Cleon Specials – SRD Redux Monsters and Related Creatures


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Cleon

Legend
Dragonne Redux
Large Dragon
Hit Dice: 9d12+27 (85 hp)
Initiative: +6
Speed: 40 ft. (8 squares), fly 30 ft. (poor)
Armor Class: 20 (–1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +9/+19
Attack: Claw +14 melee (1d8+6)
Full Attack: 2 claws +14 melee (1d8+6) and bite +9 melee (2d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, roar
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +9, Ref +8, Will +7
Abilities: Str 23, Dex 15, Con 17, Int 6, Wis 12, Cha 12
Skills: Balance +7, Climb +9, Hide +5* [+9 in undergrowth], Intimidate +11, Jump +22, Knowledge (nature) +5, Listen +11, Move Silently +9, Spot +11, Survival +9, Tumble +7
Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Track
Environment: Warm hills and deserts
Organization: Solitary, pair, or family (1 female plus 1–3 young)
Challenge Rating: 7
Treasure: Double standard
Alignment: Usually neutral
Advancement: 10–12 HD (Large); 13–27 HD (Huge)
Level Adjustment: +4 (cohort)

A beast resembling a great golden lion with scaly skin and small pair of dragon-like wings sprouting from its shoulders. Its scales, fangs and claws shine like polished brass as do its fierce yellow eyes.

A dragonne resembles an oversized lion with some features similar to a brass dragon, particularly the batlike wings and the thick brassy-gold scales covering its body. The creature's undersized wings can only carry the creature on short flights, typically no more than 10 to 30 minutes at a time. Unlike lions, both female and male dragonnes have manes which makes it hard to distinguish their gender from a distance. A male and female dragonne smells quite differently to a creature with the scent ability, and the presence of young is a sure indicator that the accompanying adult is the female who bore them.

Dragonnes are carnivores with a fearsome but undeserved reputation as man-eaters. Their preferred prey are herd animals such as horses and sheep; dragonnes recognize humanoids as potentially dangerous and normally avoid attacking them without provocation. Most incidents of a dragonne deliberately hunting a humanoid involved starving or sickly dragonnes desperate to eat; a dragonne that considers humanoids part of its regular diet is nearly as rare as a man-eating lion. That said, a dragonne has no moral compunction against devouring a humanoid it happens to kill.

A dragonne generally lives in barren hills or deserts with sparse animal life, so needs an extensive hunting ground to find enough meat to sustain its giant lion body. The dragonne's lair is usually somewhere in the middle of its territory. An ideal lair is a comfortable cave that's only accessible by flying, but typically dragonnes must make do with a sheltered ledge on a cliff face or a leaky and draughty cave that can be reached by climbing. The least fortunate have to live in temporary dens scraped out from the ground. Whatever the lair's situation, dragonnes prefer to rest in nests woven from grass, twigs and branches but sleep on bare ground if building or stealing a nest is inconvenient. Dragonnes sometimes take over roosts built by other flying creatures of similar size, typically hippogriffs or occasionally griffons. The horse-size hippogriff builds a nest that's comfortably roomy for a dragonne even with a clutch of cubs, while the smaller lion-sized griffon builds nests that tend to be a bit cramped. There's also the matter that a pride of griffons is far more formidable than a flight of hippogriffs, so the dragonne may not consider it prudent to try stealing their nesting site.

Dragonnes are somewhat intelligent and capable of speech, although they are uninterested in most subjects of conversation. Their main interests are survival, protecting their territory, where their next meal is coming from, and amassing treasure – in approximately that order. A dragonne tends to be a surly and grudging conversationalist. While rarely literally evil, remember they view humanoids as threats and potential food.

A dragonne is highly territorial. The majority of attacks on humanoids occur because the dragonne views them as a threat to its territory. If intruders appear to be trying to reach its lair or claiming to its land (by building shelters or hunting herd animals, for example), the dragonne will likely seek to drive them off or slay them. It may try warning intruders away first with threats or its supernaturally powerful roar. Humanoids who are just "passing through" its territory are generally ignored, although a dragonne may be willing to talk with them if it thinks there's some benefit in it. Most likely the dragonne will trade information or safe conduct through its territory in return for some meat or treasure. Dragonne mothers are especially territorial and ferociously defend their hunting grounds and young.

