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ErrantX
2007-11-18, 10:02 PM
As Levi hasn't posted in a while, I'll take over again.

This is the Avatar D20 Project creature thread. I'll update the list as people send me information / posts / links to finished products, and I promise to work as much as I can on the creature section.



Armadillo Lion (http://www.giantitp.com/forums/showpost.php?p=3542881&postcount=6)
Badger-Mole (http://www.giantitp.com/forums/showpost.php?p=3547153&postcount=15) (1.0 Bending Rules Version (http://tjwatter.googlepages.com/badger-mole))
Bear (http://www.d20srd.org/srd/monsters/bearBrown.htm)
Boar-q-pine (http://www.giantitp.com/forums/showpost.php?p=3542881&postcount=6)
Buffalo Deer (http://www.giantitp.com/forums/showpost.php?p=3542881&postcount=6)
Bull Antelope (http://www.giantitp.com/forums/showpost.php?p=3696286&postcount=37)
Buzzard Wasp (http://www.giantitp.com/forums/showpost.php?p=3542881&postcount=6)
Canyon Crawler (http://tjwatter.googlepages.com/canyoncrawler)
Cat (Bearded) (http://www.d20srd.org/srd/monsters/cat.htm)
Cat Gator (http://www.giantitp.com/forums/showpost.php?p=3696286&postcount=37)
Cat Owl (http://www.giantitp.com/forums/showpost.php?p=3696286&postcount=37)
Cow Hippo (http://www.giantitp.com/forums/showpost.php?p=3697590&postcount=40)
Dragon (Claimed by ErrantX)
Dragon Fly (http://www.giantitp.com/forums/showpost.php?p=3542881&postcount=6)
Dragon Moose (http://www.giantitp.com/forums/showpost.php?p=3696286&postcount=37)
Elbow Leech
Elephant Koi
Elephant Mandrill
Elephant Rat (http://www.d20srd.org/srd/monsters/rat.htm)
Flying Bison (http://tjwatter.googlepages.com/flyingbison) (Note: Currently uses version 1.0 bending rules.)
Flying Boar
Fox Antelope (http://www.giantitp.com/forums/showpost.php?p=3696286&postcount=37)
Giant Beetle (http://www.giantitp.com/forums/showpost.php?p=3542881&postcount=6)
Giant Eel Hound
Giant Serpent (http://www.giantitp.com/forums/showpost.php?p=3556634&postcount=20)
Glow Fly
Green Parrot
Green Sealguana
Hog Monkey (http://www.giantitp.com/forums/showpost.php?p=3696286&postcount=37)
Kimodo Rhinoceros (http://www.giantitp.com/forums/showpost.php?p=3542881&postcount=6)
Library Fox
Lion Turtle
Messenger Hawk (http://www.giantitp.com/forums/showpost.php?p=3696286&postcount=37)
Mongoose Dragon (http://www.giantitp.com/forums/showpost.php?p=3708083&postcount=45)
Ostrich Horse (http://www.giantitp.com/forums/showpost.php?p=3542881&postcount=6)
Platypus Bear (http://www.giantitp.com/forums/showpost.php?p=3542881&postcount=6)
Polar Beardog (http://www.giantitp.com/forums/showpost.php?p=3696286&postcount=37)
Pygmy Panther (http://www.d20srd.org/srd/monsters/cat.htm)
Rabbaroo
Raven Eagle (http://www.giantitp.com/forums/showpost.php?p=3696286&postcount=37)
Saber-Toothed Mooselion (http://www.giantitp.com/forums/showpost.php?p=3542881&postcount=6)
Screaming Bird (http://www.giantitp.com/forums/showpost.php?p=3541994&postcount=5)
Sea Lion (http://www.giantitp.com/forums/showpost.php?p=3697590&postcount=40)
Shirshu (http://tjwatter.googlepages.com/shirshu)
Spirit Crane (http://www.giantitp.com/forums/showpost.php?p=3696286&postcount=37)
Spirit Koi (http://www.giantitp.com/forums/showpost.php?p=3696286&postcount=37)
Spirit Wolf
Tiger Seal (http://www.giantitp.com/forums/showpost.php?p=3697590&postcount=40)
Unagi (http://www.giantitp.com/forums/showpost.php?p=3696960&postcount=39)
Vulture Griffin (http://www.giantitp.com/forums/showpost.php?p=3696286&postcount=37)
Winged Lemur (http://www.giantitp.com/forums/showpost.php?p=3696286&postcount=37)
Wolf Bat (http://www.giantitp.com/forums/showpost.php?p=3542881&postcount=6)


I deleted the creatures that people are unlikely to fight (I can't imagine anyone deliberately attempting to gain xp from killing a turtle duck), but they're still listed in post 4. If people want to stat up the omitted animals, post them and I'll readd them to link them.

-X

Mephibosheth
2007-11-19, 12:43 AM
Um, guys... (http://tjwatter.googlepages.com/creatures%26opponents)

I also have a few other creatures in the works and a list of already-existing monsters that can be used as presented in the SRD, either with only flavor changes or with only minor crunchy changes. Sometime soon I'll post the details.

Mephibosheth

Icewalker
2007-11-19, 01:38 AM
hehe...heh...saber tooth mooselion.

Some of those are just ridiculous, but I may try my hand at making some. Interesting stuff.

levi
2007-11-19, 02:39 AM
Edit: As I, unfortunatly, do not have the time to admister this thread any longer, I've reduced the list of creatures in this post to those not included in the OP.

Thanks to the nice folks over at Avatar Spirit (http://www.avatarspiritmedia.net/creatures.php), here's a list of the creatures that have appeared on Avatar. I've linked up the ones that already have stats.


Blue Jay
Butterfly
Chicken Pig
Clam
Cow Pig
Firefly
Flying Beetle
Giant Fly
Green Catfish
Hamster
Hermit Crab
Koalaotters
Meadow Voles
Penguin
Possum Chicken
Purple Pentapus
Rabbit
Raven Eagle
Scorpion
Sheep Pig
Singing Groundhogs
Sparrowkeet
Toucan-puffin
Tree Chameleon
Turkey Duck
Turtle Duck
Turtle Seal
Two Headed Fish
Wood Frog

My advice is that nearly everything on this list should use the animal or vermin type. The exception being creatures with natural bending ability, which should use the magical beast type and dragons, which, clearly, should use the dragon type.

Another exception would be the Winged Lemur. Momo is clearly sentient, which would imply he's not of the animal type. (Heck, I'd suggest he even has class levels of rouge or something similar.)

A template of some sort should be made for spirit creatures. It would proably change the type to outsider, but the base type of the creature it's applied to should be as normal for the type of creature it is.

For some reason, the Canyon Crawlers are written up as a magical beast, but I can't think of anything that justifies this. They are proably better represented as vermin.

I'm going to work on updating the Badger Moles and the Flying Bison to use the Version 2.0 Bending rules.

Xiagu
2007-11-19, 03:32 AM
Hmmm, a lot of those seem like existing animals/vermin with different fluff. (For example, the screaming bird: take a bird, say it looks poofy, give it a scare-type ability, and you're done!)

And I say that Momo is a Beast, not an animal. (What? Where'd the animal with 3 intelligence go? 'Beast' actually existed, and isn't a sleep deprived hallucination, right?)I'm still sane...

I present the mostly useless Screaming Bird (mostly yoinked from the raven (http://www.d20srd.org/srd/monsters/raven.htm)):
Screaming Bird
Size/Type: Tiny Animal
Hit Dice: ¼ d8 (1 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-13
Attack: Claws +4 melee (1d2-5)
Full Attack: Claws +4 melee (1d2-5)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Unearthly Wail
Special Qualities: Low-light vision
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen +5, Spot +7
Feats: Alertness, Ability Focus (B)
Environment: Temperate Marsh
Organization: Solitary or Pair
Challenge Rating: 1/6
Alignment: Always neutral
Advancement: —
Level Adjustment: —

An echoing scream splits the air, setting your hair on end. Clutching your weapon in a white-knuckled grip, you frantically search for the source of the sound, but the only creature you see is a mottled white bird with ruffled, puffed up feathers.

Unearthly Wail (ex): As a free action that does not provoke attacks of opportunity, a screaming bird can spread its beak wide to emit a shriek that sounds like a woman screaming. All creatures that can hear the screaming bird must make a Will save (DC 12) or become shaken. Creatures that are looking at the screaming bird when it uses this ability gain a +4 bonus on their saves. A creature that successfully saves cannot be affected again by the same screaming bird's unearthly wail ability for 24 hours. Other screaming birds are not affected by other screaming birds' unearthly wail. This is a sonic mind-affecting fear effect.

