Copacetic
2008-10-15, 04:27 PM
Inspired by this (http://www.giantitp.com/forums/showthread.php?t=92025) thread, I have decided to homebrew some Celestial Cows, following the sort of format the Fiendish chickens had. Different levels of cows, ending in a God of Cow Boss monster style thingy.(I'll be doing that one myself.)So, here are my ideas.
Plane: Maybe a typical celestial plane? Lots of clouds golden light, etc, etc...
Beasties: Following the Fiendish chicken Idea, there will be 7 levels, from bovine minion to God Cow(Name pending)
Type I's: Basic Celestial Cow. Bison stat block with celestial creature template?
Type II's: Celestial, draconic cows with prettier fluff?
Type III's: Same as above, replace Bison with Rhino Stat Block.
Type IV's: Half-Celestial Rhino For the win!
Type: V's: Half Celesital, Half-Dragon Cows.
Type VI's: Only five of these. Advanced hyped Up Half Celestial, Half Dragon Cows with Spell-like abilites.
Type VII's: Mother/Father figure for all cattle out there. Very, very, frightening.
Sample Type I:
Size/Type: Large Magical Beast
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Gore +8 melee (1d8+9)
Full Attack: Gore +8 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Smite Evil
Special Qualities: Low-light vision, scent, Darkvision, resistence to acid, cold, and electricity 5, Spell resistence 10, Damage Reduction 5/magic
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 22, Dex 10, Con 16, Int 3, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance
Environment: Any good aligned Plane
Organization: Solitary or herd (6-30)
Challenge Rating: 3
Advancement: 6-7 HD (Large)
Level Adjustment: +2
Smite Evil (Su)
Once per day a celestial cattle can make a normal melee attack to deal extra damage equal to its HD against an evil foe.
Sample Type II:
Size/Type: Large Magical Beast
Hit Dice: 5d8+20 (42 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 13
Base Attack/Grapple: +4/+14
Attack: Gore +9 melee (1d8+10)
Full Attack: Gore +9 melee (1d8+10), Claw +4 (1d4+10 Claw +4 (1d4+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Smite Evil
Special Qualities: Low-light vision, scent, Darkvision, resistence to acid, cold, and electricity 5, Spell resistence 10, Damage Reduction 5/magic
Saves: Fort +8, Ref +4, Will +1
Abilities: Str 24, Dex 10, Con 18, Int 3, Wis 11, Cha 6
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance
Environment: Any good aligned Plane
Organization: Solitary or herd (6-30)
Challenge Rating: 3
Advancement: 6-7 HD (Large)
Level Adjustment: +2
Smite Evil (Su)
Once per day a celestial cattle can make a normal melee attack to deal extra damage equal to its HD against an evil foe.
A Type II Celestial Cattle has a +4 bonus against magic sleep affects and Paralysis.
Sample Type III:
Size/Type: Large Magical Beast
Hit Dice: 8d8+48 (84 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 16
Base Attack/Grapple: +7/+19
Attack: Gore +14 melee (2d6+13)
Full Attack: Gore +14 melee (2d6+13) Claw +9 (1d4+13) Claw +9 (1d4+13)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge, Smite Evil
Special Qualities: Low-light vision, Darkvision, Damage Reduction 5/magic, Resistence to Acid, Cold, and Electricity 10
Saves: Fort +12, Ref +6, Will +3
Abilities: Str 28, Dex 10, Con 23, Int 3, Wis 13, Cha 4
Skills: Listen +14, Spot +3
Feats: Alertness, Endurance, Improved Natural Attack (gore)
Environment: Any Good-Aligned Plain
Organization: Solitary or herd (2-12)
Challenge Rating: 7
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Level Adjustment: —
Type IV's: Size/Type: Large Outsider
Hit Dice: 8d8+58 ( 94 hp)
Initiative: +0
Speed: 30 ft. (6 squares) Fly 60 ft. (12 Squares, Good manuveribility)
Armor Class: 18 (-1 size, +8 natural), touch 9, flat-footed 16 Dex 2
Base Attack/Grapple: +8/+20
Attack: Gore +15 melee (2d6+14)
Full Attack: Gore +15 melee (2d6+14)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge, Daylight at will, Smite Evil
Special Qualities: Low-light vision, Darkvision, Immunity to Disease, resistence to Acid, cold, And electricity 10, Damage Reduction 10/Magic, Weapons treated as magic for overcoming damage resistence, Spell Resistence 18,
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 30, Dex 12, Con 25, Int 4, Wis 17, Cha 6
Skills: Listen +14, Spot +3
Feats: Alertness, Endurance, Improved Natural Attack (gore)
Environment: Any Good Aligned Plane
Organization: Solitary or herd (2-12)
Challenge Rating: 6
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Level Adjustment: —
So,what do you think so far? Overpowered, Under powered, I'm a looney?
