Heroes of Battle - 3.5e

Page 157

This fearsome creature shakes the ground as it strides forward on its four pillarlike legs. A set of four enormous tusks curve outward from its mouth, beneath a trunk the size of a tree.

Tusked behemoths are said to have roamed the world in ages past, towering over all lesser beasts. Long thought to be lost to the world—or perhaps merely a legend—the creatures have recently been seen, singly or in pairs, lumbering across battlefields to devastating effect. These massive creatures are fearsome to look upon with their four great curved tusks splaying out from a trunk longer and thicker than an elephant’s leg. Whether the behemoths of today are a throwback to the great beasts of long ago or the product of some magical experiment is unknown. But tusked behemoths have lumbered out of the desert in alarming numbers recently with entire companies of warriors fighting from siege towers built atop their backs. A modern-day tusked behemoth stands some 20 feet tall at the shoulder, measures over 40 feet long from tusk to tail, and weighs over 10 tons.

Carrying Capacity: A light load for a tusked behemoth is up to 16,640 pounds; a medium load, 16,641–33,280 pounds; and a heavy load, 33,281–49,920 pounds. A tusked behemoth can drag 249,600 pounds.

WAR MASTIFF

Medium Animal Hit Dice: 3d8+9 (22 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 15 (+1 Dex, +4 natural), touch 11, flatfooted 14 Base Attack/Grapple: +2/+5 Attack: Bite +5 melee (1d6+4) Full Attack: Bite +5 melee (1d6+4) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +4, Will +1 Abilities: Str 17, Dex 13, Con 17, Int 2, Wis 12, Cha 6 Skills: Jump +11, Listen +5, Spot +5, Survival +2*, Swim +4 Feats: Alertness, Endurance, Track B Environment: Temperate plains Organization: Domesticated Challenge Rating: 2 Treasure: None Alignment: —Always neutral Advancement: — Level Adjustment: —

APPENDIX

Abilities: Str 37, Dex 10, Con 27, Int 3, Wis 13, Cha 13 Skills: Listen +9, Spot +9, Survival +8 Feats: Endurance, Great Fortitude, Improved Natural Attack (gore), Improved Overrun, Iron Will, Power Attack, Run Environment: Warm deserts Organization: Solitary or pair Challenge Rating: 14 Treasure: None Alignment: Always neutral Advancement: 21–30 HD (Gargantuan) Level Adjustment: — *Includes adjustments for Power Attack feat.

This enormous dog stands nearly three feet tall at the shoulder.

War mastiffs serve small humanoids as a cavalry beast comparable to the heavy warhorse. Specifically bred and trained as war mounts, these massive dogs are hearty and vicious in battle. Although they are unable to gallop like a horse, they do not spook in battle, have great endurance, and can track enemies for miles. An average war mastiff stands about 3 feet tall at the shoulder, measures 5 feet long from nose to tail, and weighs 200 pounds.

Combat A tusked behemoth charges into battle and attempts to trample any creature in its path. A successful trample by one of these creatures is frightening to behold. If forced to stand and fight, a tusked behemoth whips its head back and forth, goring enemies within 15 feet of any one of its four tusks while stomping on those unlucky enough to find themselves underneath the behemoth. Combat A tusked behemoth can fight while carrying numerous War mastiffs are very protective of their riders. They will riders (often in a large siege tower built atop the behemoth). bite and attempt to trip enemies when attacked or when However, it takes at least two creatures to control a tusked their master is threatened. behemoth, each of whom must succeed on a DC 15 Ride Trip (Ex): A war mastiff that hits with a bite attack can check (made as a full-round action) to control the creature. attempt to trip the opponent (+3 check modifier) as a free A tusked behemoth normally attacks using its Power action without making a touch attack or provoking attacks Attack feat, taking a –5 penalty on attack rolls and gaining of opportunity. If the attempt fails, the opponent cannot a +5 bonus on damage rolls. react to trip the war mastiff. Skills: War mastiffs have a +4 racial bonus on Jump Frightful Presence (Su): A tusked behemoth can inspire checks. terror in all those within 30 feet when it is charging or trampling. Affected creatures must succeed on a DC 21 *War mastiffs have a +4 racial bonus on Survival checks Will save or become shaken, remaining in that condition when tracking by scent. for 5d6 rounds. The save DC is Charisma-based. Carrying Capacity: A light load for a war mastiff is up to Trample (Ex): Reflex DC 33 half. The save DC is 130 pounds; a medium load, 131–260 pounds; and a heavy Strength-based. load, 261–390 pounds. A war mastiff can drag 1,950 pounds.

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War Mastiff

4min
pages 157-158

Rainbow Crow

4min
page 155

Luna Moth

4min
page 154

Magic Siege Engines

3min
page 133

Standards

4min
page 132

Terrain Alteration

2min
page 122

Teamwork Benefit Descriptions

18min
pages 117-120

Legendary Leader

22min
pages 107-111

War Weaver

13min
pages 112-114

Dread Commando

17min
pages 103-106

The Team Roster

5min
page 116

Teamwork Benefits

4min
page 115

Battlefield Award Summary

3min
page 92

Promotions

2min
page 91

Victory Points

4min
page 78

The Rally Check

7min
pages 73-74

XP in Supported Encounters

4min
page 62

Volley of Arrows

3min
page 68

Tanar’ric Horde

2min
page 57

Pelarch’s Unliving Legion

6min
pages 55-56

Baatezu Brigade

2min
page 58

Get ’em Out Alive! (10th

7min
pages 51-52

Take Out the Trebuchet (8th

3min
page 50

Left Behind (8th

3min
page 49

Chapter 3: Battlefield Encounters

2min
page 45

Destroy Artillery (6th

3min
page 47

Random Encounters

10min
pages 43-44

Prisoner Exchange (6th

3min
page 48

When Things Go Off the Chart

4min
page 42

Earthworks

5min
page 35

Other Hazards

4min
pages 36-37

Adventuring off the Battlefield

8min
pages 13-14

Think Big/Play Small

5min
page 6

The Course of Events

5min
page 20

Chapter 2: Building Adventures

2min
page 17

Strategic Downtime

5min
page 12

Treasure in a War Campaign

8min
pages 10-11

Encounter Pacing

10min
pages 22-23

Barriers and Obstacles

10min
pages 32-34
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