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New monster, Hound of the Wild Hunt

Started by Acinonyx, March 01, 2006, 12:35:30 PM

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Acinonyx

I'm starting a new D&D game set in the Planescape setting. I'm actually starting the characters off as early germanic tribesmen somewhere around 200BC but they're soon going to end up on the planes. I'm going to focus on the Norse/Gemanic gods and myths but they will encounter much a lot of the Planescape themes as well.

Anyway, they're eventually going to end up with a sort of guide/mentor in the form of a hound from Odin's wild hunt. This isn't an ordinary dog however, appart from being part of the wild hunt he's also a proxy of Odin in his Wild Hunt aspect (which I'm going to tie into Celtic mythology). But to start I needed to come up with a typical Hound for the Hunt.

So here it is. Let me know what you think and suggest any changes that may be appropriate.

QuoteHound of the Wild Hunt
Medium Outsider (Extraplanar, Chaotic)
Hit Dice: 6d8+12 (39 hp)
Initiative: +7 Speed: 40 ft. (8 squares),
Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple: +6/+11
Attack: Bite +11 melee (1d8+5)
Full Attack: Bite +11 melee (1d8+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bay, monstrous shape, trip, summon hunt,
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., Plane Shift, scent
Saves: Fort +7, Ref +8, Will +7
Abilities: Str 20, Dex 16, Con 15, Int 11, Wis 14, Cha 10
Skills: Listen +11, Spot +11, Search +7, Survival +11 (+13 following tracks)*
Feats: Improved Initiative, Track
Environment: Any chaotic plane
Organization: Solitary, pair, or pack (6–12)
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic
Advancement: 4–6 HD (Medium); 7–9 HD (Large)

A hound of the Wild Hunt stands 4 feet tall at the shoulder and weighs about 300 pounds.

A Hound of the Wild Hunt can speak common.

Combat

A hound of the Wild Hunt’s natural weapons, as well as any weapons it wields, are treated as magical for the purpose of overcoming damage reduction.

Bay (Su): When a hound of the Wild Hunt howls or barks, all creatures within a 300-foot spread must succeed on a DC 14 Will save or become frightened for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same hound’s bay for 24 hours.

Monstrous Shape (Su): A hound of the Wild Hunt can choose to change its appearance, becoming a true monster, twice as large as it’s normal size with glowing eyes and slavering fangs. It’s size changes to Large and it gains a +6 bonus to both strength and constitution. It’s bite attack does 2d6+8 damage while it’s dexterity is reduced by –2 and it’s AC becomes 17.

Trip (Ex): A hound of the Wild Hunt that hits with its bite attack can attempt to trip the opponent (+6 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hound of the Wild Hunt.

Plane Shift (Sp): A hound of the Wild Hunt can cast Plane Shift 3 times per day.

Fly (Sp): A hound of the Wild Hunt can fly as the spell, at will.

Summon Hunt (Sp): Once per day a A hound of the Wild Hunt can attempt to summon 1d4 hounds with a 50% chance of success. This ability is the equivalent of a 4th-level spell.

Skills: *A hound of the Wild Hunt has a +4 racial bonus on Survival checks when tracking by scent.
"There's a time to think, and a time to act. And this, gentlemen, is no time to think."

Knightcrawler

For some reason I want to saw there are actually stats for the Wild Hunt somewhere.  Can't remember off the top of my head where.  If I find it I'll post it.
Knightcrawler

"I Am Become Death, Destroyer Of Worlds"

BOZ

creature catalog site, but nothing in print that i'm aware of.
don't quote me on that.  :)

Visit the Creature Catalog for all your D&D 3E monster needs!  :)

Nicephorus

The only stats I know of are from previous editions, in Dieties & Demigods/Legends & Lore under the Celts.

Here's the 2E versions of the master and hounds of the hunt:

The Master of the Hunt
The Master appears as a dark skinned man wearing an antlered black helmet.

Role-playing Notes:  The master does not speak or communicate with anyone. He merely leads his pack of hounds and other followers toward sources of evil and attacks. His tactics are generally limited to an immediate frontal assault since he cannot die, his need for cunning is limited.

Str 18/00   Dex 18   Con 18
Int 17   Wis 17   Cha 9
MV 18   SZ 6'   MR 25%
AC 0   HD 20   HP 200
#AT 3   THAC0 1   Dmg 1d6 +3 (spear) +6

Special Att/Def:  The Master of the Hunt generally does not engage in combat until most of his pack of hounds have been slain. He will then attack with his spear +3. The Master can also ride his chariot over victims, doing 3d10 points of damage to any who fall beneath its wheels.