(The only problem with this is that long term residents of the swamp (watebenders, etc.) would have to make saves every day, which doesn't make much sense fluffwise. You'd think they'd get used to it...)I'm not up late. I'm completely fine. It's only 3:38 in the morning. *sleep deprived stare*

Mephibosheth
2007-11-19, 11:01 AM
Here's my list of creature equivalences for the Avatar world. Note that this list is not complete. I excluded many of the creatures I thought wouldn't be appropriate encounters for PC's, and I haven't finished writing the list up formally. My intention is to complete this list with full stat blocks where necessary and with brief suggestions and changes were possible. Let me know what you think.

Armadillo-Lion (CR 3) – An Armadillo-Lion is the statistical equivalent of the Lion, except as noted below.
Defensive Curl (Ex)
As a standard action, an Armadillo-Lion can curl up into a ball, presenting its armored back to the outside world. The Armadillo-Lion gains a +10 bonus to its Natural Armor while curled. An Armadillo-Lion can move as normal (including taking double move and run actions and making overrun attempts) while curled, rolling over the ground on its back. However, it cannot attack or take any other offensive actions while curled.
Boar-Q-Pine (CR 6)
Large Animal
HD: 9d8+27 (67 HP)
Speed: 40 ft (8 squares)
Init: +4
AC: 15 (-1 size, +6 Natural Armor); touch 9; flat-footed 15
BAB: +6; Grp: +19
Attack: Gore +14 (1d8+12)
Full-Attack: Gore +14 (1d8+12)
Space: 10 ft.; Reach: 5 ft.
Special Attacks: Ferocity, Quills
Special Qualities: Low-Light Vision, Scent
Saves: Fort +10 Ref +6 Will +4
Abilities: Str 27, Dex 10, Con 18, Int 2, Wis 13, Cha 8
Skills: Listen +9, Spot +9
Feats: Weapon Focus (Gore), Improved Initiative, Alertness, Power Attack
Environment: Temperate Forests
Organization: Solitary or Herd (5-8)
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral
Advancement: 10-16 HD (large), 17-21 HD (huge)
Level Adjustment: –

Combat
Ferocity (Ex) – A Boar-Q-Pine is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Quills (Ex) – A Boar-Q-Pine’s back is covered with sharp quills that damage those that strike it. A creature attacking a Boar-Q-Pine with a natural weapon, unarmed strike, or non-reach melee weapon take 1d6 damage from the quills. In addition, foes who take damage from the quills must make a Reflex Save (DC 19, Constitution-based) or have 1d4 quills stuck in their flesh. Creatures stuck with any number of quills take a -1 penalty to attacks, saves, and checks until the quills are removed. Creatures removing a quill without a successful DC 20 heal check (a full-round action) take an additional 1d6 damage.

Buffalo-Deer (CR 1) – A Buffalo-Deer is the statistical equivalent of a Heavy Horse

Buzzard-Wasp – Dire Bat (CR 2) - probably needs some advancement

Dragon-Fly – Giant Wasp (remove poison, replace stinger w/ bite attack, increase damage to 1d6) (CR 3)

Giant Beetle (CR 4) – A Giant Beetle is the statistical equivalent of a Giant Stag Beetle.

Kimodo Rhinoceros (CR 4) – A Kimodo Rhinoceros is the statistical equivalent of a Rhinoceros.

Ostrich-Horse (CR 2) – An Ostrich-Horse is the statistical equivalent of a Heavy Warhorse, except as noted below.
As a two-legged creature it does not gain a bonus to checks to avoid being tripped or bull rushed, to blocking overrun attempts, or to its carrying capacity.
An Ostrich-Horse's skill modifiers are as follows: Jump +17, Listen +2, Spot +2
Platypus-Bear (CR 4) – A Platypus-Bear is the statistical equivalent of a brown bear.

Sabre-Toothed Moose-Lion – Dire Tiger (add Gore attack – 1d12 damage) (CR 8)

Wolf-Bat – Wolf (fly speed, 60 ft, avg. maneuverability) (CR 2)

I also have plans to homebrew Mongoose-Dragons and Unagi/Sea Serpents, but I haven't had time to act on those intentions yet. I'll probably get to it this weekend.

Mephibosheth

Mephibosheth
2007-11-19, 12:38 PM
For some reason, the Canyon Crawlers are written up as a magical beast, but I can't think of anything that justifies this. They are proably better represented as vermin.

I'm going to work on updating the Badger Moles and the Flying Bison to use the Version 2.0 Bending rules.

I used the Magical Beast type primarily for the higher HD and better saves. I'd be happy to change it to animal, if we feel the need.

I also don't necessarily see the need to update Badger Moles and Flying Bison to Version 2.0. They both have very limited bending capabilities, and wouldn't really gain much from ranks in Bending skills. I don't have a problem with an update occurring, but I don't think it's necessary.

Xiagu
2007-11-19, 05:47 PM
Armadillo-Lion (CR 3) – An Armadillo-Lion is the statistical equivalent of the Lion, except as noted below.
Defensive Curl (Ex)
As a standard action, an Armadillo-Lion can curl up into a ball, presenting its armored back to the outside world. The Armadillo-Lion gains a +10 bonus to its Natural Armor while curled. An Armadillo-Lion can move as normal (including taking double move and run actions) while curled, rolling over the ground on its back. It cannot attack while curled.

Can it make bull rushes or overrun attempts while curled up? It seems perfectly reasonable to be bull rushed by a big armored ball...


Boar-Q-Pine (CR 6) – Dire Boar
*snip*
Quills (Ex) – A Boar-Q-Pine’s back is covered with sharp quills that damage those that strike it. A creature attacking a Boar-Q-Pine with a natural weapon, unarmed strike, or non-reach melee weapon must make a DC 19 Reflex Save or take 2d6 damage from the quills. The Same DC is Constitution based.

What about adding the lodging property of Howler (http://www.d20srd.org/srd/monsters/howler.htm) quills?

Xuincherguixe
2007-11-19, 06:13 PM
Obviously, the guy who made the Owl Bear showed up sometime in the Avatar's world and didn't know when to quit.

Rogue 7
2007-11-19, 07:34 PM
On the Armadillo Lion, I'd give it some natural armor in untucked form- those plates have to be good for something when it's unrolled.

Darkbane
2007-11-19, 10:32 PM
Someone also suggested a modular system for making Spirit monsters. I just want to get Koh's stats so I can have one of my player's PCs get his face eaten. (Although what are the effects of face eating? From what I've seen, it doesn't cause blindness, deafness, muteness...just freakiness.)

levi
2007-11-20, 12:07 AM
Hmmm, a lot of those seem like existing animals/vermin with different fluff.

True. But I really like the creatures of the avatar world, so even if this portion of the project mostly consists of saying to use the stats of existing creatures, possibly with some modifications, it's a nice addition.


And I say that Momo is a Beast, not an animal. (What? Where'd the animal with 3 intelligence go? 'Beast' actually existed, and isn't a sleep deprived hallucination, right?)

Beast was removed in the transition from 3.0 to 3.5. I belive the reasoning was that it was unclear whether a given creature should be an Animal, a Beast, or a Magical Beast. In Momo's case, in 3.0, Beast would have been correct. In 3.5, Magical Beast should be used instead, because his Int is clearly of approximatly human levels. (Athough his Wis is proably low. Sometimes he seems to have no common sense.)

RE Screeming Bird


The only problem with this is that long term residents of the swamp (watebenders, etc.) would have to make saves every day, which doesn't make much sense fluffwise. You'd think they'd get used to it.

Well, you could allow for not having to save after seeing the screaming bird do it's thing N number of times.


I changed the OP to link to levi's post so he can run it.

Thanks. I'm honored.


I used the Magical Beast type primarily for the higher HD and better saves. I'd be happy to change it to animal, if we feel the need.

Actually, I'd think they'd be vermin. It's not really important, I'm just a stickler for using the proper creature type when statting something.


I also don't necessarily see the need to update Badger Moles and Flying Bison to Version 2.0. They both have very limited bending capabilities, and wouldn't really gain much from ranks in Bending skills. I don't have a problem with an update occurring, but I don't think it's necessary.

It's not that it's really required, it's just that I'm a bit of a pendant and would like to use the ruleset consistantly. I'd also like to develop a consistant framework for natural bending so that all such creatures use similar mechanics (somewhat like spell-like abilities in standard d20).

