Wroggi that can hear the Great Wroggi operate on its initiative count -1 as they wait for orders, if any. This also grants the Great Wroggi Improved Initiative feat as a bonus feat.
Call of the Alpha (Ex): A Great Wroggi has the outstanding ability to organize and order fellow pack mates and call for help using four different calls. The Great Wroggi may use one of these calls as a Full-Round Action that provokes Attacks of Opportunity.
Attack Order: The Great Wroggi can designate specific targets for its pack to focus their attacks on, be these targets prey of predator. All allied Wroggi gain the benefits of the Fleet of Foot feat (see Complete Warrior) and race their way toward their intended targets, doing their best to eliminate the targets for the duration of this order. They will chase the targets if targets flee, unless given an order otherwise by the Great Wroggi. If all targets are killed during the effect of this order, then all affected Wroggi resume acting normally. This order is usually used to coordinate an ambush against prey or designate a threat to attack. If Wroggi were under the effect of the Defend Order, they lose the effects of that order and gain the effects of this order instead.
Defend Order: A Great Wroggi orders its pack mates to defend it. All allied Wroggi do their best to surround the Great Wroggi with themselves, forming a blockade to protect their leader from threat. Allied Wroggi will attack any creature they perceive as a threat that enters of comes within striking distance with vicious ferocity. Wroggi will shoot their Poison Cloud at any target within range they cannot reach with their natural weapons. Any adjacent Wroggi to the Great Wroggi may also act as if using the Shield Ally (see Knight class feature in Player Handbook II) feature to take half of the damage dealt to the Great Wroggi if it is attacked during the effect of this order. If Wroggi were under the effect of the Attack Order, they lose the effects of that order and gain the effects of this order instead. This order is normally used if the Great Wroggi is swarmed or is wounded and is planning a retreat.
Reinforcements Call: The Great Wroggi calls nearby members of its pack to it in the form of 1d4+2 Wroggi. These arrive, and are ready to act, at the beginning of the next round under the effects of the current order, if one is present. Unlike the other orders, this order has a recharge time of 1d4+1 rounds. All attempts at using this order during this recharge time will have no effect.
Negate Order: The Great Wroggi cancels any standing orders. Allied Wroggi act normally.
Sudden Hop (Ex): This works the same as the Wroggi Sudden Hop with the following exception.
As part of a successful Sudden Hop, a Great Wroggi may in addition also use its Poison Cloud ability if able. This Poison Cloud attack must be centered on one of the squares that the Great Wroggi occupied before the Hop was made.
Tail Whip (Ex): As a Full-Round Action, a Great Wroggi may attack all targets within 10 feet of it with its tail. The attacks are all made at the Great Wroggi’s highest attack bonus and using its full strength modifier in damage. It may even hit its own pack mates. However, Wroggi may Sudden Hop away if they are able.
YAY!
Text is silent, yes? Anyway, I've been working a week or so trying to accurately translate Monster Hunter monsters into a DnD 3.5. I'm very nervous putting my stuff up here, being my first time and all, but I'm hoping you guys won't bulldoze me on my first post and be very insightful with your comments and such.
I've started with the simple (or not so simple, as I came to realize) Pack of Jaggi, Jaggia and Great Jaggi. I apologize if there are typos and redundancies. I got excited over this stuff as its my first true home brewed monsters from scratch and I love the franchise. I'm trying to keep it in the ballpark of Monster Hunter 3U, but I figured I would burn that bridge when I get to making other monsters. I do plan to get working on crafting all the signature items down and pat, but I figured I would start with the monsters for now since I'm the most excited about getting something down on them.
Mind you, I've only been playing for about two years ( I think ), so please be free to correct me on monster 101 formatting and building!