The Pack of the Wild Hunt
The individual hounds of the Wild Hunt are beasts. There are 20 dogs in the pack.

AC 2   HD 5   SZ 3'
MR 15%   THAC0 14   HP 30
MV 21   #AT 1   Dmg 2d4

Special Att/Def:  The pack can cause fear in any mortal being that it is pursuing. Each hound has the equivalent protection from evil spell upon it at all times. The pack also can swarm its enemies without regard to the actual space available, so all 20 dogs can attack an enemy each round. Finally, once per turn each dog can use its green flame tongue to add an additional 5 points of damage to any attack that hits.

Here's the text on the hunt:

The Wild Hunt
Despite its evil connotations, the Wild Hunt is a manifestation of good life force on the Prime Material Plane. It appears in Celtic lands whenever there is a great force of evil in the area. The source of the evil could be many different things, from an evil wizard or priest moving through the area to an invading evil army. Wherever the druids are and wherever they have built standing stones that the Wild Hunt can use as beacons, the pack and its master are forever on guard against encroaching evil. The Wild Hunt appears in the world of men as a huge pack of magical dogs led by a great man. The man has dark skin and can either be on foot or at the reins of a two-horse chariot. He carries an enormous spear and wears a metal and leather helmet with antlers. The dogs of the pack are huge beasts that can, at one instant appear as normal (albeit huge) canines and then transform into ferocious, magical animals with green flame coming from their mouth and eyes. When the Wild Hunt approaches, the weather turns for the worse — the winds howl and thunder booms from the heavens. The Wild Hunt fights evil with evil's weapons, namely fear and ferocity.
Celts or other good beings who encounter the Hunt on the move may be swept up by it. All Celts or characters of good alignment who see the Hunt must make a save versus spells or become part of the Wild Hunt and its mission, accepting the Master as their leader. Persons so caught up might have to act against their own alignment at the behest of the Master, fighting against those they might otherwise ignore, etc. As it tears across the countryside, the pack will raise a terrifying ruckus, attracting followers and warning evil of its approach.
On any given night there will be only one Wild Hunt, provided there is sufficient evil to warrant it. Once the pack has caught up with the source of evil, it will attack. The pack and the master will fight to the death against the evil. If they are slain, they will appear fresh for a new hunt the following night. If they do not destroy the evil they pursue, the Wild Hunt will return until their prey is driven from Celtic lands or slain.
The Wild Hunt has been known to fight against demigods and heroes who have manifested evil among the Celts. Sometimes destroyed themselves, they have always returned to renew the battle. The forces that seek out evil to destroy it are eternal, and the Wild Hunt can never be completely annihilated.

Acinonyx

Okay, thanks anyway guys, but I wasn't actually looking for existing stats for the Wild Hunt. I'm really just looking for some feed back on my own right up. So, anyone have any? ;)

Hmm, I do like the fly ability though. I think I'll have to add that.
"There's a time to think, and a time to act. And this, gentlemen, is no time to think."

Cyberzombie

The stats look fine, but I'm puzzled by the "Always Neutral Evil" part.  I suppose that that doesn't matter much, though.  :)
 

Acinonyx

Huh, so am I.

Actually I think that's a hold over from when I copied the stats for Yeth Hound from the SRD. If anything it should be Always Chaotic Neutral.

I imagine the CR is off. I'm terrible at setting it.
"There's a time to think, and a time to act. And this, gentlemen, is no time to think."

Janos

It needs intimidate and a fairly large racial bonus to the roll.  It should also be able to Plane Shift to exactly the location it wants.

I'd also suggest giving it reach when it's in giant form.
 

Krishnath

Quote from: JanosIt needs intimidate and a fairly large racial bonus to the roll.  It should also be able to Plane Shift to exactly the location it wants.

I'd also suggest giving it reach when it's in giant form.
I agree, but other than that, looks good. :D
We have been hurt.
We are bleeding.
We will survive.
We will evolve.
We will become stronger.
We will become more than the sum of our parts.
We are The Damnation army.
We are Legion.

Acinonyx

Quote from: JanosIt needs intimidate and a fairly large racial bonus to the roll.  It should also be able to Plane Shift to exactly the location it wants.

I'd also suggest giving it reach when it's in giant form.
Why do you think it should have reach?

