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Template:CreatureHorse: Difference between revisions

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|str=2
|str=2
|size=4
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|a=Improved Strength;; Speed;; Bite;; Martial Arts;; Trample;; Battle Charge;; Endurance;; Advanced Hearing;; {{{a|}}}
|a=Improved Strength;; Speed;; Trample;; Battle Charge;; Endurance;; Advanced Hearing;; {{{a|}}}
|b=Jaw;; Hoof
|f=Endurance;; Improved Strength;;
|f=Endurance;; Improved Strength;;
|br=7
|br=7

Latest revision as of 07:56, 21 November 2025

 Stats: ❤️1d10 Hit Dice❤️6 HP🩵1d6 Mana Dice🩵4 MP⬆️Size 4
 Attributes: INT-2STR2MOV0SNK0PER0

 Abilities: 
 Duration: While up.

You can hear all moving creatures within 30 feet. If the creature is breathing, you can hear it even if it is not moving. You can not detect silent creatures in this way.
 Attribute improvement: This ability sets your PER score to a minimum of 2.
 Target: 👤Creature( Hit target's AC. )
 Trigger: Moving at least 10 feet in a straight line towards the target and becoming adjacent to them.
 Duration: Instant.
 Range: Your weapon's range.

Note: A target moving due to Battle Charge can still provoke reactions like Opportunity Attack.
Note: This ability can trigger in the middle of moving. You could approach an enemy, trigger this ability, take an Opportunity Attack against them, keep moving towards them, and trigger this ability again.

 On critical hit: Target moves 20 feet away from you. On hit: Target moves 10 feet away from you.
 Duration: Always active.

 Attribute improvement: This ability sets your INT score to a minimum of -2.
 Duration: Always active.

Harsh conditions or long exertions do not easily tire you. You have advantage on all saves or checks made to against exhaustion, running out of breath, starvation, thirst, heat, and cold.
 Duration: Always active.

You gain Beastly Strength and Improved Armor Piercing.
 Duration: Always active.

Can wield two-handed weapons in one hand.
Note: Armor piercing weapons must still be wielded in two hands to be AV0.

 Attribute improvement: This ability sets your STR score to a minimum of 1.

 Attribute improvement: This ability sets your STR score to a minimum of 2.
 Duration: Always active.

 Attribute improvement: This ability sets your MOV score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your PER score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your SNK score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your MOV score to a minimum of 3.
 Target: 👤Creature( Hit target's AC. )
 Trigger: Moving at least 10 feet in a straight line towards the target and becoming adjacent to them.
 Duration: Instant.
 Range: Your weapon's range.

If you use Trample on a creature at least one size category smaller than you, add 1d6 damage to its standard damage.
 On critical hit: Deal critical damage. On hit: Deal standard damage.

 Body Parts: 
Hoofs gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.

Hoof Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Hoof 1 -3   Normal (5 feet) 0 0 lb. -3 Bashing, Small Body parts
1Normal (5 feet)
Jaws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.

Jaw Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Jaw 1d4 -3 Normal (5 feet) 0 0 lb. -3 Biting, Weapon Body parts
1d4Normal (5 feet)

 Familiar Abilities: 
 Duration: Always active.

Harsh conditions or long exertions do not easily tire you. You have advantage on all saves or checks made to against exhaustion, running out of breath, starvation, thirst, heat, and cold.