Jaggi
Medium Animal
Hit Dice: 4d8+8 (26hp)
Speed: 40ft. (8 squares)
Initiative: +1, See Alpha's Authority
Armor Class: 14; touch 11; flat-footed 13 (+1 Dex, +3 Natural Armor)
Base Attack/Grapple: +3/+5
Attack: Bite +5 melee (1d6+2)
Full-Attack: Bite +5 melee (1d6+2) and 2 Claws +0 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, Sudden Hop
Special Qualities: Low-light Vision, Scent, Pack Mentality
Saves: Fort +6 Ref +5 Will +0
Abilities: Str 15, Dex 13, Con 14, Int 2, Wis 8, Cha 5
Skills: Jump* +13, Move Silently +4, Spot +6, Listen +6, Hide +4, Survival +6
Feats: Alertness, Track
Environment: Temperate Forests and Plains
Organization: Solitary, Scout Group (2-4 Jaggi), Group (2-6 Jaggi with 1-3 Jaggia) or Pack (6-12 Jaggi, 2-4Jaggia and 1 Great Jaggi)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 5-7 HD (Medium); 8-14 HD (Large);
Level Adjustment: -
Skills: Jaggi get a +4 racial bonus to Jump, Move Silently, Spot, Listen, Hide and Survival.
*A Jaggi can always choose to take 10 on a Jump check, even if rushed or threatened.
Pounce (Ex): If a Jaggi charges, it can make a full attack.
Sudden Hop (Ex): As an Immediate Action, a jaggi may perform a self-preserving backwards hop to avoid one attack per round. The Jaggi makes a special Jump check, the result of which becomes the Jaggi’s AC against the attack made against it. If this check is higher than the attack roll made against it, the Jaggi then hops away from the attacker up to its movement speed in a straight line. The Jaggi must hop a minimum of 5 feet away from the attacker. This movement does not provoke attacks of opportunity from the attacker it is hopping away from, but may provoke attacks from other enemies. The Jaggi cannot use this ability if it is flat-footed or otherwise unaware of the attack or attacker. If the attacker succeeds at beating the Jump check, then the Jaggi is dealt damage normally and the usage of the hop is used up for the round.
Pack Mentality (Ex): Jaggi are very social creatures. When operating in a group, Jaggi communicate and report to other surrounding Jaggi constantly, allowing for uncanny organization uncommonly found with animals. Jaggi may report and relay information about anything they perceive as a free action to other Jaggi species, allowing other Jaggi able to hear or see it to be aware of prey and predator alike immediately. All Jaggi communicate as if using the skill trick Listen To This (see Complete Scoundrel), allowing precise information and no misunderstanding. Jaggi lose this ability if they cannot hear as they constantly communicate by barks and calls. Jaggi that are by some means silenced cannot update information to other surrounding Jaggi, but if they can still hear then they themselves can be updated and communicated with. For example, within the area of a Silence spell a Jaggi’s Pack Mentality would be rendered completely useless as it cannot be heard and it cannot hear. A solitary Jaggi gains no benefit from Pack Mentality.
Combat: Jaggi respond immediately to danger and developments in their surroundings. If encountering a singular element of prey, they tend to attack in two groups. The first group pounces in an attempt to surround and damage the target. If attacked, they will use Sudden Hop in an attempt to avoid damage. Then members of the second group will replace the ones that Sudden Hop away to keep the prey trapped. When fighting alongside Jaggia, Jaggi will pounce in, and then a Jaggia will Bull Rush in through a gap in the Jaggi to provoke attacks of opportunity. In the event of this, the second group of Jaggi will swarm the prey and attack it viciously in an attempt to kill it quickly.
Jaggia
Medium Animal
Hit Dice: 4d8+12 (30 hp)
Speed: 30ft. (6 squares)
Initiative: +1, See Alpha's Authority
Armor Class: 15; touch 11; flat-footed 14 (+1 Dex, +4 Natural Armor)
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (1d6+3)
Full-Attack: Bite +6 melee (1d6+3) and 2 Claws +2 melee (1d4+1)
Space/Reach: 5ft./5ft.
Special Attacks: Bull Rush, Sudden Hop
Special Qualities: Low-light Vision, Pack Mentality
Saves: Fort +7 Ref +5 Will +1
Abilities: Str 16, Dex 13, Con 16, Int 2, Wis 10, Cha 5
Skills: Jump* +14, Move Silently +4, Spot +4, Listen +4, Hide +4, Survival +4
Feats: Power Attack, Improved Bull Rush
Environment: Temperate Forests and Plains
Organization: Group (2-6 Jaggi with 1-3 Jaggia) or Pack (6-12 Jaggi, 2-4Jaggia and 1 Great Jaggi)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: -
Skills: Jaggia get a +4 racial bonus to Jump, Move Silently, Spot, Listen, Hide and Survival.
