DracoDei
2007-09-20, 08:56 PM
P.S. Cookie to the first person who gets the pun! Sorry time is up... see name of creature for answer!
M.I.R.V. Griffon
Large Magical Beast (Shapechanger?)
HD 6d10+18 (Average 51)
Speed 30 ft. (6 squares), fly 80 ft. (average)
Init: +2
AC 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
BAB +6; Grp +14
Attack Bite +10 melee (2d6+4)
Full-Attack Bite +10 melee (2d6+4) and 2 claws +7 melee (1d4+2)
Space 10 ft.; Reach 5 ft.
Special Attacks Split Dive
Special Qualities Split Dive, Darkvision 60 ft., low-light vision, scent
Saves Fort +8 Ref +7 Will +3
Abilities Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8
Skills Jump +7, Listen +6, Spot +10
Feats Weapon Finesse, Multiattack, Weapon Focus (bite), (Feat at 9HD will always be Iron Will)
Environment Temperate hills
Organization Solitary or Pair
Challenge Rating 4?
Treasure None
Alignment Usually Neutral
Advancement 8-10 HD (Large); 11-21 HD (Huge) AND/OR occasionally rogue levels (but without Trapfinding or Trap Sense)
Level Adjustment +4 (Cohort)
These creatures follow the same basic behaviors as griffons except that each one will hunt and/or fight as an individual or a hyper-loyal pack (whichever it feels is most efficient for its current situation), and they are even more likely to seek a height advantage against a foe (and to maintain altitude in any case) so that they can maintain their tactical option. They will sometimes sacrifice one or more splits so others can escape, or go into combat relying on such an escape if they are unsure of the odds, but they are aware of the consequences of such tactics (loss of HD and temporary reduction of mental stats).
Skills
These creatures have a +4 racial bonus on Listen and Spot checks.
Split Dive (Su)
Once per 10 minutes when diving this.creature may split into a number of smaller Griffons in an explosion of feathers. The number may be from 2 to 1/2 of the originals HD (rounded down). It must dive, loosing at least 30 feet of altitude, directly before splitting (although this can be partially or entirely occuring in the previous round in some cases), and any attacks the splits make that round must be charges. This is technically a free action, but any actions or fractions of actions (such as distance moved) count against the actions that can be undertaken by each split. The total number of HD is conserved and must be split as evenly as possible while remaining counting numbers. Hitpoints are distributed amoung the splits as closely as possible to in proportion with HD while remaining counting integers and retaining the same total. The split Griffons have the same saves. They also have the same Feats, and total skill modifiers as the original EXCEPT for size modifiers, and changes from stat changes. BAB is recalculated based on new HD ((Should I change this to be equal to original BAB???)).The splitting does usually change stats and/or size class. Mental stats are always reduced by one from the original. The splits also act on the same initiative as the original.The mental stats of the Splits are each reduced by one. The splits can remain apart for no more than double the original M.I.R.V. Griffon's hit dice. If this limit is exceeded then all but the one with the most hit dice dies (ties broken by number of hitpoints remaining, then by the hive-mind's decision). In such a case the temporary reduction of mental stats remains in effect on the original (and stacks if it splits) for the following month. Any status effects on splits that rejoice are cumulative (but do NOT stack, so if one split was poisoned, one was Hasted and one was, and one was in a barbarian rage, then all these effects would be in effect on the re-combined Griffon). To rejoin all two (or more) living splits must do is occupy the same space (they can not otherwise occupy the same space, although if forced into each-other may elect to either rejoin or act as totally separate creatures would under the same circumstances)). The resulting split
it Griffon continues its turn with the amount of actions (including fractional actions such as distance remaining on movement etc) equal to the lowest of the amounts available to the splits that formed it, and has hit dice and hitpoints each equal to the total of the splits that went into it. A split may not split unless it is the only one remaining alive (GMs discretion in cases where some splits are turned to stone, Imprisoned Etc) in which case, technically it is simply a Splitter Griffon (the point is merely semantic in this case).
Hive Mind (Su)
The splits of a given creature.of.this.sort are in constant telepathic communication with eachother (with a range equal to 100 feet per hit die of the original splitter griffon), and are so hive-minded that any mind-influencing effect (as well as effects or parts of effects (such as the hedging out of control from Protection from Evil) that act against such effects) is rolled/applied only once against them, effects all of them, and they count as a single creature with the original number of hit dice (this includes getting them to attack eachother). Line of sight/effect is only needed to one of them to effect all of them. If one split of a given one of these creatures is aware of a particular danger, they all are. If one in such a group is not flat-footed, none of them are. No creature in such a group is considered flanked unless all of them are.
