
pennywit |
Owlbears a little too normal for you? Here's a possible replacement creature for the end of Rivers Run Red. I give you ....
XP 51,200
Hamster, Giant (Mythic Animal)
N Colossal animal
Init +7; Senses low-light vision; Perception +30
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Defense
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AC 43, touch 5, flat-footed 40 (+3 Dex, -8 size, +38 natural)
hp 546 (21d8+416)
Fort +30 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +18, Will +20; Immune disease
Defensive Abilities hard to kill; Immune disease
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Offense
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Speed 30 ft., burrow 10 ft.
Melee bite +34 (6d6+34)
Space 30 ft.; Reach 5 ft.
Special Attacks cheek pouch, mythic power (5/day, surge +1d6)
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Statistics
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Str 56, Dex 16, Con 40, Int 1, Wis 16, Cha 10
Base Atk +19; CMB +50 (+54 drag, +54 grapple); CMD 63 (65 vs. drag, 67 vs. trip)
Feats Endurance, Greater Drag, Greater Vital Strike, Improved Drag, Improved Initiative, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Vital Strike, Iron Will, Power Attack, Quick Drag, Skill Focus (Perception), Toughness, Vital Strike
Skills Climb +28, Perception +30, Stealth +0; Racial Modifiers racial skill modifier
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Special Abilities
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Burrowing (10 feet) You have a Burrow speed.
Cheek Pouch (DC 46) (Ex)
A giant hamster can try to stuff a grabbed opponent of two sizes smaller than itself into its cheek pouch by making a successful grapple check. A creature stuffed into the giant hamster’s cheek pouch takes no damage, and can escape by making a successful DC 46 Strength check or can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the cheek (AC 11). Once the creature exits, muscular action closes the hole; another trapped opponent must cut its own way out. A Large hamster’s cheek can hold 1 Small, 2 Tiny, or 8 Diminutive or smaller opponents. The check DC is Strength-based.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Grab (Colossal) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Greater Drag +2 to Drag, target provokes AoO from your allies
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Disease You are immune to diseases.
Improved Drag You Drag at +2 and don't cause an attack of opportunity.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Quick Drag May perform a drag maneuver in place of one of your melee attacks
Racial Skill Bonus (+4 Perception) You have the listed racial skill modifier.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Vital Strike Standard action: x2 weapon damage dice.