*A Jaggia can always choose to take 10 on a Jump check, even if rushed or threatened.
Sudden Hop (Ex): This works the same as the Jaggi Sudden Hop.
Pack Mentality (Ex): This works the same as the Jaggi Pack Mentality.
Combat: Jaggia have different roles than Jaggi due to be bulkier and slower in combat. Generally, Jaggia will follow up Jaggi pounces with Bull Rush attempts on their targets to provoke attacks of opportunity for the surrounding Jaggi.
Great Jaggi
Large Animal
Hit Dice: 8d8+45 (77 hp)
Speed: 40 ft. (8 squares)
Initiative: +6
Armor Class: 17; touch 12; flat-footed 16 (+2 Dex, +6 Natural Armor, -1 Size)
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (1d8+5)
Full-Attack: Bite +10 melee (1d8+5) and 2 Claws +5 melee (1d6+2), or Tail Whip +10 melee (1d6+5)
Space/Reach: 10ft./10ft.
Special Attacks: Pounce, Sudden Hop, Tail Whip, Bull Rush, Alpha’s Authority, Call of the Alpha
Special Qualities: Low-light Vision, Scent
Saves: Fort +11 Ref +8 Will +2
Abilities: Str 21, Dex 14, Con 20, Int 2, Wis 10, Cha 5
Skills: Jump* +20, Spot +8, Listen +8, Survival +8
Feats: Alertness, Track, Power Attack, Improved InitiativeB, Improved Bull Rush
Environment: Temperature Forests and Plains
Organization: Solitary or Pack (6-12 Jaggi, 2-4Jaggia and 1 Great Jaggi)
Challenge Rating: 6
Treasure: None
Alignment: Neutral
Advancement: 10-14 HD (Large)
Level Adjustment: -
Skills: Great Jaggi get a +4 racial bonus to Jump, Move Silently, Spot, Listen, Hide and Survival.
*A Great Jaggi can always choose to take 10 on a Jump check, even if rushed or threatened.
Alpha’s Authority (Ex): This works identical to the Jaggi Pack Mentality, in addition to some effects. All jaggi and jaggia that can hear the great Jaggia operate on its initiative count -1 as they wait for orders, if any. This also grants the great jaggi Improved Initiative feat as a bonus feat.
Call of the Alpha (Ex): A Great Jaggi has the outstanding ability to organize and order fellow pack mates and call for help using four different calls. The Great Jaggi may use one of these calls as a Full-Round Action that provokes Attacks of Opportunity.
Attack Order: The Great Jaggi can designate specific targets for its pack to focus their attacks on, be these targets prey of predator. All allied Jaggi and Jaggia gain the benefits of the Fleet of Foot feat (see Complete Warrior) and race their way toward their intended targets, doing their best to eliminate the targets for the duration of this order. They will chase the targets if targets flee, unless given an order otherwise by the Great Jaggi. If all targets are killed during the effect of this order, then all effected Jaggi and Jaggia resume acting normally. This order is usually used to coordinate an ambush against prey or designate a threat to attack. If Jaggi and Jaggia were under the effect of the Defend Order, they lose the effects of that order and gain the effects of this order instead.
Defend Order: A Great Jaggi orders its pack mates to defend it. All allied Jaggi and Jaggia do their best to surround the Great Jaggi with themselves, forming a blockade to protect their leader from threat. Allied Jaggi and Jaggia will attack any creature they perceive as a threat that enters of comes within striking distance with vicious ferocity. Any adjacent Jaggi or Jaggia to the Great Jaggi may also act as if using the Shield Ally (see Knight class feature in Player Handbook II) feature to take half of the damage dealt to the Great Jaggi if is attacked during the effect of this order. If Jaggi and Jaggia were under the effect of the Attack Order, they lose the effects of that order and gain the effects of this order instead. This order is normally used if the Great Jaggi is swarmed or is wounded and is planning a retreat.
Reinforcements Call: The Great Jaggi calls nearby members of its pack to it in the form of 1d4+2 Jaggi and 1d3 Jaggia. These arrive, and are ready to act, at the beginning of the next round under the effects of the current order, if one is present. Unlike the other orders, this order has a recharge time of 1d4+1 rounds. All attempts at using this order during this recharge time will have no effect.