RE Armadillo Lion


Can it make bull rushes or overrun attempts while curled up? It seems perfectly reasonable to be bull rushed by a big armored ball...

I agree completely.

RE Boar-q-pine


What about adding the lodging property of Howler (http://www.d20srd.org/srd/monsters/howler.htm) quills?

Sounds good to me.


On the Armadillo Lion, I'd give it some natural armor in untucked form- those plates have to be good for something when it's unrolled.

This is a reasonable suggestion. How much NA do you think they're worth?


Someone also suggested a modular system for making Spirit monsters. I just want to get Koh's stats so I can have one of my player's PCs get his face eaten.

Well, in the case of spirit animals, I'd suggest a template that turns them into an outsider. In the case of things like Koh, I'd suggest that they be built as outsiders from the start. I have some ideas percolating about this topic and may post something sometime if no one else beats me to it.

Mephibosheth
2007-11-20, 12:24 AM
Can it make bull rushes or overrun attempts while curled up? It seems perfectly reasonable to be bull rushed by a big armored ball...



What about adding the lodging property of Howler (http://www.d20srd.org/srd/monsters/howler.htm) quills?

I don't have a problem with allowing overruns, though bull rushes seem improbable for a rolling creature. Bull rushing seems like it would require more pushing and intentional action than a rolling armadillo-lion can muster.

I'm ok with adding the lodging property. I'll make the changes.

On the spirit creature discussion I want to urge caution. We don't really know anything about the spirit world or the inhabitants thereof. I think we should wait until we learn a bit more about it before jumping to conclusions and drafting all sorts of content.

Mephibosheth

levi
2007-11-20, 07:29 AM
Badger-Mole (Version 2.0 Bending Rules Draft)

Huge Magical Beast (earth)
HD: 7d10+35 (75 HP)
Speed: 30 ft. (6 squares); Burrow 30 ft.
Init: +5
AC: 15 (-2 size, +1 Dex, +6 Natural); touch 10; flat-footed 14
BAB: +7; Grp: +22
Attack: Claw +14 (2d6+7)
Full-Attack: 2 Claws +14 (2d6+7)
Space: 10 ft.; Reach: 5 ft.
Special Attacks: Natural Earthbender (Move a Rock, Earthquake)
Special Qualities: Tremorsense (60 ft.), Blindsight (60 ft.), immunity to gaze attacks, Music Lover
Saves: Fort +10 Ref +6 Will +4
Abilities: Str 26, Dex 12, Con 20, Int 7, Wis 14, Cha 6
Skills: Skills: Earthbending +10 (+20 tremor), Listen +18, Hide +1 (+5 underground), Move Silently +1 (+5 underground)
Feats: Form Mastery (tremor), Improved Initiative, Weapon Focus (claws)

Environment: Any Underground
Organization: Single, Pair, Troop (3-6)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 7-10 HD (huge), 11-14 HD (gargantuan)
Level Adjustment: --

Badger-Moles are powerful subterranean creatures capable of impressive displays of Earthbending. They are large creatures with powerful digging claws on all four paws. Their fur is typically brown with black and white stripes running from the tip of their nose to the end of their short tail. They are largely blind, but are able to sense the location of creatures through a variety of other senses, including their keen hearing and their ability to sense tremors in the earth.

Combat

Badger-Moles are territorial creatures that will attack aggressively when their territory is invaded. They try to ambush their foes, digging stealthily through solid earth before bursting out of the ground. Their claws are powerful weapons, and they often employ their Earthbending abilities to control the battlefield.

Natural Earthbender – Badger-Moles have access to the Move a Rock and Earthquake earthbending seeds.
Music Lover – Badger-Moles love music, and can be calmed by playing music of any sort. This functions exactly as a Bard’s Fascinate ability, except that any character with ranks in Perform can calm a Badger-Mole.
Skills – Badger-Moles have a +8 racial bonus on Eathbending checks, a +6 racial bonus on Listen checks, and a +4 racial bonus on Hide and Move Silently checks made underground.

Guyr Adamantine
2007-11-20, 11:53 AM
Speed: 30 ft. (6 squares); Burrow 30 ft.
Natural Earthbender – Badger-Moles have access to the Move a Rock and Earthquake earthbending seeds.

They looked much more to be using the Excavate Seed than to burrow with their claws to my taste.

Karma Guard
2007-11-20, 07:27 PM
Buzzard-Wasp – Dire Bat (CR 2) - probably needs some advancement

Dragon-Fly – Giant Wasp (remove poison, replace stinger w/ bite attack, increase damage to 1d6) (CR 3)

Platypus-Bear (CR 4) – A Platypus-Bear is the statistical equivalent of a brown bear.

Why not use the Giant Wasp for the Buzzard-Wasp, and the Dire Bat for the Dragon-Fly? (note that I haven't looked these up)

Maybe the Platypus-bear could have a Swim Speed. Platypuses are aquatic animals.

Xiagu
2007-11-20, 08:28 PM
About the 'Dragon-Fly':
Maybe it could even be a Pseudodragon (http://www.d20srd.org/srd/monsters/Pseudodragon.htm), sans poison tail and with insectile wings.

About Spirit Templates:

On the spirit creature discussion I want to urge caution. We don't really know anything about the spirit world or the inhabitants thereof. I think we should wait until we learn a bit more about it before jumping to conclusions and drafting all sorts of content.

Hmm, well I think that we can't go wrong by giving them the outsider type and the ability to use plane shift 2/day...

The way I envisioned is like a normal template, and DMs can choose a certain number of special attacks/qualities (the ghost (http://www.d20srd.org/srd/monsters/ghost.htm#Special%20Attacks) template's special attack system comes to mind) for the spirit creatures.
Potential list of things to choose from:

Multiple forms (Hei Bei as panda/giant spirit monster thing) (Isn't there a monster that has two forms? (besides the Barghest))
Probably a fair number of special abilities. (Breath weapon, swallow whole, evasion/improved evasion, frightful presence, etc.) (If every spirit creature has multiple forms, then some of these might only apply to the sprit monster thingy form)
Something like +10 to one ability score or +20 to any skill/save or doubled speed for one round, as a swift action. (Think Hei Bei's sudden burst of speed, but extrapolated to everything else)

levi
2007-11-22, 01:15 AM
They looked much more to be using the Excavate Seed than to burrow with their claws to my taste.

The conversion from the 1.0 version to the 2.0 version was a minimalist conversion. In any event, I think that it doesn't matter. Their burrow speed and thier tremorsense could both be reworked to use earthbending, but that would make them more complicated to run without any real change.

Flavor wise, they earthbend to burrow. (In most cases, I'm sure they could just dig if they felt like it.) The DnD rules for a burrow speed are rules only. Flavor wise, a variety of methods for moveing through the earth are all simply classified as burrow speeds. In this case, they happen to earthbend.

I don't figure the change is worth it becaus I converted them such that they can take a 10 on thier Earthbending checks and do all the stuff that the 1.0 version could do. While they are slightly more versatile now, they have to roll (and risk a failure) to go beyond what they had before. If I changed their burrow speed to use of the escavate seed instead, they'd just take a 10 all the time. I don't see the point.

Mephibosheth
2007-11-22, 12:42 PM
Now, without further ado, I present, the long-awaited...

Sea Serpent

Colossal Magical Beast (Aquatic)
HD: 20d10+200 (300 HP)
Speed: Swim 60 ft
Init: +4
AC: 21 (+0 Dex, -8 Size, +19 Natural Armor), Touch 2, Flat-Footed 21
BAB: +20; Grapple +55
Attack: Bite +36 (4d8+22)
Full Attack: Bite +36 (4d8+22)
Space: 30 ft; Reach: 20 ft
Special Attacks: Constrict (4d6+22)
Special Qualities: Darkvision 60 ft, Low-Light Vision
Saves: Fort +25, Ref +12, Will +8
Abilities: Str 41, Dex 10, Con 30, Int 2, Wis 14, Cha 6,
Skills: Hide +4 (+12 in water), Listen +10, Move Silently +4, Spot +9, Swim +23
Feats: Alertness, Improved Initiative, Weapon Focus (Bite), Power Attack, Improved Bull Rush, Awesome Blow, Snatch, Improved Grapple (B)
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: TN
Advancement: 21-30 HD (Colossal)
Level Adjustment: –

Combat
Completely at home in the water, Sea Serpents prefer to approach their prey unseen. Once their prey is within reach, they rear up out of the water to either bite down aggressively or wrap their steely coils around their target.
Constrict – On a successful grapple check, a Sea Serpent deals 4d6+22 points of damage

Please please please let me know if you think the CR is appropriate. He was originally higher, but I really don't think this creature merits a CR of 18 or 20. I may be wrong though, so let me know what you think.