Pounce (Ex)
If this.creature dives upon or charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex)
Attack bonus Attack bonus as per claw attack, damage as given.
M.I.R.V.ed Griffon(2HD)
Medium Magical Beast (Shapechanger?)
HD 2d10+6 (17 hp for standard Splitter Griffon)
Speed 30 ft. (6 squares), fly 80 ft. (Good)
Init: +3
AC 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
BAB +2; Grp +2
Attack Bite +6 melee (1d8)
Full-Attack Bite +6 melee (1d8) and 2 claws +3 melee (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks Pounce, rake 1d6
Special Qualities Rejoin, Darkvision 60 ft., low-light vision, scent
Saves (As Original modified for stat changes, but NOT for HD reduction)
Abilities Str 10, Dex 17, Con 12, Int 4, Wis 12, Cha 7
Skills Jump +3, Listen +6, Spot +10
Feats Weapon Finesse, Multiattack, Weapon Focus (bite), (Iron Will if original was at least 9 HD)
M.I.R.V.ed Griffon(3HD)
Medium Magical Beast (Shapechanger?)
HD 3d10+9 (Standard Splitter Griffon will produce one with 25 hp and one with 26)
Speed 30 ft. (6 squares), fly 80 ft. (Good)
Init: +3
AC 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
BAB +3; Grp +4
Attack Bite +5 melee (1d8+1)
Full-Attack Bite +5 melee (1d8+1) and 2 claws +? melee (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks Pounce, rake 1d4+1
Special Qualities Rejoin, Darkvision 60 ft., low-light vision, scent
Saves (As Original modified for stat changes, but NOT for HD reduction)
Abilities Str 12, Dex 16, Con 12, Int 4, Wis 12, Cha 7
Skills Jump +8, Listen +6, Spot +10
Feats Weapon Finesse, Multiattack, Weapon Focus (bite), (Iron Will if original was at least 9 HD)
M.I.R.V.ed Griffon(4HD) (For use with advanced Splitter Griffons)
Medium Magical Beast (Shapechanger?)
HD 4HD (Average HP)
Speed 30 ft. (6 squares), fly 80 ft. (average)
Init: +2
AC 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
BAB +4; Grp +6
Attack Bite +7 melee (1d8+2)
Full-Attack Bite +7 melee (1d8+2) and 2 claws +8 melee (1d4+2)
Space 5 ft.; Reach 5 ft.
Special Attacks Pounce, rake 1d4+2
Special Qualities Darkvision 60 ft., low-light vision, scent
Saves (As Original modified for stat changes, but NOT for HD reduction)
Abilities Str 14, Dex 15, Con 13, Int 4, Wis 12, Cha 7
Skills (As Original modified for stat changes, but NOT for HD reduction)
Feats Weapon Finesse, Multiattack, Weapon Focus (bite), (Iron Will if original was at least 9 HD)
M.I.R.V.ed Griffon(5HD) (For use with advanced Splitter Griffons)
Medium Magical Beast (Shapechanger?)
HD 5d10 (Average HP)
Speed 30 ft. (6 squares), fly 80 ft. (average)
Init: +2
AC 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
BAB +4; Grp +6
Attack Bite +7 melee (1d8+2)
Full-Attack Bite +7 melee (1d8+2) and 2 claws +8 melee (1d4+2)
Space 5 ft.; Reach 5 ft.
Special Attacks Pounce, rake 1d4+2
Special Qualities Rejoin, Darkvision 60 ft., low-light vision, scent
Saves (As Original modified for stat changes, but NOT for HD reduction)
Abilities Str 16, Dex 15, Con 15, Int 4, Wis 12, Cha 7
Skills (As Original modified for stat changes, but NOT for HD reduction)
Feats Weapon Finesse, Multiattack, Weapon Focus (bite), Iron Will, (One more if original was at least 12 HD, usually power attack)
M.I.R.V.ed Griffon(6HD) (For use with advanced Splitter Griffons)
As standard unsplit Splitter Griffon, except as follows:
Abilities Int 4, Wis 12, Cha 7
Skills (As Original modified for stat changes, but NOT for HD reduction)
Feats Weapon Finesse, Multiattack, Weapon Focus (bite), Iron Will, (One more usually power attack)
Treat splits with 7 or more hit dice as advanced splitter griffons except they can't split, have the hive-mind, etc.