Negate Order: The Great Jaggi cancels any standing orders. Allied Jaggi and Jaggia act normally.
Pounce (Ex): If a Great Jaggi charges, it can make a full attack.
Sudden Hop (Ex): This works the same as the Jaggi Sudden Hop.
Tail Whip (Ex): As a Full-Round Action, a great jaggi may attack all targets within 10 feet of it with its tail. The attacks are all made at the Great Jaggi’s highest attack bonus and using its full strength modifier in damage. It may even hit its own pack mates. However, Jaggi and Jaggia may Sudden Hop away if they are able.
Baggi
Medium Animal
Hit Dice: 4d8+8 (26hp)
Speed: 40ft. (8 squares)
Initiative: +1, See Alpha's Authority
Armor Class: 14; touch 11; flat-footed 13 (+1 Dex, +3 Natural Armor)
Base Attack/Grapple: +3/+5
Attack: Bite +5 melee (1d6+2)
Full-Attack: Bite +5 melee (1d6+2) and 2 Claws +0 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, Sleep Spit
Special Qualities: Low-light Vision, Scent, Pack Mentality, Cold Resistance 10, Vulnerability to Fire, Sudden Hop
Saves: Fort +6 Ref +5 Will +0
Abilities: Str 15, Dex 13, Con 14, Int 2, Wis 8, Cha 5
Skills: Jump* +13, Move Silently +4, Spot +6, Listen +6, Hide +4, Survival +6
Feats: Alertness, Track
Environment: Cold Forests, Hills and Plains
Organization: Solitary, Scout Group (2-4 Baggi), or Pack (6-12 Baggi and 1 Great Baggi)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 5-7 HD (Medium); 8-14 HD (Large);
Level Adjustment: -
Skills: Baggi get a +4 racial bonus to Jump, Move Silently, Spot, Listen, Hide and Survival.
*A Baggi can always choose to take 10 on a Jump check, even if rushed or threatened.
Saves: Baggi have a +4 racial bonus to saves against sleep effects.
Poison Spit (Ex): Once every 1d4 rounds, as a Standard Action, a Baggi can spit tranquilizing poison as a ranged touch attack up to 10 feet away. Baggi poison has a fortitude save DC 14 or be knocked unconscious for 1d4 rounds, however a creature resumes consciousness if successfully attacked. The save DC is Constitution-based.
Pounce (Ex): If a Baggi charges, it can make a full attack.
Sudden Hop (Ex): As an Immediate Action, a Baggi may perform a self-preserving backwards hop to avoid one attack per round. The Baggi makes a special Jump check, the result of which becomes the Baggi’s AC against the attack made against it. If this check is higher than the attack roll made against it, the Baggi then hops away from the attacker up to its movement speed in a straight line. The Baggi must hop a minimum of 5 feet away from the attacker. This movement does not provoke attacks of opportunity from the attacker it is hopping away from, but may provoke attacks from other enemies. The Baggi cannot use this ability if it is flat-footed or otherwise unaware of the attack or attacker. If the attacker succeeds at beating the Jump check, then the Baggi is dealt damage normally and the usage of the hop is used up for the round.
Pack Mentality (Ex): Baggi are very social creatures. When operating in a group, Baggi communicate and report to other surrounding Baggi constantly, allowing for uncanny organization uncommonly found with animals. Baggi may report and relay information about anything they perceive as a free action to other Baggi species, allowing other Baggi able to hear or see it to be aware of prey and predator alike immediately. All Baggi communicate as if using the skill trick Listen To This (see Complete Scoundrel), allowing precise information and no misunderstanding. Baggi lose this ability if they cannot hear as they constantly communicate by barks and calls. Baggi that are by some means silenced cannot update information to other surrounding Wroggi, but if they can still hear then they themselves can be updated and communicated with. For example, within the area of a Silence spell a Baggi’s Pack Mentality would be rendered completely useless as it cannot be heard and it cannot hear. A solitary Baggi gains no benefit from Pack Mentality.
Great Baggi
Large Animal
Hit Dice: 8d8+45 (77 hp)
Speed: 40 ft. (8 squares)
Initiative: +6
Armor Class: 17; touch 11; flat-footed 16 (+2 Dex, +6 Natural Armor, -1 Size)
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (1d8+5)
Full-Attack: Bite +10 melee (1d8+5) and 2 Claws +5 melee (1d6+2), or Tail Whip +10 melee (1d6+5)
Space/Reach: 10ft./10ft.