Naturally solitary creatures, dragonnes shun their own kind for most of their lives. Female dragonnes become fertile once a year, usually in late autumn, and during their mating season will briefly pair with another dragonne. Dragonne fathers often leave their mates as soon as she lays their eggs, but sometimes remains until the time the cubs would hatch. A nesting dragonne normally produces a single egg, but clutches of two or three sometimes occur. The cub's mother feeds and teaches them how to survive until she decides they are old enough to fend for themselves (or not worth further investment of her time and effort), whereupon she drives them from her territory. Once this occurs, a mother dragonnes will treat her own offspring no differently from any other dragonne apart from viewing them as being highly undesirable as potential mates.

Despite having no obvious use for wealth, dragonnes gather treasure they store in their lairs. The common folk claim this is due to their dragon nature's greedy hoarding instinct. Some scholars suggest they collect treasure as a status and courting display, with grander and shinier hoards demonstrating their dragonne owners are fitter mates.

A dragonne is about 12 feet long and stands 5 feet tall at the shoulder, it weighs about 700 pounds.

Dragonnes speak Draconic.

Combat
A dragonne normally unleashes a roar and then charges to pounce upon an opponent. It may charge and pounce and then roar once it is in melee range should that seem tactically advantageous (for example, the dragonne may pounce first if roaring would spoil an ambush).

Despite being poor fliers a dragonne uses its wings effectively in battle. If opponents attempt to charge or encircle a dragonne, it simply takes to the air to seek a more advantageous position.

Dragonne are reasonably cautious creatures so may retreat from an unfavorable fight. Their proud and ferocious nature means they tend to present this as a "strategic withdrawal", anyone accusing the creature of "fleeing like a scaredy-cat" will probably regret doing so – assuming they spoke in Draconic so the dragonne could understand them!

Pounce (Ex): If a dragonne charges, it can make a full attack in the same round.

Roar (Su): A dragonne can loose a devastating roar every 1d4 rounds as a standard action. All creatures except dragonnes within 120 feet must succeed on a DC 15 Will save or become weak with terror for 2d6 rounds, the weakened creature can neither run nor charge and takes a –6 penalty to Strength and Dexterity. Those within 30 feet who fail their saves also become deafened. The weakening is a sonic fear effect and the deafening is a sonic effect. Deaf creatures can not be affected by the roar and creatures resistant to fear are resistant to the roar's weakness effect but not its deafness effect. The save DC is Charisma-based.

Skills: Dragonnes have a +2 racial bonus on Balance, Climb, Hide and Move Silently checks, a +4 racial bonus on Intimidate, Listen and Spot checks and a +8 racial bonus on Jump checks.

*In areas of tall grass or heavy undergrowth, the Hide bonus improves to +6.

Carrying Capacity: A light load for a dragonne is up to 600 pounds; a medium load, 601–1,200 pounds, and a heavy load, 1,201–1,800 pounds.

Immature & Advanced Dragonnes
The following statistics describe young dragonnes of various ages plus experienced dragonnes that have gained Hit Dice according to the standard Improving Monsters rules.

Dragonne Cub (Tiny Dragon; Hit Dice: 1d12+1 (7 hp); Init: +2; Speed: 30 ft. (6 squares); AC: (+2 size, +1 Dex, + natural) touch 13, flat-footed ; BAB/Grapple: +1/–9; Attack: Claw +4 melee (1d3–2); Full Attack: 2 claws +4 melee (1d3–2) and bite –1 melee (1d6–2); Space/Reach: 2½ ft./0 ft.; Special Attacks: —; Special Qualities: Darkvision 60 ft., low-light vision, scent; Saves: Fort +3, Ref +3, Will +2; Abilities: Str 7, Dex 13, Con 13, Int 6, Wis 10, Cha 12; Skills: Balance +3, Climb +3, Hide +9* [+11 in undergrowth], Intimidate +1, Jump +5, Listen +6, Move Silently +7, Spot +6, Survival +0, Tumble +5; Feats: Blind-Fight, Weapon Finesseᴮ; CR: ½)

A dragonne cub uses its Dexterity modifier on Climb checks and Jump checks instead of its Strength modifier.

