Ghost Elk: Difference between revisions

From Sourcebook Wiki
Jump to navigation Jump to search
(Bab calcuated as fighter. HP is from the average calculated for SRD monsters--this Ghost Elk could have player HP, up to you)
 
(4 intermediate revisions by 2 users not shown)
Line 3: Line 3:
It's not REALLY a ghost. It's just a name.  
It's not REALLY a ghost. It's just a name.  


[[File:White elk.jpg]]
[[File:White elk.jpg]] [[File:White elk2.jpg]]




Ghost Elk [Magical Beast]
=Anise's Ghost Elk deltas=
*Skill ranks: Perception 4, Stealth 4, Survival 1
*New Feats: Dodge, Mobility, Stable Gallop
*Dex +1 at lvl 4


(Modified) Elk (via World of Warcraft Manual of Monsters)
=Ghost Elk [Magical Beast]=


Hit Dice: 3d10+9 (25 hp)
*(Modified) Elk (via World of Warcraft Manual of Monsters)
*Hit Dice: 3d10+9 (25 hp)
*Initiative: +1
*Speed: 50 ft. (10 squares)
*Armor Class: 15(-l size, +2 Dex, +4natural), touch 10, ff 13
*Base Att/Grapp: +3/+13
*Attack: Hoof +8 Melee (1d6+6) or bite +8 melee (1d8+6) or gore +8 melee (1d8+6) (3 bab, 6 str, -1 size)
*Full attack: 2 hooves +8 melee(1d6+6) and bite +3 melee (1d8+3) or gore +3 melee (1d8+3) (Antlers count as *Magic Weapon for DR)
*Space/reach: 10ft/5ft
*Special attack: charge
*Special qualities: lowlight vision, darkvision (see below), ''scent'', ''trackless''
*Saves F/R/W: +7/+5/+3
*Abilities: str 22, dex 14, con 18, int 6, wis 14, cha 6
*Skills: listen +7 spot +7 (3 skill points each, 2 alertness, 2 wis bonus)
*Feats: alertness, endurance
*Environment: cold and temperate forest, hill and mountains
*Organization: Unique
*Challenge rating: 1
*Treasure: none
*Alignment: neutral
*Advancement: 4-10 HD (Large)
*Level Adjustment: --


Initiative: +1
=Magical Beast Special Abilities=


Speed: 50 ft. (10 squares)
*10 Sided HD
*BaB Calculated as Fighter
*Good Fort and Reflex Saves
*Skill Points = 2 + Int Mod; 4x Skills for First Level
*Darkvision : 60'
*Eat, Breathe, and Sleep as normal.


Armor Class: 15(-l size, +2 Dex, +4natural), touch 10, ff 13
''trackless'': As a free action, this creature may cast ''pass without trace'' on itself.
 
Base Att/Grapp: +3/+13
 
Attack: Hoof +8 Melee (1d6+6) or bite +8 melee (1d8+6) or gore +8 melee (1d8+6) (3 bab, 6 str, -1 size)
 
full attack: 2 hooves +8 melee(1d6+6) and bite +3 melee (1d8+3) or gore +3 melee (1d8+3) (Antlers count as Magic Weapon for DR)
 
space/reach: 10ft/5ft
 
special attack: charge
 
special qualities: lowlight vision, darkvision (see below), ''scent'', ''trackless''
 
saves F/R/W: +7/+5/+3
 
Abilities: str 22, dex 14, con 18, int 6, wis 14, cha 6
 
skills: listen +7 spot +7 (3 skill points each, 2 alertness, 2 wis bonus)
 
feats: alertness, endurance
 
environment: cold and temperate forest, hill and mountains
 
organization: Unique
 
challenge rating: 1
 
treasure: none
 
alignment: neutral
 
advancement: 4-10 HD (Large)
 
Level Adjustment: --
 
 
 
Magical Beast Special Abilities
 
10 Sided HD
 
BaB Calculated as Fighter
 
Good Fort and Reflex Saves
 
Skill Points = 2 + Int Mod; 4x Skills for First Level
 
Darkvision : 60'
 
Eat, Breathe, and Sleep as normal.
 
''trackless'': As a free action, this creature may cast Pass Without Trace on itself.

Latest revision as of 20:57, 16 November 2014

The Ghost Elk is a mysterious elk that appeared to Anise after she buried Elven Remains found among gear looted from a band of Hand Halflings by Orc Opportunists in the depopulated Draglet region.

It's not REALLY a ghost. It's just a name.

Error creating thumbnail: Unable to save thumbnail to destination
Error creating thumbnail: Unable to save thumbnail to destination


Anise's Ghost Elk deltas

  • Skill ranks: Perception 4, Stealth 4, Survival 1
  • New Feats: Dodge, Mobility, Stable Gallop
  • Dex +1 at lvl 4

Ghost Elk [Magical Beast]

  • (Modified) Elk (via World of Warcraft Manual of Monsters)
  • Hit Dice: 3d10+9 (25 hp)
  • Initiative: +1
  • Speed: 50 ft. (10 squares)
  • Armor Class: 15(-l size, +2 Dex, +4natural), touch 10, ff 13
  • Base Att/Grapp: +3/+13
  • Attack: Hoof +8 Melee (1d6+6) or bite +8 melee (1d8+6) or gore +8 melee (1d8+6) (3 bab, 6 str, -1 size)
  • Full attack: 2 hooves +8 melee(1d6+6) and bite +3 melee (1d8+3) or gore +3 melee (1d8+3) (Antlers count as *Magic Weapon for DR)
  • Space/reach: 10ft/5ft
  • Special attack: charge
  • Special qualities: lowlight vision, darkvision (see below), scent, trackless
  • Saves F/R/W: +7/+5/+3
  • Abilities: str 22, dex 14, con 18, int 6, wis 14, cha 6
  • Skills: listen +7 spot +7 (3 skill points each, 2 alertness, 2 wis bonus)
  • Feats: alertness, endurance
  • Environment: cold and temperate forest, hill and mountains
  • Organization: Unique
  • Challenge rating: 1
  • Treasure: none
  • Alignment: neutral
  • Advancement: 4-10 HD (Large)
  • Level Adjustment: --

Magical Beast Special Abilities

  • 10 Sided HD
  • BaB Calculated as Fighter
  • Good Fort and Reflex Saves
  • Skill Points = 2 + Int Mod; 4x Skills for First Level
  • Darkvision : 60'
  • Eat, Breathe, and Sleep as normal.

trackless: As a free action, this creature may cast pass without trace on itself.