Also, Unagi will be forthcoming. It'll probably end up almost identical, but with a breath weapon of some sort...

Mephibosheth

Xiagu
2007-11-23, 05:31 PM
I suggest adding special rules for wrapping around boats and other things, like the way the Dragon Turtle (http://www.d20srd.org/srd/monsters/dragonTurtle.htm#Capsize) has rules for surfacing under a ship.

YPU
2007-11-23, 05:50 PM
im am 99% sure the sea serpent has a water breath weapon as wel. the unagi could just be an advanced serpent.

Xiagu
2007-11-23, 05:54 PM
Hmmm...

...no, the sea serpent doesn't have a breath weapon. Wait... ...weren't there stats for a sea serpent in a book somewhere? Sea Drake?

YPU
2007-11-23, 06:08 PM
yea, I checked the episodes I thought I saw it and it didn’t, could be the pilot episode but I don’t think so. My bad.

Xiagu
2007-12-01, 09:10 AM
Ostrich-Horse (CR 2) – An Ostrich-Horse is the statistical equivalent of a Heavy Warhorse. However, as a two-legged creature it does not gain a bonus to checks to avoid being tripped or bull rushed, to blocking overrun attempts, or to its carrying capacity.

I just noticed something: Shouldn't the Ostrich-Horse get ranks in Jump (as opposed to whatever the Heavy Warhorse has) or some kind of racial bonus on Jump checks? Because in #201, they jumped at least 15-20 feet. (See here (http://screenshots.avatarspiritmedia.net/201/287.jpg). You don't really have anything to see how high they are, but maybe you remember that scene...)

Mephibosheth
2007-12-01, 10:10 AM
I have no problems with that. I'll make a note in the list.

ErrantX
2007-12-21, 06:01 PM
Bumping the thread and I'm relisting creatures in the OP. I'm going to commence work on some things here.

-X

Xiagu
2007-12-21, 06:27 PM
Hey, shouldn't we mention something about war-trained Kimodo Rhinocerouses? (Rhinoceri?) They would be proficient with armor (barding) and not need Ride checks to control in combat, as per the Ride skill.

Ioth
2007-12-22, 06:14 AM
hey you guys completely left out the dragon hawk, I know it exists because my friend bought four small booklets tell about the Fire nation, the Water tribes, the Air nomads and the earth nation.


they look like skinney hawks with a more vicious looking beak and talons.

Also I dont know if this was avatar but didnt the Kimodo Rhinocerouses Shoot fireballs out of its mouth? it just seems like it did.

this is really neat I think I'll show this to a friend of mine who's dming a completely bender based campaign.

Xiagu
2007-12-22, 10:36 AM
Are you sure you aren't referring to the Messenger Hawk http://www.avatarspiritmedia.net/images/creatures/redhawk.gif or the Raven Eagle? http://www.avatarspiritmedia.net/images/creatures/ravenvulture.gif
Images from AvatarSpirit.net

Now, comments on the Kimodo Rhinoceros:

They have long tails, while normal rhinoceros don't. They probably have a tail slap attack.
They have claws, while normal rhinoceros don't. They probably have a claw attack.
I don't recall them ever spitting fire, Ioth. If you have a picture or episode or something, please tell.

Mephibosheth
2007-12-22, 01:03 PM
I'd be completely fine with giving them a tail slap, and I'm sure a claw attack wouldn't be too outrageous. I think the tail slap is the only attack we actually ever see them using in the show.

Mephibosheth

Xiagu
2007-12-22, 01:52 PM
Hmm, what if only wild komodo rhinoceros have claw attacks? Or you could just leave it out, because it wouldn't have made much of a difference anyways.

Mephibosheth
2007-12-22, 02:21 PM
What about this:

Komodo-Rhinoceros
Large Animal
HD 8d8+40 (76 HP)
Speed 40 ft. (8 squares)
Init: +1
AC 17 (-1 size, +1 Dex, +7 natural); touch 9; flat-footed 16
BAB +6; Grp +18
Attack Gore +13 melee (2d6+12) OR Tail Slap +13 (1d12+12)
Full-Attack Gore +13 (2d6+12) OR Tail Slap +13 (1d12+12)
Space 10ft.; Reach 5ft.
Special Attacks Powerful Charge
Special Qualities Low-Light Vision
Saves Fort +11 Ref +7 Will +3
Abilities Str 26, Dex 12, Con 21, Int 2, Wis 13, Cha 2
Skills Listen +14, Spot +3
Feats Alertness, Endurance, Improved Natural Attack (Gore)
Environment Fire Nation
Organization Solitary or Crash (2-12) - most often as a mount for Fire Nation Soldiers
Challenge Rating 4
Alignment Always True Nutral
Advancement 9-12 (Large); 13-24 (Huge)
Level Adjustment --

Combat

When it is harassed or annoyed, a Komodo-Rhinoceros lowers its head and charges or attacks with it's powerful tail.

Powerful Charge (Ex) - A Komodo-Rhinoceros deals 4d6+24 points of damage with its gore attack when it makes a charge.

Xiagu
2007-12-22, 02:37 PM
First, a group of rhinoceros is called a 'crash', no matter what the SRD says. Let's make this more accurate than the SRD!

Otherwise, it's fine.

Mephibosheth
2007-12-22, 03:10 PM
Done and done.

What do you think about the damage for the Komodo-Rhinoceros' tail slap? As far as I know, the damage dealt by various natural weapons is relatively arbitrary, determined mostly by size and CR, but without any serious guidelines. Should we increase the damage to make it equal to the gore attack, or leave it as it is?

Xiagu
2007-12-22, 03:40 PM
Well, crocodiles (http://www.d20srd.org/srd/monsters/crocodile.htm) have a 1d12 tail slap, so I suppose that would work here too.

ErrantX
2007-12-22, 03:50 PM
Okay, some new animals:

Bull Antelope - Statistically identical to a bison (http://www.d20srd.org/srd/monsters/bison.htm).

Cat Gator - Statistically identical to a crocodile (http://www.d20srd.org/srd/monsters/crocodile.htm).

Cat Owl - Statistically identical to an owl (http://www.d20srd.org/srd/monsters/owl.htm).

Dragon Moose - Statistically identical to a heavy horse (http://www.d20srd.org/srd/monsters/horse.htm#horseHeavy), with the following exceptions: A dragon moose has the reptilian subtype (http://www.d20srd.org/srd/typesSubtypes.htm#reptilianSubtype) and a bite attack that deals 1d8 plus Strength modifier in damage.

Fox Antelope - Statistically identical to a light horse (http://www.d20srd.org/srd/monsters/horse.htm#horseLight) with the following exceptions: The fox antelope gains a gore attack that deals 1d6 + Strength modifier in damage.

Hog Monkey - Statistically identical to a monkey (http://www.d20srd.org/srd/monsters/monkey.htm)advanced to 2 HD.

Messenger Hawk - Statistically identical to a hawk (http://www.d20srd.org/srd/monsters/hawk.htm).

Polar Beardog - Statistically identical to a riding dog (http://www.d20srd.org/srd/monsters/dogRiding.htm).

Raven Eagle - Statistically identical to an eagle (http://www.d20srd.org/srd/monsters/eagle.htm).

Spirit Crane - Statistically identical to a hawk (http://www.d20srd.org/srd/monsters/hawk.htm), except for the following: The creature's environment changes to Spirit World.

Spirit Koi - These creatures are unique, and they do not attack or defend themselves. They have an AC of 12 and are considered flat-footed.

Vulture Griffon - Statistically identical to a lion except for the following: grant fly speed of 60 (average), reduce bite damage to a 1d4 plus Strength modifier. +1 CR due to flying capabilities.

Winged Lemur - Statistically identical to a monkey except for the following: grant fly speed of 40 (good).

-X

Xiagu
2007-12-22, 04:39 PM
How about giving the raven eagle Improved Natural Attack (claws) as a bonus feat? (and then maybe upping the CR to 1/3, if it merits it) It is supposed to be pretty vicious.

Mephibosheth
2007-12-22, 07:24 PM
That list looks pretty good, X. Nice work.

And now, since I promised so long ago and never delivered, the...