Dragonne cubs have a +2 racial bonus on Balance, Climb, Listen, Move Silently and Spot checks and a +4 racial bonus on Jump checks. *In areas of tall grass or heavy undergrowth, they have a +4 racial bonus on Hide checks.

Infant Dragonne (Small Dragon; Hit Dice: 2d12+2 (15 hp); Init: +2; Speed: 40 ft. (8 squares); AC: (+1 size, +2 Dex, + natural) touch 13, flat-footed ; BAB/Grapple: +2/–3; Attack: Claw +5 melee (1d4–1); Full Attack: 2 claws +5 melee (1d4–1) and bite +0 melee (1d8–1); Space/Reach: 5 ft./5 ft.; Special Attacks: Pounce; Special Qualities: Darkvision 60 ft., low-light vision, scent; Saves: Fort 4+, Ref +5, Will +3; Abilities: Str 9, Dex 15, Con 13, Int 6, Wis 10, Cha 12; Skills: Balance +4, Climb +4, Hide +8* [+12 in undergrowth], Intimidate +3, Jump +9, Knowledge (nature) –1, Listen +8, Move Silently +8, Spot +8, Survival +1, Tumble +6; Feats: Blind-Fight, Weapon Finesseᴮ; CR: 1)

A dragonne infant uses its Dexterity modifier on Climb checks instead of its Strength modifier

Dragonne infants have a +2 racial bonus on Balance, Climb, Hide, Intimidate and Move Silently checks and a +4 racial bonus on Jump, Listen and Spot checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +6.

Fledgling Dragonne (Small Dragon; Hit Dice: 3d12+6 (25 hp); Init: +6; Speed: 40 ft. (8 squares), fly 30 ft. (clumsy); AC: (+1 size, +2 Dex, + natural) touch 13, flat-footed ; BAB/Grapple: +3/–1; Attack: Claw +5 melee (1d4); Full Attack: 2 claws +5 melee (1d4) and bite +0 melee (1d8); Space/Reach: 5 ft./5 ft.; Special Attacks: Pounce; Special Qualities: Darkvision 60 ft., low-light vision, scent; Saves: Fort +5, Ref +5, Will +3; Abilities: Str 11, Dex 15, Con 15, Int 6, Wis 10, Cha 12; Skills: Balance +4, Climb +4, Hide +8* [+12 in undergrowth], Intimidate +5, Jump +14, Knowledge (nature) +0, Listen +9, Move Silently +8, Spot +9, Survival +2, Tumble +6; Feats: Blind-Fight, Improved Initiative, Weapon Finesseᴮ; CR: 2)

A fledgling dragonne uses its Dexterity modifier on Climb checks instead of its Strength modifier.

Juvenile Dragonne (Medium Dragon; Hit Dice: 5d12+10 (42 hp); Init: +7; Speed: 40 ft. (8 squares), fly 30 ft. (poor); AC: (+3 Dex, + natural) touch 13, flat-footed ; BAB/Grapple: +5/+7; Attack: Claw +8 melee (1d6+2); Full Attack: 2 claws +8 melee (1d6+2) and bite +3 melee (1d8+1); Space/Reach: 5 ft./5 ft.; Special Attacks: Pounce, roar [sonics cause fear/weakness for –2 Str & –2 Dex within 40 ft. and deafness within 10 ft., 1d4 rounds, Will DC 13 negates]; Special Qualities: Darkvision 60 ft., low-light vision, scent; Saves: Fort +6, Ref +7, Will +4; Abilities: Str 15, Dex 16, Con 15, Int 6, Wis 11, Cha 12; Skills: Balance +7, Climb +4, Hide +7* [+11 in undergrowth], Intimidate +6, Jump +18, Knowledge (nature) +1, Listen +10, Move Silently +9, Spot +10, Survival +3, Tumble +8; Feats: Blind-Fight, Improved Initiative, Weapon Finesseᴮ; CR: 3)