Plane: Maybe a typical celestial plane? Lots of clouds golden light, etc, etc...
Beasties: Following the Fiendish chicken Idea, there will be 7 levels, from bovine minion to God Cow(Name pending)
Type I's: Basic Celestial Cow. Bison stat block with celestial creature template?
Type II's: Celestial, draconic cows with prettier fluff?
Type III's: Same as above, replace Bison with Rhino Stat Block.
Type IV's: Half-Celestial Rhino For the win!
Type: V's: Half Celesital, Half-Dragon Cows.
Type VI's: Only five of these. Advanced hyped Up Half Celestial, Half Dragon Cows with Spell-like abilites.
Type VII's: Mother/Father figure for all cattle out there. Very, very, frightening.
Sample Type I:
Size/Type: Large Magical Beast
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Gore +8 melee (1d8+9)
Full Attack: Gore +8 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Smite Evil
Special Qualities: Low-light vision, scent, Darkvision, resistence to acid, cold, and electricity 5, Spell resistence 10, Damage Reduction 5/magic
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 22, Dex 10, Con 16, Int 3, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance
Environment: Any good aligned Plane
Organization: Solitary or herd (6-30)
Challenge Rating: 3
Advancement: 6-7 HD (Large)
Level Adjustment: +2
Smite Evil (Su)
Once per day a celestial cattle can make a normal melee attack to deal extra damage equal to its HD against an evil foe.
Sample Type II:
Size/Type: Large Magical Beast
Hit Dice: 5d8+20 (42 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 13
Base Attack/Grapple: +4/+14
Attack: Gore +9 melee (1d8+10)
Full Attack: Gore +9 melee (1d8+10), Claw +4 (1d4+10 Claw +4 (1d4+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Smite Evil
Special Qualities: Low-light vision, scent, Darkvision, resistence to acid, cold, and electricity 5, Spell resistence 10, Damage Reduction 5/magic
Saves: Fort +8, Ref +4, Will +1
Abilities: Str 24, Dex 10, Con 18, Int 3, Wis 11, Cha 6
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance
Environment: Any good aligned Plane
Organization: Solitary or herd (6-30)
Challenge Rating: 3
Advancement: 6-7 HD (Large)
Level Adjustment: +2
Smite Evil (Su)
Once per day a celestial cattle can make a normal melee attack to deal extra damage equal to its HD against an evil foe.
A Type II Celestial Cattle has a +4 bonus against magic sleep affects and Paralysis.
Sample Type III:
Size/Type: Large Magical Beast
Hit Dice: 8d8+48 (84 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 16
Base Attack/Grapple: +7/+19
Attack: Gore +14 melee (2d6+13)
Full Attack: Gore +14 melee (2d6+13) Claw +9 (1d4+13) Claw +9 (1d4+13)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge, Smite Evil
Special Qualities: Low-light vision, Darkvision, Damage Reduction 5/magic, Resistence to Acid, Cold, and Electricity 10
Saves: Fort +12, Ref +6, Will +3
Abilities: Str 28, Dex 10, Con 23, Int 3, Wis 13, Cha 4
Skills: Listen +14, Spot +3
Feats: Alertness, Endurance, Improved Natural Attack (gore)
Environment: Any Good-Aligned Plain
Organization: Solitary or herd (2-12)
Challenge Rating: 7
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Level Adjustment: —
Type IV's: Size/Type: Large Outsider
Hit Dice: 8d8+58 ( 94 hp)
Initiative: +0
Speed: 30 ft. (6 squares) Fly 60 ft. (12 Squares, Good manuveribility)
Armor Class: 18 (-1 size, +8 natural), touch 9, flat-footed 16 Dex 2
Base Attack/Grapple: +8/+20
Attack: Gore +15 melee (2d6+14)
Full Attack: Gore +15 melee (2d6+14)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge, Daylight at will, Smite Evil
Special Qualities: Low-light vision, Darkvision, Immunity to Disease, resistence to Acid, cold, And electricity 10, Damage Reduction 10/Magic, Weapons treated as magic for overcoming damage resistence, Spell Resistence 18,
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 30, Dex 12, Con 25, Int 4, Wis 17, Cha 6
Skills: Listen +14, Spot +3
Feats: Alertness, Endurance, Improved Natural Attack (gore)
Environment: Any Good Aligned Plane
Organization: Solitary or herd (2-12)
Challenge Rating: 6
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Level Adjustment: —
So,what do you think so far? Overpowered, Under powered, I'm a looney?