Unagi

http://dvdscreenshots.avatarspiritmedia.net/104/594.jpg
Colossal Magical Beast (Aquatic)
HD: 15d10+150 (234 HP)
Speed: Swim 60 ft
Init: +4
AC: 21 (+0 Dex, -8 Size, +19 Natural Armor), Touch 2, Flat-Footed 21
BAB: +15; Grapple +50
Attack: Bite +31 (4d6+22)
Full Attack: Bite +31 (4d6+22)
Space: 30 ft; Reach: 20 ft
Special Attacks: Water Jet
Special Qualities: Darkvision 60 ft, Low-Light Vision
Saves: Fort +19, Ref +9, Will +7
Abilities: Str 41, Dex 10, Con 30, Int 2, Wis 14, Cha 6,
Skills: Hide +4 (+12 in water), Listen +10, Spot +10, Swim +23
Feats: Alertness, Improved Initiative, Weapon Focus (Bite), Power Attack, Improved Bull Rush, Snatch
Environment: Any Aquatic
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: TN
Advancement: 16-30 HD (Colossal)
Level Adjustment: –

Combat
The Unagi’s powerful jaws and unique water jet ability make it a difficult enemy to face. It possesses an uncanny ability to remain undetected underwater before rearing up to defend its territory.
Water Jet – The Unagi possesses the ability to spray a high-pressured jet of water from its throat in a 100 ft line, dealing 10d6 points of bludgeoning damage. Creatures caught within the area of the jet can make a Reflex save (DC 27) for half damage. The Reflex save DC is Constitution-based. In addition, all creatures who fail their Reflex save must make a DC 35 Strength check or be pushed back to at the end of the line and fall prone.

ErrantX
2007-12-22, 11:11 PM
Sea Lion
Large Animal
Hit Dice: 3d8+3 (16 HP)
Init: +1
Speed: 10ft, Swim 30ft
AC: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Bite +6 melee (1d6+4)
Full Attak: Bite +6 (1d6+4)
Space/Reach: 10ft/5ft
SA: -
SQ: Hold breath, low-light vision, scent
Saves: Fort +4, Ref +4, Will +3
Abilities: Str 17, Dex 13, Con 12, Int 2, Wis 14, Cha 6
Skills: Listen +7, Spot +7, Swim +11
Feats: Alertness, Weapon Focus (bite)
Environment: Cold aquatic
Organization: Solitary, pair, pride (3-12), or colony (21-40)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Large)
LA: -

Sea lions pose little threat to humans who don't intrude on beaches they've claimed. Adult bulls can reach 10 feet in length and 1,500 pounds. Females are considerably smaller, reaching about 500 pounds.

Hold Breath (Ex): A sea lion can hold its breath for a number of rounds equal to 6x its Constitution score before it risks drowning. For a typical sea lion, this is 72 rounds, or over 7 minutes.
Skills: A sea lion has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

---

Tiger Seal
Medium Animal
Hit Dice: 2d8+4 (13 HP)
Init: +2
Speed: 20ft, Swim 40ft
AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Bite +3 melee (1d4+1)
Full Attak: Bite +3 (1d4+1)
Space/Reach: 5ft/5ft
SA: -
SQ: Hold breath, low-light vision, scent
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 13, Dex 15, Con 14, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +6, Swim +9
Feats: Alertness, Weapon Finesse
Environment: Cold aquatic
Organization: Solitary, pair, or herd (5-14)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
LA: -

Tiger seals generally avoid humanoids, but they are often hunted for their pelts. Adult bulls can reach 500 pounds in weight. Females are considerably smaller, weighing about 200 pounds.

Hold Breath (Ex): A tiger seal can hold its breath for a number of rounds equal to 6x its Constitution score before it risks drowning. For a typical tiger seal, this is 84 rounds, or over 8 minutes.
Skills: A tiger seal has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

---

Cow Hippo
Large Animal
Hit Dice: 8d8+40 (76 HP)
Init: -1
Speed: 20ft, Swim 20ft
AC: 14 (-1 size, -1 Dex, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +6/+17
Attack: Bite +12 melee (2d6+10)
Full Attak: Bite +12 melee (2d6+10)
Space/Reach: 10ft/5ft
SA: -
SQ: Hold breath,scent
Saves: Fort +11, Ref +5, Will +3
Abilities: Str 24, Dex 9, Con 20, Int 2, Wis 12, Cha 3
Skills: Listen +7, Spot +6, Swim +15
Feats: Improved Bull Rush, Improved Overrun, Power Attack
Environment: Warm plains and forests (rivers)
Organization: Solitary, pair, or herd (10-15)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
LA: -

Hold Breath (Ex): A cow hippo can hold its breath for a number of rounds equal to 8x its Constitution score before it risks drowning.
Skills: A cow hippo has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

-X

Uthug
2007-12-23, 07:20 AM
Great work. Found one tiny little error to point out.
Tiger Seal
Hold Breath (Ex): A tiger seal can hold its breath for a number of rounds equal to 6x its Constitution score before it risks drowning. For a typical sea lion, this is 84 rounds, or over 8 minutes.
-X I think the sea lion is supposed to be tiger seal.

Xiagu
2007-12-23, 11:36 AM
Aww, the Unagi's only CR 13... :smallfrown:

Comments:
Water Jet –
*snip*
In addition, all creatures who fail their Reflex save must make a DC 35 Strength check or be pushed back to land prone at the end of the line.

That is a very confusing sentence... ...what about "...Strength check or be pushed to the end of the line and fall prone.", instead.


Spirit Wolf - Statistically identical to a dire wolf (http://www.d20srd.org/srd/monsters/direWolf.htm) except for the following: The creature's environment changes to Spirit World.

That thing looks to be at least Gargantuan in these (http://dvdscreenshots.avatarspiritmedia.net/120/241.jpg) screenshots (http://dvdscreenshots.avatarspiritmedia.net/120/242.jpg). It should be advanced quite a bit.

Mephibosheth
2007-12-23, 12:05 PM
Aww, the Unagi's only CR 13... :smallfrown:

Comments:

That is a very confusing sentence... ...what about "...Strength check or be pushed to the end of the line and fall prone.", instead.

Thanks for the comments. I changed the sentence. Hopefully it's clearer now.

I'm not necessarily averse to increasing the CR of the Unagi. The main change between the Unagi and the Sea Serpent is a reduction in hit dice, so we could easily bring its CR back up through advancement. I reduced the HD because Aang and co. seem able to overcome the challenge presented by the Unagi relatively easily in the 4th episode of the series, whereas the Sea Serpent presents a pretty significant challenge in episode 32, after Aang has learned Earthbending and Waterbending and increased his general power. It's very difficult to judge the CR for these creatures, because the Gaang almost never actually fight them, avoiding confrontations with them instead. They clearly defeat some Wolf-Bats in "The Cave of Two Lovers," a Saber-Toothed Moose-Lion in "Bitter Work," the Sea Serpent in "The Serpent's Pass," and a fair number of Buzzard-Wasps in "The Desert," but most of their encounters are against NPC's.

Again, I want to urge caution when trying to stat up Spirit World creatures. We have very little evidence for what they can do, both in and out of the spirit world. It might be possible to stat Hai Bai, but other than that we don't have any evidence for interaction between the Spirit World and the material world. Hopefully we'll get some evidence in the show in future episodes. If not, we might have to branch out to the card game or video games or other source material. *grimaces*

Mephibosheth

Mephibosheth
2007-12-23, 12:39 PM
Just a note to inform everyone that I've started a new organizational thread. Check it out! (http://www.giantitp.com/forums/showthread.php?t=67493)

Mephibosheth
2007-12-26, 12:27 AM
Sorry for the triple post.

I said back in the very beginning of this thread that I was going to stat up the mongoose-dragon, and I finally got around to it. What do you think?

Mongoose-Dragon

Large Animal
HD: 5d8+15 (47 HP)
Speed: 60 ft. (12 squares)
Init: +3
AC: 17 (-1 size, +3 dex, +5 natural armor); touch 12; flat-footed 14
BAB: +3; Grp +9
Attack: Bite +6 melee (1d6+3)
Full Attack: Bite +6 (1d6+3)
Space: 10 ft.; Reach: 5 ft.)
Special Attacks: --
Special Qualities: Surface Skimming, Low-Light Vision, Scent
Saves: Fort +7 Ref +7 Will +2
Abilities: Str 15, Dex 17, Con 17, Int 1, Wis 12, Cha 2
Skills: Climb +10, Jump +14, Hide +5, Listen +3, Move Silently +6, Spot +3, Swim +10
Feats: Alertness, Weapon Finesse
Environment: Tropical forest
Organization:
Challenge Rating: 4
Treasure: None
Alignment: Neutral
Advancement: 6-10 HD (Large)
Level Adjustment: –

Mongoose-Dragons are large lizards commonly used as mounts by advance units of the Fire Nation military. They are quick, agile, and quiet, making them ideal for scouts and infiltrators. Additionally, their unique ability to run on the surface of the water makes them invaluable in regions with frequent rivers.