Special Attacks: Pounce, Tail Whip, Alpha’s Authority, Call of the Alpha, Poison Spit
Special Qualities: Low-light Vision, Scent, Cold Resistance 10, Vulnerability to Fire, Sudden Hop
Saves: Fort +11 Ref +8 Will +2
Abilities: Str 21, Dex 14, Con 20, Int 2, Wis 10, Cha 5
Skills: Jump* +20, Spot +8, Listen +8, Survival +8
Feats: Alertness, Track, Power Attack, Improved InitiativeB, Improved Bull Rush
Environment: Cold Forests, Hills and Plains
Organization: Solitary or Pack (6-12 Baggi and 1 Great Baggi)
Challenge Rating: 7
Treasure: None
Alignment: Neutral
Advancement: 9-14 HD (Large)
Level Adjustment: -
Skills: Great Baggi get a +4 racial bonus to Jump, Move Silently, Spot, Listen, Hide and Survival.
*A Great Baggi can always choose to take 10 on a Jump check, even if rushed or threatened.
Saves: Great Baggi have a +4 racial bonus to saves against sleep effects.
Poison Spit (Ex): This works like the Baggi Sleep Spit with the following exceptions.
The Great Baggi has a range of 15 feet and a fortitude DC of 19. This poison spit attack also has an increased area of effect due to the sheer amount of poison shot, resulting in a 5 foot radius splash from a successfully hit target. The save DC is Constitution based.
Alpha’s Authority (Ex): This works identical to the Baggi Pack Mentality, in addition to some effects. All Baggi that can hear the Great Baggi operate on its initiative count -1 as they wait for orders, if any. This also grants the Great Baggi Improved Initiative feat as a bonus feat.
Call of the Alpha (Ex): A Great Baggi has the outstanding ability to organize and order fellow pack mates and call for help using four different calls. The Great Baggi may use one of these calls as a Full-Round Action that provokes Attacks of Opportunity.
Attack Order: The Great Baggi can designate specific targets for its pack to focus their attacks on, be these targets prey of predator. All allied Baggi gain the benefits of the Fleet of Foot feat (see Complete Warrior) and race their way toward their intended targets, doing their best to eliminate the targets for the duration of this order. They will chase the targets if targets flee, unless given an order otherwise by the Great Baggi. If all targets are killed during the effect of this order, then all affected Baggi resume acting normally. This order is usually used to coordinate an ambush against prey or designate a threat to attack. If Baggi were under the effect of the Defend Order, they lose the effects of that order and gain the effects of this order instead.
Defend Order: A Great Baggi orders its pack mates to defend it. All allied Baggi do their best to surround the Great Baggi with themselves, forming a blockade to protect their leader from threat. Allied Baggi will attack any creature they perceive as a threat that enters of comes within striking distance with vicious ferocity. Baggi will shoot their Sleep Spit at any target within range they cannot reach with their natural weapons. Any adjacent Baggi to the Great Baggi may also act as if using the Shield Ally (see Knight class feature in Player Handbook II) feature to take half of the damage dealt to the Great Baggi if it is attacked during the effect of this order. If Baggi were under the effect of the Attack Order, they lose the effects of that order and gain the effects of this order instead. This order is normally used if the Great Baggi is swarmed or is wounded and is planning a retreat.
Reinforcements Call: The Great Baggi calls nearby members of its pack to it in the form of 1d4+2 Baggi. These arrive, and are ready to act, at the beginning of the next round under the effects of the current order, if one is present. Unlike the other orders, this order has a recharge time of 1d4+1 rounds. All attempts at using this order during this recharge time will have no effect.
Negate Order: The Great Baggi cancels any standing orders. Allied Baggi act normally.
Pounce (Ex): If a Great Baggi charges, it can make a full attack.
Sudden Hop (Ex): This works the same as the Baggi Sudden Hop with the following exception.
As part of a successful Sudden Hop, a Great Baggi may in addition also use its Sleep Spit ability if able. This Sleep Spit attack must be centered on one of the squares that the Great Baggi occupied before the Hop was made.