QuoteHound of the Wild Hunt
Medium Outsider (Extraplanar, Chaotic)
Hit Dice: 6d8+12 (39 hp)
Initiative: +7 Speed: 40 ft. (8 squares),
Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple: +6/+11
Attack: Bite +11 melee (1d8+5)
Full Attack: Bite +11 melee (1d8+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bay, monstrous shape, trip, summon hunt,
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., Plane Shift, scent
Saves: Fort +7, Ref +8, Will +7
Abilities: Str 20, Dex 16, Con 15, Int 11, Wis 14, Cha 10
Skills: Hide +12, Intimidate + 11 (+17)*, Jump +14, Listen +13, Move Silently +12, Spot +13, Search +7, Survival +11 (+13 following tracks)*  
Feats: Alertness, Improved Initiative, Track
Environment: Any chaotic plane
Organization: Solitary, pair, or pack (6–12)
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic
Advancement: 4–6 HD (Medium); 7–9 HD (Large)

A hound of the Wild Hunt stands 4 feet tall at the shoulder and weighs about 300 pounds.

A Hound of the Wild Hunt can speak common.

Combat

A hound of the Wild Hunt's natural weapons, as well as any weapons it wields, are treated as magical for the purpose of overcoming damage reduction.

Bay (Su): When a hound of the Wild Hunt howls or barks, all creatures within a 300-foot spread must succeed on a DC 14 Will save or become frightened for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same hound's bay for 24 hours.

Monstrous Shape (Su): A hound of the Wild Hunt can choose to change its appearance, becoming a true monster, twice as large as it's normal size with glowing eyes and slavering fangs. It's size changes to Large and it gains a +6 bonus to both strength and constitution. It gains 18 hit points. It's bite attack does 2d6+8 damage while it's dexterity is reduced by –2 and it's AC becomes 17.

Trip (Ex): A hound of the Wild Hunt that hits with its bite attack can attempt to trip the opponent (+6 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hound of the Wild Hunt.

Plane Shift (Sp): A hound of the Wild Hunt can Plane Shift 3 times per day as the spell of the same name with the following differences. A hound can Plane Shift to a precise location without any chance of arriving off target, however it can only Plane Shift itself. It cannot bring another person with it.

Fly (Sp): A hound of the Wild Hunt can fly as the spell, at will.

Summon Hunt (Sp): Once per day a A hound of the Wild Hunt can attempt to summon 1d4 hounds with a 50% chance of success. This ability is the equivalent of a 4th-level spell.

Skills: *A hound of the Wild Hunt has a +4 racial bonus on Survival checks when tracking by scent. They also receive a +6 bonus to intimidate when under the effects of their Monstrous Shape.
"There's a time to think, and a time to act. And this, gentlemen, is no time to think."

Krishnath

Quote from: AcinonyxWhy do you think it should have reach?
I think he means that the size increase granted by it's monstrous form should give it a 10' reach when in that form, you should probably also put a time limit on the ammount of time it can stay in that form.
We have been hurt.
We are bleeding.
We will survive.
We will evolve.
We will become stronger.
We will become more than the sum of our parts.
We are The Damnation army.
We are Legion.

BOZ

Quote from: AcinonyxWhy do you think it should have reach?

i don't.  Large quadrupeds don't have more reach, they just take up more space.
don't quote me on that.  :)

Visit the Creature Catalog for all your D&D 3E monster needs!  :)

Acinonyx

Quote from: BOZi don't.  Large quadrupeds don't have more reach, they just take up more space.
I agree, I don't really see any reason it would have reach.

Quote from: KrishnathI think he means that the size increase granted by it's monstrous form should give it a 10' reach when in that form, you should probably also put a time limit on the ammount of time it can stay in that form.
I don't know. Any time limit I'd give it would probably last the entire combat anyway. And the idea is, outside of the hunt, these are the dogs that hang around the gods dinner table waiting for scraps. They're bigger and stronger than your earthly animals. But when the hunt is called and they're on your tail they're verocious monsters that'll tear you to shreds.

And, I won't even bother with stats for the huntsman since he's a god. The other riders though... maybe I should use the Einheriar from the MotP?
"There's a time to think, and a time to act. And this, gentlemen, is no time to think."

Janos

Quote from: AcinonyxI agree, I don't really see any reason it would have reach.

In general because it's larger, but also because it's a very very nasty combo coupled with Trip and I think it could use the little extra oomph.
 

Krishnath

Quote from: AcinonyxAnd, I won't even bother with stats for the huntsman since he's a god. The other riders though... maybe I should use the Einheriar from the MotP?

Yes, they would fit the bill well. Einheriar elves are the best fit IMHO.
We have been hurt.
We are bleeding.
We will survive.
We will evolve.
We will become stronger.
We will become more than the sum of our parts.
We are The Damnation army.
We are Legion.