Combat
When untrained, mongoose-dragons are relatively skittish and will usually run rather than attack. If pressed, they use their needle-like teeth and strong jaws to bite and hold their foes.
Surface Skimming – Mongoose-dragons’ wide toes and light bodies give them the unique ability to run over the surface of water for short distances. When double-moving, running, or charging, a mongoose-dragon can move over water, thin ice, deep snow, quicksand, and similar surfaces at no penalty. If a mongoose-dragon ends its turn on such a surface, the benefit of this ability ends and it must act accordingly (swimming in water and quicksand, breaking through thin ice, and taking movement penalties in deep snow).
Skills – Mongoose-dragons have a +8 racial bonus to Climb and Swim checks.

I based it on the Monitor Lizard from the SRD, gave it a few extra hit dice, and added the Surface Skimming ability. What do you think?

Mephibosheth

Xiagu
2007-12-26, 12:58 PM
I don't really think that the gang defeated the Unagi; it seemed mostly like Aang rolled quite a few natural 20s on Ride checks and such. Maybe I think it's too low because I think that the Unagi is sooo much cooler than the sea serpent, but still...

Comments on Mongoose-Dragon:

A speed of 50 ft. is 10 squares, not 8 squares. The speed might even be a little low...

The fluff claims they're quiet, but they have no ranks in Move Silently. How about moving a few ranks from Jump (because I don't recall them jumping; I might be wrong) to Move Silently?

Mephibosheth
2007-12-26, 01:22 PM
Thanks for the comments.

I agree that the Unagi is cooler than the Sea Serpent. Like I said, the only real change between the Unagi and the Sea Serpent is the Water Jet ability and fewer hit dice. If the consensus is for a higher CR, I can easily bring it back up.

I've also made some changes to the mongoose-dragon, per your comments. I increased the base speed to 60 ft (equal to a light horse) and took ranks out of Climb (the bonus to Jump is entirely based on base speed and strength modifiers) and added them to Hide and Move Silently. I hope it passes muster.

Mephibosheth

levi
2008-02-05, 02:27 AM
Sorry for abandoning this thread after agreeing to take it over. I've been busy with other stuff and haven't had much time for the various RPG projects I've been involved in. I'm happy to continue to contribute, but I have to give my responcibilities at Tears of Blood a higher priority (I'm an advisory board member), so I don't think I'll be able to administrate this thread. Sorry for the inconvience.

Seeing as you've put the creature list back in the main post, I'm thinking of trimming down the all-inclusive list I've posted to only include those you've excluded. (That will reduce some relatively pointless scrolling on the front page.) I still think the little creatures are important to have listed, although I'll agree that combat stats for them are less of a priority.

If I manage to find some free time, I'll work on my planned update of the Sky Bison to use the 2.0 bending rules.

Pirate_King
2008-03-09, 11:42 PM
I just watched winter solstice part 1 again, and I'm going to try statting out the HeiBai. Probably kind of like a displacer beast, only bear-like.

felinoel
2008-06-27, 08:30 AM
Blue Jay - Statistically identical to a raven (http://www.d20srd.org/srd/monsters/raven.htm).
Hamster - Statistically identical to a rat (http://www.d20srd.org/srd/monsters/rat.htm), but replace the swim bonuses with digging bonuses.
Meadow Vole - Statistically identical to a rat (http://www.d20srd.org/srd/monsters/rat.htm).
Raven Eagle - Statistically identical to an eagle (http://www.d20srd.org/srd/monsters/eagle.htm).
Giant Fly - Statistically identical to a giant bee (http://www.d20srd.org/srd/monsters/giantBee.htm).
Sparrowkeet - Statistically identical to a raven (http://www.d20srd.org/srd/monsters/raven.htm).
Tree Chameleon - Statistically identical to a lizard (http://www.d20srd.org/srd/monsters/lizard.htm), but with an ability to change its skin color to blend in with its background.
Wood Frog - Statistically identical to a toad (http://www.d20srd.org/srd/monsters/toad.htm).

What episode was the Toucan-puffin in? Or might anyone know what the puffin part of it is supposed to be?
Also what episode was the Two Headed Fish in?

I will be back soon with the rest of levi's list

Mephibosheth
2008-06-27, 09:00 AM
Looks good felinoel. Thanks for the links. I'll try to get around to adding these to the website sometime soon.

We already have stats for the raven-eagle (we used eagle stats as well, so good call on that :smallwink:), and the giant bee is a Medium creature, a bit larger than the giant fly we see in The Swamp (which Sokka is able to hold in one hand). Otherwise, they look spot on.

Toucan-puffins appear in The Headband, when the Gaang first arrive in the Fire Nation and discuss living in a cave. The two-headed fish show up in The Painted Lady. Ultimately, they seem like regular fish.

felinoel
2008-06-27, 09:18 AM
Looks good felinoel. Thanks for the links. I'll try to get around to adding these to the website sometime soon.

We already have stats for the raven-eagle (we used eagle stats as well, so good call on that :smallwink:), and the giant bee is a Medium creature, a bit larger than the giant fly we see in The Swamp (which Sokka is able to hold in one hand). Otherwise, they look spot on.

Toucan-puffins appear in The Headband, when the Gaang first arrive in the Fire Nation and discuss living in a cave. The two-headed fish show up in The Painted Lady. Ultimately, they seem like regular fish.Ah I see, I was having trouble with them because I couldn't remember what most looked like

That two-headed fish is just a mutated regular fish :smallmad:

Mephibosheth
2008-06-27, 09:25 AM
Yeah, some of these creatures aren't really worth stating up. I don't think anyone's ever actually had an encounter with normal ol' fish. Tree chameleon and the like might be worth it (and I think I'm actually going to do a stat block for the tree cameleon, if only to spell out their color-changing ability), but fish?

I say meh.

felinoel
2008-06-27, 10:16 AM
Yeah, some of these creatures aren't really worth stating up. I don't think anyone's ever actually had an encounter with normal ol' fish. Tree chameleon and the like might be worth it (and I think I'm actually going to do a stat block for the tree cameleon, if only to spell out their color-changing ability), but fish?

I say meh.Something people want to see is the purple pentopi, there was a whole episode saved by them =b

I am crossing a starfish with an octopus for that one =b

Mephibosheth
2008-06-27, 10:41 AM
Something people want to see is the purple pentopi, there was a whole episode saved by them =b

I am crossing a starfish with an octopus for that one =b

I'd just use an octopus (http://www.d20srd.org/srd/monsters/octopus.htm) as the base, reduce the size to diminutive, eliminate the Ink Cloud and Jet abilities, and add a flavor note about the sucker marks. Maybe a racial bonus to grapple checks too, but nothing to complicated. That's how I'd do it, at least.

felinoel
2008-06-28, 12:16 AM
I'd just use an octopus (http://www.d20srd.org/srd/monsters/octopus.htm) as the base, reduce the size to diminutive, eliminate the Ink Cloud and Jet abilities, and add a flavor note about the sucker marks. Maybe a racial bonus to grapple checks too, but nothing to complicated. That's how I'd do it, at least.

And thats what I was doing =b Except for the grapple check, nice touch with that

felinoel
2008-06-30, 05:37 PM
Purple Pentapus

Diminutive Animal
HD: 1d2 (2 HP)
Speed: 0.5 ft. (20 ft. swim)
Init: -4
AC: -2 (+2 size, -4 dex)
BAB: +0; Grp +8
Attack: Grapple (0d0)
Space: .5 ft
Special Attacks: --
Special Qualities: Suction Cups
Saves: Fort +0 Ref +0 Will +0
Abilities: Str 3, Dex 3, Con 3, Int 1, Wis 3, Cha 12 (Overly cute)
Skills: Climb +5, Swim +13
Feats: --
Environment: Sewer
Organization:
Challenge Rating: 1/16
Treasure: None
Alignment: Neutral
Advancement: --
Level Adjustment: –

Purple Pentapi are five tentacled, five eyed, little octapus like creatures who live in the sewers of Omashu. They seem uncaring to being handled and are entirely not dangerous at all. Although when placed on skin they will suction and make tiny marks that aren't harmful in the slightest and seem to go away within a few hours. They may live in sewers but they seem to be able to breathe fine on dry land.