P.S. Cookie to the first person who gets the pun! Sorry time is up... scroll down several posts for answer!
M.I.R.V. Griffon
Large Magical Beast (Shapechanger?)
HD 6d10+18 (Average 51)
Speed 30 ft. (6 squares), fly 80 ft. (average)
Init: +2
AC 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
BAB +6; Grp +14
Attack Bite +10 melee (2d6+4)
Full-Attack Bite +10 melee (2d6+4) and 2 claws +7 melee (1d4+2)
Space 10 ft.; Reach 5 ft.
Special Attacks Split Dive
Special Qualities Split Dive, Darkvision 60 ft., low-light vision, scent
Saves Fort +8 Ref +7 Will +3
Abilities Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8
Skills Jump +7, Listen +6, Spot +10
Feats Weapon Finesse, Multiattack, Weapon Focus (bite), (Feat at 9HD will always be Iron Will)
Environment Temperate hills
Organization Solitary or Pair
Challenge Rating 4?
Treasure None
Alignment Usually Neutral
Advancement 8-10 HD (Large); 11-21 HD (Huge) AND/OR occasionally rogue levels (but without Trapfinding or Trap Sense)
Level Adjustment +4 (Cohort)
These creatures follow the same basic behaviors as griffons except that each one will hunt and/or fight as an individual or a hyper-loyal pack (whichever it feels is most efficient for its current situation), and they are even more likely to seek a height advantage against a foe (and to maintain altitude in any case) so that they can maintain their tactical option. They will sometimes sacrifice one or more splits so others can escape, or go into combat relying on such an escape if they are unsure of the odds, but they are aware of the consequences of such tactics (loss of HD and temporary reduction of mental stats).
Skills
These creatures have a +4 racial bonus on Listen and Spot checks.
Split Dive (Su)
Once per 10 minutes when diving this.creature may split into a number of smaller Griffons in an explosion of feathers. The number may be from 2 to 1/2 of the originals HD (rounded down). It must dive, loosing at least 30 feet of altitude, directly before splitting (although this can be partially or entirely occuring in the previous round in some cases), and any attacks the splits make that round must be charges. This is technically a free action, but any actions or fractions of actions (such as distance moved) count against the actions that can be undertaken by each split. The total number of HD is conserved and must be split as evenly as possible while remaining counting numbers. Hitpoints are distributed amoung the splits as closely as possible to in proportion with HD while remaining counting integers and retaining the same total. The split Griffons have the same saves. They also have the same Feats, and total skill modifiers as the original EXCEPT for size modifiers, and changes from stat changes. BAB is recalculated based on new HD ((Should I change this to be equal to original BAB???)).The splitting does usually change stats and/or size class. Mental stats are always reduced by one from the original. The splits also act on the same initiative as the original.The mental stats of the Splits are each reduced by one. The splits can remain apart for no more than double the original M.I.R.V. Griffon's hit dice. If this limit is exceeded then all but the one with the most hit dice dies (ties broken by number of hitpoints remaining, then by the hive-mind's decision). In such a case the temporary reduction of mental stats remains in effect on the original (and stacks if it splits) for the following month. Any status effects on splits that rejoice are cumulative (but do NOT stack, so if one split was poisoned, one was Hasted and one was, and one was in a barbarian rage, then all these effects would be in effect on the re-combined Griffon). To rejoin all two (or more) living splits must do is occupy the same space (they can not otherwise occupy the same space, although if forced into each-other may elect to either rejoin or act as totally separate creatures would under the same circumstances)). The resulting split
it Griffon continues its turn with the amount of actions (including fractional actions such as distance remaining on movement etc) equal to the lowest of the amounts available to the splits that formed it, and has hit dice and hitpoints each equal to the total of the splits that went into it. A split may not split unless it is the only one remaining alive (GMs discretion in cases where some splits are turned to stone, Imprisoned Etc) in which case, technically it is simply a Splitter Griffon (the point is merely semantic in this case).
Hive Mind (Su)
The splits of a given creature.of.this.sort are in constant telepathic communication with eachother (with a range equal to 100 feet per hit die of the original splitter griffon), and are so hive-minded that any mind-influencing effect (as well as effects or parts of effects (such as the hedging out of control from Protection from Evil) that act against such effects) is rolled/applied only once against them, effects all of them, and they count as a single creature with the original number of hit dice (this includes getting them to attack eachother). Line of sight/effect is only needed to one of them to effect all of them. If one split of a given one of these creatures is aware of a particular danger, they all are. If one in such a group is not flat-footed, none of them are. No creature in such a group is considered flanked unless all of them are.
