Thursday, March 17, 2016

Turtle Giraffe


Turtle Giraffe, Tiny
Turtle Giraffe, Medium
Turtle Giraffe, Large

Tiny Hybrid Animal
Medium Hybrid Animal
Large Hybrid Animal
Hit Dice:
½D8+3 (5 HP)
3D8+9 (22 HP)
6D8+21 (45 HP)
Initiative:
-1 (-1 DEX)
-2 (-2 DEX)
-2 (-2 DEX)
Speed:
10 ft. (2 squares), swim 20 ft.
15 ft. (3 squares), swim 20 ft.

Armor Class:
17 (+2 Size, -1 DEX, +6 Natural Armor)
18 (-2 Dex, +10 natural)
19 (-2 DEX, +12 Natural, -1 Size)
Touch AC:
11
8
7
Flat-Footed AC:
17
18
19
Base Attack/Grapple:
+0/-12
+2/+2
+4/+12
Attack:
Horns +1 melee (1d3-4)
Horns +3 melee (1d6)
Horns melee (1d8+4)
Full Attack:
Horns +1 melee (1d3-4)
Horns +3 melee (1d6)
Horns melee (1d8+4)
Space/Reach:
2½ Ft X 2½ Ft/0 Ft
5 Ft X 5 Ft/5 Ft
10 ft X 10 Ft/5 Ft
Saves:
Fort +5, Ref –1, Will +3
Fort +8, Ref –1, Will +4
Fort +10, Ref +0, Will +3
Abilities:
STR 2, DEX 8, CON 16,
INT 2, WIS 12, CHA 10
STR 10, DEX 6, CON 16, INT 2, WIS 12, CHA 10
STR 18, DEX 6, CON 16 INT 2, WIS 12, CHA 10
Skills:
Listen +5, Spot +4
Listen +7, Spot +6
Listen +7, Spot +6
Feats:
Weapon Finesse (Horns)
Great Fortitude, Weapon Finesse (Horns)
Great Fortitude, Toughness, Weapon Finesse (Horns)
Alignment:
Always Neutral
Always Neutral
Always Neutral
Environment:
Swamps and Temperate Forests near Streams, Lakes, Ponds, and Rivers
Swamps and Temperate Forests near Streams, Lakes, Ponds, and Rivers
Swamps and Temperate Forests near Lakes, Ponds, and Rivers
Organization:
Solitary, or Pair
Solitary, or Pair
Solitary, or Pair
Challenge Rating:
1/6
1
3
Turtle Giraffes were created to be a wizard’s familiar, but due to their food and water requirements, few wizards wanted them as familiars. This made these animals outcast. Fortunately, their shells made for the perfect protection from predators that thought of them as the perfect prey, and they now thrive in wetlands and temperate woodlands near streams and rivers.
Turtle Giraffes are herbivores, and require their weight in food daily, and access to fresh water for a minimum of 8 hours at least once a week.
Combat: Offensively, the only challenge a turtle giraffe provides is its relatively strong, horned head. A turtle giraffe uses its long neck to propel their horns at the side of their combatant, trying to hit their tender ribs and the contents underneath. Once the combatant has withdrawn, the turtle giraffe attempts no further combat. Its primary form of protection, however, comes from an armor-like shell (into which it can withdraw its vulnerable legs and head). This heavy carapace, however, slows them to a well-known crawl.

Withdraw (Ex): As a move-equivalent action, a turtle giraffe can withdraw its vulnerable parts into its shell. The turtle giraffe is unable to take actions or move while withdrawn (but are not treated as helpless). While withdrawn, a turtle giraffe gains a +10 circumstance bonus to their AC. The turtle giraffe can cease the withdrawal as a move-equivalent action.

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