Adolescent Dragonne (Medium Dragon; Hit Dice: 6d12+18 (57 hp); Init: +6; Speed: 40 ft. (8 squares), fly 30 ft. (poor); AC: 19 (+2 Dex, +7 natural) touch 12, flat-footed 17; BAB/Grapple: +6/+9; Attack: Claw +9 melee (1d6+3); Full Attack: 2 claws +9 melee (1d6+3) and bite +4 melee (1d10+1); Space/Reach: 5 ft./5 ft.; Special Attacks: Pounce, roar [sonics cause fear/weakness for –2 Str & –2 Dex within 40 ft. and deafness within 10 ft., 1d4 rounds, Will DC 14 negates]; Special Qualities: Darkvision 60 ft., low-light vision, scent; Saves: Fort +8, Ref +7, Will +5; Abilities: Str 17, Dex 15, Con 16, Int 6, Wis 11, Cha 12; Skills: Balance +6, Climb +5, Hide +6* [+10 in undergrowth], Intimidate +8, Jump +19, Knowledge (nature) +3, Listen +10, Move Silently +8, Spot +10, Survival +5, Tumble +7; Feats: Blind-Fight, Combat Reflexes, Improved Initiative; CR: 4)

Young Adult Dragonne (Large Dragon; Hit Dice: 7d12+21 (66 hp); Init: +6; Speed: 40 ft. (8 squares), fly 30 ft. (poor); AC: 19 (–1 size, +2 Dex, +8 natural) touch 11, flat-footed 18; BAB/Grapple: +7/+15; Attack: Claw +10 melee (1d8+4); Full Attack: 2 claws +10 melee (1d8+4) and bite +5 melee (2d6+2); Space/Reach: 10 ft./5 ft.; Special Attacks: Pounce, roar [sonics cause fear/weakness for –4 Str & –4 Dex within 80 ft. and deafness within 20 ft., 1d8 rounds, Will DC 14 negates]; Special Qualities: Darkvision 60 ft., low-light vision, scent; Saves: Fort +8, Ref +7, Will +5; Abilities: Str 19, Dex 15, Con 16, Int 6, Wis 11, Cha 12; Skills: Balance +6, Climb +6, Hide +4* [+8 in undergrowth], Intimidate +9, Jump +20, Knowledge (nature) +3, Listen +10, Move Silently +8, Spot +10, Survival +6, Tumble +7; Feats: Blind-Fight, Combat Reflexes, Improved Initiative; CR: 5)

Adult Dragonne (Large Dragon; Hit Dice: 9d12+27 (85 hp); Init: +6; Speed: 40 ft. (8 squares), fly 30 ft. (poor); AC: 20 (–1 size, +2 Dex, +9 natural) touch 11, flat-footed 18; BAB/Grapple: +9/+19; Attack: Claw +14 melee (1d8+6); Full Attack: 2 claws +14 melee (1d8+6) and bite +9 melee (2d6+3); Space/Reach: 10 ft./5 ft.; Special Attacks: Pounce, roar [sonics cause fear/weakness for –6 Str & –6 Dex within 120 ft. and deafness within 30 ft., 2d6 rounds, Will DC 15 negates]; Special Qualities: Darkvision 60 ft., low-light vision, scent; Saves: Fort +9, Ref +8, Will +7; Abilities: Str 23, Dex 15, Con 17, Int 6, Wis 12, Cha 12; Skills: Balance +7, Climb +9, Hide +5* [+9 in undergrowth], Intimidate +11, Jump +22, Knowledge (nature) +5, Listen +11, Move Silently +9, Spot +11, Survival +9, Tumble +7; Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Track; CR: 7)

Old Dragonne (Large Dragon; Hit Dice: 11d12+33 (104 hp); Init: +6; Speed: 40 ft. (8 squares), fly 30 ft. (poor); AC: 20 (–1 size, +2 Dex, +9 natural) touch 11, flat-footed ; BAB/Grapple: +11/+21; Attack: Claw +16 melee (1d8+6); Full Attack: 2 claws +16 melee (1d8+6) and bite +11 melee (2d6+3); Space/Reach: 10 ft./5 ft.; Special Attacks: Pounce, roar [sonics cause fear/weakness for –6 Str & –6 Dex within 120 ft. and deafness within 30 ft., 2d6 rounds, Will DC 16 negates]; Special Qualities: Darkvision 60 ft., low-light vision, scent; Saves: Fort +10, Ref +9, Will +8; Abilities: Str 23, Dex 15, Con 17, Int 6, Wis 12, Cha 12; Skills: Balance +7, Climb +9, Hide +6* [+10 in undergrowth], Intimidate +13, Jump +22, Knowledge (nature) +6, Listen +12, Move Silently +10, Spot +12, Survival +10, Tumble +7; Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Track; CR: 8)

