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Turtle
Giraffe, Tiny
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Turtle
Giraffe, Medium
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Turtle
Giraffe, Large
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Tiny Hybrid
Animal
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Medium
Hybrid Animal
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Large
Hybrid Animal
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Hit Dice:
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½D8+3
(5 HP)
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3D8+9
(22 HP)
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6D8+21
(45 HP)
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Initiative:
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-1 (-1
DEX)
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-2 (-2
DEX)
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-2 (-2
DEX)
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Speed:
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10 ft.
(2 squares), swim 20 ft.
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15 ft.
(3 squares), swim 20 ft.
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Armor
Class:
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17 (+2
Size, -1 DEX, +6 Natural Armor)
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18 (-2
Dex, +10 natural)
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19 (-2
DEX, +12 Natural, -1 Size)
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Touch AC:
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11
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8
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7
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Flat-Footed
AC:
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17
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18
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19
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Base
Attack/Grapple:
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+0/-12
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+2/+2
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+4/+12
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Attack:
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Horns
+1 melee (1d3-4)
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Horns +3
melee (1d6)
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Horns melee
(1d8+4)
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Full
Attack:
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Horns
+1 melee (1d3-4)
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Horns +3
melee (1d6)
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Horns melee
(1d8+4)
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Space/Reach:
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2½ Ft X
2½ Ft/0 Ft
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5 Ft X
5 Ft/5 Ft
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10 ft X
10 Ft/5 Ft
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Saves:
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Fort
+5, Ref –1, Will +3
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Fort
+8, Ref –1, Will +4
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Fort
+10, Ref +0, Will +3
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Abilities:
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STR 2,
DEX 8, CON 16,
INT 2,
WIS 12, CHA 10
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STR 10,
DEX 6, CON 16, INT 2, WIS 12, CHA 10
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STR 18,
DEX 6, CON 16 INT 2, WIS 12, CHA 10
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Skills:
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Listen
+5, Spot +4
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Listen
+7, Spot +6
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Listen
+7, Spot +6
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Feats:
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Weapon
Finesse (Horns)
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Great
Fortitude, Weapon Finesse (Horns)
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Great
Fortitude, Toughness, Weapon Finesse (Horns)
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Alignment:
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Always
Neutral
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Always
Neutral
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Always
Neutral
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Environment:
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Swamps
and Temperate Forests near Streams, Lakes, Ponds, and Rivers
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Swamps
and Temperate Forests near Streams, Lakes, Ponds, and Rivers
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Swamps
and Temperate Forests near Lakes, Ponds, and Rivers
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Organization:
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Solitary,
or Pair
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Solitary,
or Pair
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Solitary,
or Pair
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Challenge
Rating:
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1/6
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1
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3
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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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