Tail Whip (Ex): As a Full-Round Action, a Great Baggi may attack all targets within 10 feet of it with its tail. The attacks are all made at the Great Baggi’s highest attack bonus and using its ful strength modifier in damage. It may even hit its own pack mates. However, Baggi may Sudden Hop away if they are able.
Wroggi
Medium Animal
Hit Dice: 4d8+12 (30 hp)
Speed: 30ft. (6 squares)
Initiative: +1, See Alpha's Authority
Armor Class: 15; touch 11; flat-footed 14 (+1 Dex, +4 Natural Armor)
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (1d6+3)
Full-Attack: Bite +6 melee (1d6+3) and 2 Claws +2 melee (1d4+1)
Space/Reach: 5ft./5ft.
Special Attacks: Poison Cloud
Special Qualities: Low-light Vision, Scent, Pack Mentality, Vulnerability to Cold, Sudden Hop
Saves: Fort +7 Ref +5 Will +1
Abilities: Str 16, Dex 13, Con 16, Int 2, Wis 10, Cha 5
Skills: Jump* +14, Move Silently +4, Spot +4, Listen +4, Hide +4, Survival +4
Feats: Power Attack, Improved Bull Rush, TrackB
Environment: Warm Forest, Hills, Plains
Organization: Solitary, Scout Group (2-4 Wroggi), or Pack (6-12 Wroggi and 1 Great Wroggi)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 5-7 HD (Medium); 8-14 HD (Large);
Level Adjustment: -
Skills: Wroggi get a +4 racial bonus to Jump, Move Silently, Spot, Listen, Hide, and Survival.
*A Wroggi can always choose to take 10 on a Jump check, even if rushed or threatened.
Saves: Wroggi have a +4 racial bonus to saves against poisons.
Feats: Wroggi have Track as a bonus feat.
Poison Cloud (Ex): As a standard action a Wroggi can force a poison cloud from its mouth that deals initial and secondary damage of 1d6 Con. This concentrated poison cloud can be used once every 1d4 rounds at the range of a 5 foot cone (one 5-foot-square) with a Fortitude save DC of 14. The save DC is Constitution-based.
Sudden Hop (Ex): As an Immediate Action, a Wroggi may perform a self-preserving backwards hop to avoid one attack per round. The Wroggi makes a special Jump check, the result of which becomes the Jaggi’s AC against the attack made against it. If this check is higher than the attack roll made against it, the Wroggi then hops away from the attacker up to its movement speed in a straight line. The Wroggi must hop a minimum of 5 feet away from the attacker. This movement does not provoke attacks of opportunity from the attacker it is hopping away from, but may provoke attacks from other enemies. The Wroggi cannot use this ability if it is flat-footed or otherwise unaware of the attack or attacker. If the attacker succeeds at beating the Jump check, then the Wroggi is dealt damage normally and the usage of the hop is used up for the round.
Pack Mentality (Ex): Wroggi are very social creatures. When operating in a group, Wroggi communicate and report to other surrounding Wroggi constantly, allowing for uncanny organization uncommonly found with animals. Wroggi may report and relay information about anything they perceive as a free action to other Wroggi species, allowing other Wroggi able to hear or see it to be aware of prey and predator alike immediately. All Wroggi communicate as if using the skill trick Listen To This (see Complete Scoundrel), allowing precise information and no misunderstanding. Wroggi lose this ability if they cannot hear as they constantly communicate by barks and calls. Wroggi that are by some means silenced cannot update information to other surrounding Wroggi, but if they can still hear then they themselves can be updated and communicated with. For example, within the area of a Silence spell a Wroggi’s Pack Mentality would be rendered completely useless as it cannot be heard and it cannot hear. A solitary Wroggi gains no benefit from Pack Mentality.
Great Wroggi
Large Animal
Hit Dice: 8d8+45 (77 hp)
Speed: 40 ft. (8 squares)
Initiative: +6
Armor Class: 17; touch 11; flat-footed 16 (+2 Dex, +6 Natural Armor, -1 Size)
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (1d8+5)
Full-Attack: Bite +10 melee (1d8+5) and 2 Claws +5 melee (1d6+2), or Tail Whip +10 melee (1d6+5)
Space/Reach: 10ft./10ft.