Combat
When facing a Purple Pentapus in combat, you have to ask yourself, why am I fighting this? It will go down quickly and easily without fighting back. Although if it latches on to you it may be tough to remove unless you stroke its head.
Skills – Purple Pentapi have a +8 racial bonus to grapple checks due to their suction cups and a +13 racial bonus to their Swim checks.

Darkkwalker
2008-06-30, 11:37 PM
Shouldn't it's AC be 8? Doesn't everything start off with 10? Just asking because I'm not too clear myself. But I'm pretty sure that's the way it's done.

And shouldn't it's size bonus be bigger? +2 is only small size. And if they are diminuitive isn't it something like +6 or +8?

Mephibosheth
2008-07-01, 09:05 AM
Good work. Like Darkkwalker said, you made some bookkeeping errors that are common, whichI've corrected below (corrections in red with explanations). The basics, though, look pretty good.


Purple Pentapus

Diminutive Animal
HD: 1d8-4 (4 HP) - Hit die are dictated by the creature type (found in the SRD). In this case, the animal type grants d8 hit die.
Speed: 5 ft. (20 ft. swim) - How do you deal with 1/2 ft movement speed? It's usually best to give it in 5 ft increments
Init: -4
AC: 10 (+4 size, -4 dex) - AC is calculated as 10+size+dex+armor+shield+natural armor+deflection+misc. In this case, it's 10 + 4 (size modifier) + -4 (Dex modifier)
BAB: +0; Grp -4 - Diminutive creatures have a -12 size penalty to grapple checks
Attack: Arms +0 melee (0) - diminutive creatures have a +4 size bonus to attack rolls, modified by their -4 Str modifier
Full Attack: 5 Arms +0 melee (0)
Space: .5 ft
Special Attacks: --
Special Qualities: Suction Cups
Saves: Fort -2 Ref -2 Will -4 - The animal type gives them good fortitude and reflex saves, modified by their abysmal ability scores.
Abilities: Str 3, Dex 3, Con 3, Int 1, Wis 3, Cha 12 (Overly cute)
Skills: Climb +5, Listen -2, Spot -2, Swim +13
Feats: Alertness - Their one hit dice grants them one feat. Alertness is pretty standard for monsters, and I couldn't think of anything else.
Environment: Sewer
Organization:
Challenge Rating: 1/16
Treasure: None
Alignment: Neutral
Advancement: --
Level Adjustment: –

Purple Pentapi are five tentacled, five eyed, little octapus like creatures who live in the sewers of Omashu. They seem uncaring to being handled and are entirely not dangerous at all. Although when placed on skin they will suction and make tiny marks that aren't harmful in the slightest and seem to go away within a few hours. They may live in sewers but they seem to be able to breathe fine on dry land.

Combat
When facing a Purple Pentapus in combat, you have to ask yourself, why am I fighting this? It will go down quickly and easily without fighting back. Although if it latches on to you it may be tough to remove unless you stroke its head.
Suction Cups - Purple pentapi have a +8 racial bonus to grapple checks. A purple pentapus that hits with it's arm attack can attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold. - If you list an ability in the stat block, it's best to explain it, at least briefly. This is basically improved grab.
Skills – A purple pentapus has a +13 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Again, your version gets all of the important stuff right. The changes I highlighted are mostly organizational and based on monster creation conventions. Nice work overall.

Mephibosheth

felinoel
2008-07-01, 10:21 AM
I gave them a half a foot movement speed because they seemed slow moving and more like they would be swimmers, five feet walking in six seconds seems too fast for them in my opinion...

Eighth_Seraph
2008-07-01, 11:44 AM
And I agree with you, Felinoel, but there is no smaller increment of movement in D&D.

However, Meph, I would replace Alertness with Improved Grapple, if there's any way to get around the Improved Unarmed Strike pre-req (maybe counting natural attacks as unarmed strikes), which would give this creature a dead-even +0 grapple check, which actually means something at first level. Kind of.

Mephibosheth
2008-07-01, 11:48 AM
And I agree with you, Felinoel, but there is no smaller increment of movement in D&D.

However, Meph, I would replace Alertness with Improved Grapple, if there's any way to get around the Improved Unarmed Strike pre-req (maybe counting natural attacks as unarmed strikes), which would give this creature a dead-even +0 grapple check, which actually means something at first level. Kind of.

Yeah, if there were a smaller move increment, I would definitely support giving it, but as it is...

How 'bout we just give it as a bonus feat? I'd probably have to re-calculate CR a little bit, but it doesn't seem unreasonable.

Mephibosheth

felinoel
2008-07-01, 04:17 PM
Yeah, if there were a smaller move increment, I would definitely support giving it, but as it is...

How 'bout we just give it as a bonus feat? I'd probably have to re-calculate CR a little bit, but it doesn't seem unreasonable.

Mephibosheth

So what you two are telling me is that in DnD, a snail moves about a foot a second?

Mephibosheth
2008-07-01, 04:27 PM
So what you two are telling me is that in DnD, a snail moves about a foot a second?

Technically yes, but what I'm actually saying is that, even if we gave the purple pentapus a move speed of .5 ft/round, there's no real way to represent that in most games. I realize it doesn't make sense, and if there were a way to represent slower movement speeds consistently, I would fully support a slower speed, but the game is built with the premise that things move in increments of 5 ft.

Guyr Adamantine
2008-07-01, 04:34 PM
So what you two are telling me is that in DnD, a snail moves about a foot a second?

No. It's that if you need stats for snails in D&D, perhaps your games aren't in the right direction.

felinoel
2008-07-01, 04:36 PM
Technically yes, but what I'm actually saying is that, even if we gave the purple pentapus a move speed of .5 ft/round, there's no real way to represent that in most games. I realize it doesn't make sense, and if there were a way to represent slower movement speeds consistently, I would fully support a slower speed, but the game is built with the premise that things move in increments of 5 ft.
Then you can either say one tenth of five feet, having it require ten moves in order to move at all, or just give it no land speed :smallannoyed:

felinoel
2008-07-01, 04:43 PM
No. It's that if you need stats for snails in D&D, perhaps your games aren't in the right direction.In my opinion the purple pentapus would share the same move speed as a snail, people would want the stats of the purple pentapus because it was an important creature that saved the people of Omashu (or currently known as New Ozai)

Eighth_Seraph
2008-07-01, 07:53 PM
Relax, Felinoel, nobody here means to antagonize you. And if somebody does, then he'd best keep quiet about it. I've got some epic waterbending forms in the making that I need a target for, and I'm not afraid to use 'em.

Anywho, the idea of giving the pentapus no base land speed is viable, but I don't like it. 5 feet is the closest that 3e can give us.

felinoel
2008-07-01, 07:59 PM
Relax, Felinoel, nobody here means to antagonize you. And if somebody does, then he'd best keep quiet about it. I've got some epic waterbending forms in the making that I need a target for, and I'm not afraid to use 'em.

Anywho, the idea of giving the pentapus no base land speed is viable, but I don't like it. 5 feet is the closest that 3e can give us.
I don't see anyone paying that much attention to purple pentapi with its land speed as .5 feet, but with a land speed of 5 feet I see people abusing that

Mephibosheth
2008-07-02, 09:03 AM
How 'bout something of a compromise. As an individual creature, a purple pentapus is on par with a snail, and probably not really necessary to stat (despite how cool they are). They just wouldn't present enough of a challenge to any character to merit conventional stats. However, I present the following creature to make up for the loss of individual purple pentapus stats.



Purple Pentapus Swarm

http://dvdscreenshots.avatarspiritmedia.net/203/357.jpg

{table]
Size/Type:|Diminutive Animal (Swarm, Aquatic, Amphibious)

Hit Dice:|2d8 (9 hp)

Initiative:|+0

Speed:|5 ft (1 square), swim 20 ft (4 squares)

Armor Class:|13 (+4 size, -1 Dex), touch 13, flat-footed 13

Base Attack/Grapple:|+1/--

Attack:|Swarm 1d6

Full Attack:|Swarm 1d6

Space/Reach:|10 ft/0 ft

Special Attacks:|Distraction, Suction Cups

Special Qualities:|--

Saves:|Fort +3, Ref +2, Will +0

Abilities:|Str 3, Dex 8, Con 10, Int 1, Wis 10, Cha 12

Skills:|Listen +2, Spot +2, Swim +11

Feats:|Alertness, Improved Grapple (B)

Environment:|Aquatic, most commonly found in sewers

Organization:|Swarm

Challenge Rating:|1

Treasure:|None

Alignment:|Always Neutral

Advancement:|--

Level Adjustment:|--[/table]

Purple pentapi are five tentacled, five eyed, little octapus like creatures who live in the sewers of Omashu. They seem uncaring to being handled and are entirely not dangerous at all. Although when placed on skin they will suction and make tiny marks that aren't harmful in the slightest and seem to go away within a few hours. They may live in sewers but they seem to be able to breathe fine on dry land.