Huge Dragonne (Huge Dragon; Hit Dice: 13d12+65 (149 hp); Init: +6; Speed: 40 ft. (8 squares), fly 30 ft. (poor); AC: 22 (–2 size, +2 Dex, +12 natural) touch 10, flat-footed 20; BAB/Grapple: +13/+31; Attack: Claw +22 melee (2d6+10/19–20); Full Attack: 2 claws +22 melee (2d6+10/19–20) and bite +16 melee (3d6+5); Space/Reach: 15 ft./10 ft.; Special Attacks: Pounce, roar [sonics cause fear/weakness for –6 Str & –6 Dex within 120 ft. and deafness within 30 ft., 2d6 rounds, Will DC 17 negates]; Special Qualities: Darkvision 60 ft., low-light vision, scent; Saves: Fort +13, Ref +10, Will +9; Abilities: Str 31, Dex 14, Con 21, Int 6, Wis 12, Cha 12; Skills: Balance +7, Climb +13, Hide +6* [+10 in undergrowth], Intimidate +13, Jump +26, Knowledge (nature) +6, Listen +13, Move Silently +11, Spot +13, Survival +10, Tumble +8; Feats: Blind-Fight, Combat Reflexes, Improved Critical (claw), Improved Initiative, Track; CR: 10)

Ancient Dragonne (Huge Dragon; Hit Dice: 18d12+90 (207 hp); Init: +6; Speed: 40 ft. (8 squares), fly 30 ft. (poor); AC: (–2 size, +2 Dex, + natural) touch 10, flat-footed ; BAB/Grapple: +18/+37; Attack: Claw +27 melee (2d6+11/19–20); Full Attack: 2 claws +27 melee (3d6+11/19–20) and bite +22 melee (3d6+5); Space/Reach: 15 ft./10 ft.; Special Attacks: Pounce, roar [sonics cause fear/weakness for –6 Str & –6 Dex within 120 ft. and deafness within 30 ft., 2d6 rounds, Will DC 20 negates]; Special Qualities: Darkvision 60 ft., low-light vision, scent; Saves: Fort +16, Ref +13, Will +12; Abilities: Str 32, Dex 14, Con 21, Int 6, Wis 12, Cha 12; Skills: Balance +9, Climb +15, Hide +8* [+23 in undergrowth], Intimidate +15, Jump +30, Knowledge (nature) +8, Listen +15, Move Silently +13, Spot +15, Survival +12, Tumble +10; Feats: Blind-Fight, Combat Reflexes, Improved Critical (claw), Improved Initiative, Improved Natural Attack (claw), Power Attack, Track; CR: 13)

Maximized Dragonne (Huge Dragon; Hit Dice: 27d12+162 (337 hp); Init: +6; Speed: 40 ft. (8 squares), fly 30 ft. (poor); AC: (–2 size, +2 Dex, + natural) touch 10, flat-footed ; BAB/Grapple: +27/+46; Attack: Claw +36 melee (3d6+11/19–20); Full Attack: 2 claws +36 melee (3d6+11/19–20) and bite +34 melee (4d6+5); Space/Reach: 15 ft./10 ft.; Special Attacks: Pounce, roar [sonics cause fear/weakness for –6 Str & –6 Dex within 120 ft. and deafness within 30 ft., 2d6 rounds, Will DC 24 negates]; Special Qualities: Darkvision 60 ft., low-light vision, scent; Saves: Fort +21, Ref +17, Will +18; Abilities: Str 32, Dex 14, Con 22, Int 6, Wis 13, Cha 12; Skills: Balance +13, Climb +18, Hide +11* [+15 in undergrowth], Intimidate +19, Jump +33, Knowledge (nature) +11, Listen +18, Move Silently +16, Spot +28, Survival +15, Tumble +14; Feats: Blind-Fight, Combat Reflexes, Improved Critical (claw), Improved Initiative, Improved Natural Attack (bite, claw), Iron Will, Multiattack, Power Attack, Track; CR: 17)

Great Dragonne
It's unclear whether a great dragonne is a separate species or just a normal adult dragonne that has somehow advanced to a size midway between Large and Huge.