Special Attacks: Tail Whip, Alpha’s Authority, Call of the Alpha, Poison Cloud
Special Qualities: Low-light Vision, Scent, Vulnerability to Cold, Sudden Hop
Saves: Fort +11 Ref +8 Will +2
Abilities: Str 21, Dex 14, Con 20, Int 2, Wis 10, Cha 5
Skills: Jump* +20, Spot +8, Listen +8, Survival +8
Feats: Alertness, TrackB, Power Attack, Improved InitiativeB, Improved Bull Rush
Environment: Warm Forests, Hills and Plains
Organization: Solitary or Pack (6-12 Baggi and 1 Great Baggi)
Challenge Rating: 7
Treasure: None
Alignment: Neutral
Advancement: 9-14 HD (Large)
Level Adjustment: -
Skills: Great Wroggi get a +4 racial bonus to Jump, Move Silently, Spot, Listen, Hide and Survival.
*A Great Wroggi can always choose to take 10 on a Jump check, even if rushed or threatened.
Saves: Great Wroggi have a +4 racial bonus to saves against poison.
Feats: Great Wroggi have Track as a bonus feat.
Poison Cloud (Ex): This works like the Wroggi Poison Cloud except that a Great Wroggi's poison cloud goes outward as a 10 foot cone with a fortitude save DC of 19. The save DC is constitution based.
Alpha’s Authority (Ex): This works identical to the Wroggi Pack Mentality, in addition to some effects. All Wroggi that can hear the Great Wroggi operate on its initiative count -1 as they wait for orders, if any. This also grants the Great Wroggi Improved Initiative feat as a bonus feat.
Call of the Alpha (Ex): A Great Wroggi has the outstanding ability to organize and order fellow pack mates and call for help using four different calls. The Great Wroggi may use one of these calls as a Full-Round Action that provokes Attacks of Opportunity.
Attack Order: The Great Wroggi can designate specific targets for its pack to focus their attacks on, be these targets prey of predator. All allied Wroggi gain the benefits of the Fleet of Foot feat (see Complete Warrior) and race their way toward their intended targets, doing their best to eliminate the targets for the duration of this order. They will chase the targets if targets flee, unless given an order otherwise by the Great Wroggi. If all targets are killed during the effect of this order, then all affected Wroggi resume acting normally. This order is usually used to coordinate an ambush against prey or designate a threat to attack. If Wroggi were under the effect of the Defend Order, they lose the effects of that order and gain the effects of this order instead.
Defend Order: A Great Wroggi orders its pack mates to defend it. All allied Wroggi do their best to surround the Great Wroggi with themselves, forming a blockade to protect their leader from threat. Allied Wroggi will attack any creature they perceive as a threat that enters of comes within striking distance with vicious ferocity. Wroggi will shoot their Poison Cloud at any target within range they cannot reach with their natural weapons. Any adjacent Wroggi to the Great Wroggi may also act as if using the Shield Ally (see Knight class feature in Player Handbook II) feature to take half of the damage dealt to the Great Wroggi if it is attacked during the effect of this order. If Wroggi were under the effect of the Attack Order, they lose the effects of that order and gain the effects of this order instead. This order is normally used if the Great Wroggi is swarmed or is wounded and is planning a retreat.
Reinforcements Call: The Great Wroggi calls nearby members of its pack to it in the form of 1d4+2 Wroggi. These arrive, and are ready to act, at the beginning of the next round under the effects of the current order, if one is present. Unlike the other orders, this order has a recharge time of 1d4+1 rounds. All attempts at using this order during this recharge time will have no effect.
Negate Order: The Great Wroggi cancels any standing orders. Allied Wroggi act normally.
Sudden Hop (Ex): This works the same as the Wroggi Sudden Hop with the following exception.
As part of a successful Sudden Hop, a Great Wroggi may in addition also use its Poison Cloud ability if able. This Poison Cloud attack must be centered on one of the squares that the Great Wroggi occupied before the Hop was made.
Tail Whip (Ex): As a Full-Round Action, a Great Wroggi may attack all targets within 10 feet of it with its tail. The attacks are all made at the Great Wroggi’s highest attack bonus and using its full strength modifier in damage. It may even hit its own pack mates. However, Wroggi may Sudden Hop away if they are able.