Combat
Even in large numbers, purple pentapi are skittish and mostly harmless. A purple pentapus swarm will likely try to flee combat, most often by entering the nearest water and swimming away. If forced into combat, the constituents of the swarm will use their suction cups to adhere to their foes and wear them down under thousands of tiny wounds.
Suction Cups: A purple pentapus’ tentacles have small suction cups along their length that can adhere strongly to any surface. In order to move out of a purple pentapus swarm’s space, a creature must make a successful DC 10 Strength check as a full round action to remove all of the purple pentapi adhered to its body. A creature can choose to move without making this Strength check, but the purple pentapus swarm is carried with it. A purple pentapus swarm does not expend any of its movement for that round when carried in this manner, and can choose to move away from a creature at any time.
Skills: A purple pentapus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Even though the individual purple pentapus might be slow, I could see a swarm of them moving a bit more quickly, with those on the edge being pushed by those on this inside and the swarm reforming itself constantly. Plus, a purple pentapus swarm is a far mor legitimate encounter, even if they tend to be peaceful and skittish. What do you think?

Mephibosheth

felinoel
2008-07-02, 09:28 AM
How 'bout something of a compromise. As an individual creature, a purple pentapus is on par with a snail, and probably not really necessary to stat (despite how cool they are). They just wouldn't present enough of a challenge to any character to merit conventional stats. However, I present the following creature to make up for the loss of individual purple pentapus stats.



Even though the individual purple pentapus might be slow, I could see a swarm of them moving a bit more quickly, with those on the edge being pushed by those on this inside and the swarm reforming itself constantly. Plus, a purple pentapus swarm is a far mor legitimate encounter, even if they tend to be peaceful and skittish. What do you think?

Mephiboshethlol might as well =b, although increase the swim speed by 5ft maybe, I was told to make it a swarm by a friend of mine irl btw

Darkbane
2008-07-02, 07:23 PM
Suggestion for the single Pentapus' move speed: make it take a full round action to move five feet. I've got no idea how you'd explain that in the stat block, but the PHB says that if multiple slowing effects lower your speed to <5 ft., it takes you a full round action to move 5 feet and you can't take a 5-foot step.

felinoel
2008-07-02, 09:50 PM
Suggestion for the single Pentapus' move speed: make it take a full round action to move five feet. I've got no idea how you'd explain that in the stat block, but the PHB says that if multiple slowing effects lower your speed to <5 ft., it takes you a full round action to move 5 feet and you can't take a 5-foot step.

Oh, that sounds good, yeah

Mephibosheth
2008-07-03, 12:49 PM
I've added both the Purple Pentapus and the Purple Pentapus Swarm to the website.

I know in the past I've been opposed to working to craft stats for spirits, but I've put together a few notes on a possible Spirit subtype that I want to submit for review.


Spirit Subtype

This subtype is used to represent the denizens of the Spirit World. The Spirit World is a lush world that exists alongside of the natural world but remains completely separate and inaccessible to most denizens of the natural world. At certain locations the Spirit World and the natural world pass close to each other, and the border between them blurs, allowing passage between. These locations include the Spirit Oasis at the North Pole and the great tree in the middle of the Earth Kingdom’s Foggy Swamp.

Spirit creatures in general remain aloof from the natural world, but they have the ability to pass between the two worlds, with some Spirits crossing over and living in the natural world permanently.

Traits
Material Jaunt – Creatures with the Spirit subtype possess the ability to move between the Spirit World and the natural world. Using this ability is a full-round action. In general, this ability can be used twice per day and has an indefinite duration. However, this ability may operate differently for different Spirits, and frequently requires certain conditions.

A creature with the Spirit subtype can bring another creature along with it when using this ability. Unwilling creatures are allowed a Will save to resist crossing to the Spirit World or the natural world. The DC for this save is equal to 10 plus half the Spirit creature’s hit dice plus the Spirit creature’s Wisdom modifier.

When in the natural world, creatures with the Spirit subtype are invisible and intangible to creatures native to the natural world. Creatures native to the natural world can only affect creatures with the Spirit subtype with force effects. Creatures with the Spirit subtype who are in the natural world can affect each other as normal. Creatures with the Spirit subtype can cause themselves to become visible and tangible as a free action with indefinite duration.
What do you think?

Mephibosheth

felinoel
2008-07-03, 01:31 PM
In episode 107, they named the "material world" as the "natural world"

Mephibosheth
2008-07-03, 01:50 PM
Good catch. Edited above.

Eighth_Seraph
2008-07-20, 11:32 AM
So...how long until we can put up spoilers? 'Cause I would really love to stat up the Lion turtle

Also, I'd like to propose something just a little bit radical. I've said it before, but never on this thread, I think. What if we made age categories for dragons, sea serpents, flying bison, and badger-moles? Surely badger-moles aren't born at Huge size; and it would be a cool side-quest to save the badger-mole pups from predators after their mom is killed by poachers.

It wouldn't be canon, to be sure, and we'd be extrapolating a lot, but I think it would work better. The age categories would work similar to what the Monster Manual has for dragons, and bending abilities would improve and all that jazz as the four elemental creatures grow. What says the playground?

felinoel
2008-07-20, 01:54 PM
So...how long until we can put up spoilers? 'Cause I would really love to stat up the Lion turtle

Also, I'd like to propose something just a little bit radical. I've said it before, but never on this thread, I think. What if we made age categories for dragons, sea serpents, flying bison, and badger-moles? Surely badger-moles aren't born at Huge size; and it would be a cool side-quest to save the badger-mole pups from predators after their mom is killed by poachers.

It wouldn't be canon, to be sure, and we'd be extrapolating a lot, but I think it would work better. The age categories would work similar to what the Monster Manual has for dragons, and bending abilities would improve and all that jazz as the four elemental creatures grow. What says the playground?Like how flying bison are cat sized when they are young?

Eighth_Seraph
2008-07-20, 02:26 PM
Are they? I thought the youngest we've seen them is when Aang first saw Appa, and Appa looked more like the size of a newborn elephant than a cat.

But yes. The idea is to have the creatures at different stages of their lives.

felinoel
2008-07-20, 02:48 PM
Are they? I thought the youngest we've seen them is when Aang first saw Appa, and Appa looked more like the size of a newborn elephant than a cat.

But yes. The idea is to have the creatures at different stages of their lives.

lol, I must be comparing it with the size of my cat, while you are comparing it with the size of a tiny cat, my cat is rather large =b

GryffonDurime
2008-07-20, 02:54 PM
I too can't wait to see the possible fun that could be had with a Lion Turtle, but what sea serpent are you referring to? The Unagi? I was under the impression that it's breath weapon is more the equivalent of "Squirtle, Use Watergun!" rather than actual waterbending, since the Water Tribe is the odd-duck out in terms of learning their bending from the Moon, rather than any physical creatures.

Eighth_Seraph
2008-07-20, 08:37 PM
Well there's the Unagi (http://screenshots.avatarspiritmedia.net/104/081.jpg), yes, but there's also the Sea Serpent (http://dvdscreenshots.avatarspiritmedia.net/212/519.jpg). I'm assuming that they're waterbending just to keep the pattern flowing. I'm thinking that the same way that firebending comes from the sun and was first learned by dragons that waterbending comes from the moon and was first learned by sea serpents. It makes sense, but is not strictly canon, I know.

My theory is that the Unagi is an advanced sea serpent, or that both are different species or subspecies of within the genus of sea serpents. In any case, I do think that their "water gun" is a form of waterbending. After all, we didn't see the dragons do much with their fire other than breath it out forcefully, either.

felinoel
2008-07-20, 10:21 PM
Suggestion for the single Pentapus' move speed: make it take a full round action to move five feet. I've got no idea how you'd explain that in the stat block, but the PHB says that if multiple slowing effects lower your speed to <5 ft., it takes you a full round action to move 5 feet and you can't take a 5-foot step.

In the stat block you could say it just like that, <5 ft

felinoel
2008-08-12, 03:32 PM
I wanted to build tons of these animals but it seems I won't be having the time with my college starting back up, oh well I was going to be using this as a list if anyone else wants to give a try at some of the animals there

http://avatar.wikia.com/wiki/Category:Creatures