Great Dragonne (Large Dragon; Hit Dice: 12d12+48 (126 hp); Init: +6; Speed: 40 ft. (8 squares), fly 30 ft. (poor); AC: 21 (–1 size, +2 Dex, +10 natural) touch 11, flat-footed 19; BAB/Grapple: +12/+24; Attack: Claw +19 melee (1d10+8/19–20); Full Attack: 2 claws +19 melee (1d10+8/19–20) and bite +14 melee (2d8+4); Space/Reach: 10 ft./5 ft.; Special Attacks: Pounce, roar [sonics cause fear/weakness for –6 Str & –6 Dex within 120 ft. and deafness within 30 ft., 2d6 rounds, Will DC 17 negates]; Special Qualities: Darkvision 60 ft., low-light vision, scent; Saves: Fort +12, Ref +10, Will +9; Abilities: Str 27, Dex 15, Con 19, Int 6, Wis 12, Cha 12; Skills: Balance +7, Climb +11, Hide +6* [+10 in undergrowth], Intimidate +13, Jump +24, Knowledge (nature) +6, Listen +13, Move Silently +11, Spot +13, Survival +10, Tumble +8; Feats: Blind-Fight, Combat Reflexes, Improved Critical (claw), Improved Initiative, Track; CR: 9)

Gregarious Dragonne
A rare subspecies that is far more social than the fiercely solitary standard variety. Gregarious dragonnes live in groups similar to lions. They prefer to hunt alone and share any large prey they catch with the rest of the pride, much like smilodons do, but will hunt in concert if that is more efficient.

A gregarious dragonne has identical statistics to a normal dragonne save for the following changes:

Environment: Temperate forests, hills and plains
Organization: Solitary, pair, or pride (5–10)

Mystaran Dragonne
In Mystara dragonnes have draconic rather than leonine bodies. These monsters are described in the "Dragonne, Mystaran" entry.

OPTIONAL RULE—Short Flight Endurance (Ex): A dragonne's wings are undersized and underpowered. Their wings tire quickly, especially if they're flying quickly or while carrying significant loads, eventually forcing the dragonne to land or risk plummeting from the sky.

Dragonnes have five flight modes: gliding, normal, strenuous, very strenuous and plummeting.

An airborne dragonne that is un-laden (carrying up to one-third its light load, typically 200 pounds) flies with some effort using normal flight.

An airborne dragonne that is half-laden (wearing light barding or carrying one-third to two-thirds its light load, typically 201–400 pounds); charging; running; dive attacking; or performing a power climb (moving upwards at least one-half its fly speed in a round, 15 ft. or more) flies with considerable exertion using strenuous flight.

An airborne dragonne that is fully-laden (carrying at least two-thirds its light load, typically 401–600 pounds); or is under two or more conditions for strenuous flight (such as charging, running or power climbing while being half-laden) flies with extreme effort using very strenuous flight.

Dragonnes can sustain normal flight for 15 rounds per point of Constitution before they risk tiring their wings. Two rounds of strenuous flight or one round of very strenuous flight is as tiring to a dragonne as three rounds of normal flight.

An airborne dragonne can conserve its flight endurance by using gliding flight. A gliding dragonne can only perform one 45° turn for each flying action it moves on, cannot take the run or charge action, cannot power climb, and must reduce its altitude by at least 10 ft. per round, the dragonne will land if this downward flight reaches the ground. Gliding flight is one step less tiring than regular flight. Four rounds of normal gliding flight, three rounds of strenuous gliding flight or two rounds of very strenuous gliding flight is as tiring to a dragonne as three rounds of normal flight.