Pounce (Ex)
If this.creature dives upon or charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex)
Attack bonus Attack bonus as per claw attack, damage as given.
M.I.R.V.ed Griffon(2HD)
Medium Magical Beast (Shapechanger?)
HD 2d10+6 (17 hp for standard Splitter Griffon)
Speed 30 ft. (6 squares), fly 80 ft. (Good)
Init: +3
AC 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
BAB +2; Grp +2
Attack Bite +6 melee (1d8)
Full-Attack Bite +6 melee (1d8) and 2 claws +3 melee (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks Pounce, rake 1d6
Special Qualities Rejoin, Darkvision 60 ft., low-light vision, scent
Saves (As Original modified for stat changes, but NOT for HD reduction)
Abilities Str 10, Dex 17, Con 12, Int 4, Wis 12, Cha 7
Skills Jump +3, Listen +6, Spot +10
Feats Weapon Finesse, Multiattack, Weapon Focus (bite), (Iron Will if original was at least 9 HD)
M.I.R.V.ed Griffon(3HD)
Medium Magical Beast (Shapechanger?)
HD 3d10+9 (Standard Splitter Griffon will produce one with 25 hp and one with 26)
Speed 30 ft. (6 squares), fly 80 ft. (Good)
Init: +3
AC 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
BAB +3; Grp +4
Attack Bite +5 melee (1d8+1)
Full-Attack Bite +5 melee (1d8+1) and 2 claws +? melee (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks Pounce, rake 1d4+1
Special Qualities Rejoin, Darkvision 60 ft., low-light vision, scent
Saves (As Original modified for stat changes, but NOT for HD reduction)
Abilities Str 12, Dex 16, Con 12, Int 4, Wis 12, Cha 7
Skills Jump +8, Listen +6, Spot +10
Feats Weapon Finesse, Multiattack, Weapon Focus (bite), (Iron Will if original was at least 9 HD)
M.I.R.V.ed Griffon(4HD) (For use with advanced Splitter Griffons)
Medium Magical Beast (Shapechanger?)
HD 4HD (Average HP)
Speed 30 ft. (6 squares), fly 80 ft. (average)
Init: +2
AC 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
BAB +4; Grp +6
Attack Bite +7 melee (1d8+2)
Full-Attack Bite +7 melee (1d8+2) and 2 claws +8 melee (1d4+2)
Space 5 ft.; Reach 5 ft.
Special Attacks Pounce, rake 1d4+2
Special Qualities Darkvision 60 ft., low-light vision, scent
Saves (As Original modified for stat changes, but NOT for HD reduction)
Abilities Str 14, Dex 15, Con 13, Int 4, Wis 12, Cha 7
Skills (As Original modified for stat changes, but NOT for HD reduction)
Feats Weapon Finesse, Multiattack, Weapon Focus (bite), (Iron Will if original was at least 9 HD)
M.I.R.V.ed Griffon(5HD) (For use with advanced Splitter Griffons)
Medium Magical Beast (Shapechanger?)
HD 5d10 (Average HP)
Speed 30 ft. (6 squares), fly 80 ft. (average)
Init: +2
AC 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
BAB +4; Grp +6
Attack Bite +7 melee (1d8+2)
Full-Attack Bite +7 melee (1d8+2) and 2 claws +8 melee (1d4+2)
Space 5 ft.; Reach 5 ft.
Special Attacks Pounce, rake 1d4+2
Special Qualities Rejoin, Darkvision 60 ft., low-light vision, scent
Saves (As Original modified for stat changes, but NOT for HD reduction)
Abilities Str 16, Dex 15, Con 15, Int 4, Wis 12, Cha 7
Skills (As Original modified for stat changes, but NOT for HD reduction)
Feats Weapon Finesse, Multiattack, Weapon Focus (bite), Iron Will, (One more if original was at least 12 HD, usually power attack)
M.I.R.V.ed Griffon(6HD) (For use with advanced Splitter Griffons)
As standard unsplit Splitter Griffon, except as follows:
Abilities Int 4, Wis 12, Cha 7
Skills (As Original modified for stat changes, but NOT for HD reduction)
Feats Weapon Finesse, Multiattack, Weapon Focus (bite), Iron Will, (One more usually power attack)
Treat splits with 7 or more hit dice as advanced splitter griffons except they can't split, have the hive-mind, etc.
P.S. Cookie to the first person who gets the pun! Sorry time is up... scroll down several posts for answer!