Tuesday, March 15, 2016

Horsecock

Domesticated Hybrid Riding Animal
Hit Dice:
3D8+8 (21 HP)
Initiative:
+2 (+2 DEX)
Speed:
60 Ft (12 Squares), Fly (Poor) 25 Ft (5 Squares)
Armor Class:
14 (-1 Size, +2 DEX, +3 Natural)
Touch AC:
11
Flat-Footed AC:
12
Base Attack/Grapple:
+2/+8
Attack:
Scratch -2 (1D4+1*)
Full Attack:
2 Scratches -2 (1D4+1*), Bite (1D3+2*)
Space/Reach:
5 Ft X 10 Ft/5 Ft
Special Attacks:
--
Special Qualities:
Low-Light Vision, Scent
Saves:
Fort +5, Ref +4, Will +2
Abilities:
STR 14, DEX 16, CON 18,
INT 2, WIS 10, CHA 4
Skills:
Listen +4, Spot +4
Feats:
Endurance, Run
Environment:
Temperate Plains, or Temperate Woodlands
Organization:
Domesticated, or Herd (5-30)
Challenge Rating:
1
Advancement:
--
Level Adjustment:
--
Horsecocks can be very aggressive animals. They are sometimes raised as fighting animals for sport, but most kingdoms have outlawed that use. Horsecock fighting is a generally illegal form of entertainment and gambling. Run by the criminal element, even the local thieves guilds will generally stay away from such activities.
Horsecocks were created by an unknown mage, presumably for their personal use. They are a combination of an extremely large rooster or an extremely large chicken and a horse. The females lay eggs about every 3 days. The eggs are a great source of protein, and taste pretty good too.
Cost: A domesticated male will generally cost about 500 GP, and a domesticated female will cost 1,200 GP. While fertilized eggs will generally cost about 800 GP Each. Unfertilized eggs will cost about 10 GP, and can feed 8-10 people.
Combat: A horsecock, though not trained for war will use its claws to attack. Its claw attack is treated as a secondary attack and adds only half the horse’s Strength bonus to damage (these secondary attacks are noted with an asterisk).
Carrying Capacity: A light load for a horsecock is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. A horsecock can drag 2,250 pounds.
Hybrid Animal Type: A hybrid animal is a living, nonhuman creature. They are two or more creatures combined magically, usually vertebrates with no magical abilities and no innate capacity for language or culture.
·  Features: A hybrid animal has the following features (unless otherwise noted in a creature’s entry).
·  d8 Hit Dice.
·  Base attack bonus equal to 3/4 total Hit Dice (as cleric).
·  Good Fortitude and Reflex saves (certain animals have different good saves).
·  Skill points equal to (2 + INT modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
·  Traits: A hybrid animal possesses the following traits (unless otherwise noted in a creature’s entry).
·  Due to their hybrid nature, Intelligence scores can be magically enhanced, so any INT score is possible.
·  Low-light vision.
·  Alignment: Always neutral.
·  Treasure: None.
·  Proficient with its natural weapons only. A non-combative herbivore uses its natural weapons as a secondary attack. Such attacks are made with a –5 penalty on the creature’s attack rolls, and the animal receives only 1/2 its Strength modifier as a damage adjustment.
·  Proficient with no armor unless trained for war.

·  Hybrid Animals eat, sleep, and breathe.

Thursday, March 10, 2016

Meowl

Meowl

Hybrid Animal
Hit Dice:
¾D8 (3 HP)
Initiative:
+3 (+3 DEX)
Speed:
10 Ft (2 Squares), Fly 40 Ft (Average)
Armor Class:
17 (+2 Size, +3 DEX, +2 Natural)
Touch AC:
15
Flat-Footed AC:
14
Base Attack/Grapple:
+0/-11
Attack:
Talons +5 Melee (1D4–3), or Bite –1 Melee (1D3–4)
Full Attack:
Talons +5 Melee (1D4–3) and Bite –1 Melee (1D3–4)
Space/Reach:
21⁄2 X 21⁄2 Ft/0 Ft
Special Attacks:
--
Special Qualities:
Low-Light Vision, Scent
Saves:
Fort +2, Ref +5, Will +2 
Abilities:
STR 4, DEX 17, CON 10,
INT 2, WIS 14, CHA 7
Skills:
Balance +10, Hide +6, Listen +14, Move Silently +17, Spot +6*
Feats:
Weapon Finesse (Talons & Bite)
Environment:
Temperate Forests
Organization:
Domesticated, or Solitary
Challenge Rating:
¼
Alignment:
Neutral
Advancement:
2 HD (Small)
Level Adjustment:
--
The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack.
Combat: Meowls swoop quietly down onto prey, attacking with their powerful talons.
Skills: Meowls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.
Hybrid Animal Type: A hybrid animal is a living, nonhuman creature. They are two or more creatures combined magically, usually vertebrates with no magical abilities and no innate capacity for language or culture.
·  Features: A hybrid animal has the following features (unless otherwise noted in a creature’s entry).
·  d8 Hit Dice.
·  Base attack bonus equal to 3/4 total Hit Dice (as cleric).
·  Good Fortitude and Reflex saves (certain animals have different good saves).
·  Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
·  Traits: A hybrid animal possesses the following traits (unless otherwise noted in a creature’s entry).
·  Due to their hybrid nature, Intelligence scores can be magically enhanced, so any INT score is possible.
·  Low-light vision.
·  Alignment: Always neutral.
·  Treasure: None.
·  Proficient with its natural weapons only. A non-combative herbivore uses its natural weapons as a secondary attack. Such attacks are made with a –5 penalty on the creature’s attack rolls, and the animal receives only 1/2 its Strength modifier as a damage adjustment.
·  Proficient with no armor unless trained for war.

·  Hybrid Animals eat, sleep, and breathe.

Saturday, March 5, 2016

Babird

Babird


Small Hybrid Animal
Hit Dice:
¼ D8 (1 HP)
Initiative:
+2 (DEX +2)
Speed:
10 Ft (2 Squares), fly 40 Ft (8 Squares) Average
Armor Class:
14 (+2 DEX, +2 Size)
Touch AC:
14
Flat-Footed AC:
12
Base Attack/Grapple:
+0/-13
Attack:
Claws +2 Melee (1D2-5), Bite +2 Melee (1D3-5)
Full Attack:
2 Claws +2 Melee (1D2-5), Bite +2 Melee (1D3-5)
Space/Reach:
2½ Ft X 2½ Ft/0 Ft
Saves:
Fort +2, Ref +4, Will +2
Abilities:
STR 1, DEX 15, CON 10,
INT 2, WIS 14, CHA 6
Skills:
Listen +6, Spot +6
Feats:
Weapon Focus: Claws, Weapon Focus: Bite
Environment:
Temperate Forests/Jungles
Organization:
Solitary (1), Pair (2), or Family (3-6)
Challenge Rating:
1/4 
Babirds are generally peaceful, creatures, but are capable of defending themselves if provoked. They are a cross between a baboon and a small bird, hence making them hybrid animals. Created by 
Combat: These hybrid animals are known for being territorial, attacking only if their territory is encroached upon. They have been known to use their flight ability to drop on unsuspecting individuals. Their bite is quite vicious due to their extremely sharp teeth.

Skills: Babirds receive a +4 racial bonus to Listen and Spot checks and a +8 racial bonus to Balance checks.