An airborne dragonne's final mode is plummeting, which is not so much flight as barely-controlled falling. Plummeting Is a full-round movement action during which the dragonne moves between 120 and 180 feet, it can move up to 30 ft. horizontally and the remaining distance (90 to 180 ft.) downwards. If its plummet hits the ground or similar solid obstacle, the dragonne takes 1d6 points of nonlethal damage (which can be avoided with a DC 15 Strength check or Tumble check). The speed of plummeting is powered by gravity not the dragonne's wings, so effects that increase or reduce its fly speed will not modify the distance it moves. Plummeting is as tiring as normal flight regardless of the circumstances.

Once an airborne dragonne reaches the limit of its flight endurance, which for a typical dragonne is 255 rounds of normal flight (or the equivalent duration in other flight modes, such as 310 rounds of normal gliding flight, 225 rounds of plummeting, 170 rounds of strenuous flight, 85 rounds of very strenuous flight, or some combination of the five modes), the dragonne must begin making Constitution checks (DC 10, +1 per extra check) every minute of normal flight (or equivalent). If the check fails, the dragonne takes 1d6 points of nonlethal damage. If this nonlethal damage reduces the dragonne to one-half its hit points or less (42 hp for a standard dragonne), or the dragonne failed the flight endurance Constitution check by 10 or more (equivalent to DC 0 +1 per extra check), the dragonne becomes tired as described below. It's possible for a dragonne to fly into unconsciousness by pushing himself too hard.

A tired dragonne begins making flight endurance Constitution checks every 3 rounds of normal flight (or equivalent in other flight modes) instead of every minute (DC 10, +1 per extra check). If the check fails, the dragonne takes another 1d6 points of nonlethal damage. If this nonlethal damage reduces the dragonne to one-quarter its hit points or less (21 hp for a standard dragonne), or the dragonne failed the Constitution check by 10 or more (equivalent to DC 0 +1 per extra check), the dragonne becomes fatigued. A tired dragonne finds flying more arduous, as follows:
• A tired un-laden dragonne can glide using normal flight; move normally using strenuous flight; charge, dive attack, run or power climb using very strenuous flight; or plummet.
• A tired half-laden dragonne can glide using strenuous flight; move normally using very strenuous flight; or plummet.
• A tired fully-laden dragonne can glide using very strenuous flight; or plummet.

A fatigued dragonne begins making flight endurance Constitution checks every round (DC 10, +1 per extra check), taking another 1d6 points of nonlethal damage each time it fails. If this nonlethal damage reduces the dragonne to one-tenth its hit points or less (8 hp for a standard dragonne), or the dragonne failed the Constitution check by 10 or more (equivalent to DC 0 +1 per extra check), the dragonne becomes exhausted. Any effect that would normally cause fatigue also causes the fatigued dragonne to become exhausted.
• A fatigued un-laden dragonne can glide using strenuous flight; move normally using very strenuous flight; or plummet.
• A fatigued half-laden dragonne can glide using very strenuous flight; or plummet.
• A fatigued fully-laden dragonne can only plummet.

An exhausted dragonne continues making flight endurance Constitution checks every round (DC 10, +1 per extra check), taking another 1d6 points of nonlethal damage each time it fails. If this nonlethal damage reduces the dragonne to 0 hit points it has flown into unconsciousness and starts falling immediately.
• An exhausted un-laden dragonne can glide using very strenuous flight; or plummet. If the dragonne's flight endurance Constitution check fails to succeed by 5 or more (equivalent to DC 15 + 1 per extra check), the dragonne must make a Strength check against its flight endurance Constitution check DC (10 + 1 per previous Constitution check). If this Strength check succeeds the dragonne must spend the round plummeting; if the check fails the dragonne falls 300 feet instead, should this fall not impact the ground or similar obstacle the dragonne can resume gliding flight the next round (assuming it makes its flight endurance Constitution check or Strength check that round), otherwise it takes normal falling damage.
• An exhausted half-laden dragonne can only plummet. If the dragonne's flight endurance Constitution check fails to succeed by 5 or more (equivalent to DC 15 + 1 per extra check), the dragonne must succeed at a Strength check against its flight endurance Constitution check DC (10 + 1 per previous Constitution check) or its wings cramp and the dragonne falls 300 feet that round, if this fall does not impact the ground or similar obstacle the dragonne can resume plummeting the next round (assuming it makes its Fortitude save to avoid wing cramps that round), otherwise it takes normal falling damage.
• An exhausted fully-laden dragonne is incapable of flight, but if it succeeds at a Strength check against a DC 5 higher than its flight endurance Constitution check DC (15 + 1 per previous Constitution check) it can spend the round plummeting rather than falling.

The Endurance feat grants a +4 bonus to flight endurance Constitution checks and Strength checks to avoid nonlethal damage, falling or plummeting while flying.

A dragonne that eliminates the nonlethal damage it has taken from failed flight endurance checks will also eliminate any tiredness it acquired from flying, eliminating half the nonlethal damage eliminates flight endurance fatigue, and eliminating one-quarter the nonlethal damage eliminates flight endurance exhaustion. Once any tiredness, fatigue or exhaustion has been eliminated, expended flight endurance can be recovered by at a rate of 5 rounds per minute the dragonne does not fly. For example, a dragonne that has been airborne for 23 rounds of normal flight (or the equivalent) will be fully recovered if it avoids flying for 5 minutes.

Fledgling Flight Endurance (Ex): A fledgling dragonne can sustain normal flight for 3 rounds per point of Constitution. Once it reaches its flight endurance limit, which for a typical dragonne is 45 rounds of normal flight (or the equivalent duration in other flight modes, such as 60 rounds of normal gliding flight, 45 rounds of plummeting, 30 rounds of strenuous flight, 15 rounds of very strenuous flight, or some combination of the five modes), the dragonne begins making flight endurance Constitution checks every round.

In all other respects an airborne fledgling uses the Short Flight Endurance rules of a standard dragonne (see above).


Design Notes
It's long irked me that the SRD Dragonne lacks the Dragon type, despite being a brass lion-dragon monster that speaks Draconic. Its stats are also a little underwhelming compared to the SRD Lion considering that a Dragonne has roughly twice the Hit Dice and is considerable larger than a lion.

Earlier edition Dragonnes did noticeably more claw/claw/bite damage than a standard Lion. For comparison, a Dragonne does an average of 19.5 (AD&D 1d8/1d8/3d6) or 21 (BECMI 1d6/1d6/4d6) points of damage versus 10.5 (AD&D 1d4/1d4/1d10) or 12.5 (BECMI 1d4+1/1d4+1/1d10) for a common Lion, although the AD&D lion may add its rear claws for another 9 points (1d6+1/1d6+1), giving it an 19.5 average damage that's identical the AD&D Dragonne.

As for the 3E versions, the SRD Dragonne averages 25 points of bite/claw/claw damage (2d6+4d4+8) and the SRD Lion averages 21.5 points of claw/claw/bite damage (2d4+1d8+12), or 30.5 for a claw/claw/bite/rake/rake (4d4+1d8+16).

So I'd like the Dragonne Redux to do about 30-ish points of damage, the same as a raking Lion. Let's see, if we keep the bite primary like the SRD Dragonne that could be achieved with a +7 damage bonus giving it a 2d6+7 bite and two claws for 2d4+3 for 30 average damage (2d6+4d4+13). Alternatively, we could use a +6 damage bonus with two primary 1d8+6 claws and a 2d6+3 bite for 31 average damage (2d8+2d6+15).

Hmm, I like the second option the best, since it seems more "feline" and the 2E version's Combat section starts "Dragonnes usually attack first with their front claws".

I basically built the skills & racial bonuses so it would have similar skill levels to my Lion Redux. The Balance, Move Silently and Tumble skills are identical, the Climb would be too if it didn't have a synergy bonus from its Tumble ranks, I set the Hide lower since the AD&D Dragonne has no noted stealth abilities despite being mostly a Great Cat, the Jump is higher (maybe it's wing assisted?), the Listen and Spot kept the modifiers of the SRD Dragonne. That left a fair few skill ranks, so I added Intimidate (as Dragonnes like to scare things with their ROAR!) as well as Knowledge (nature) and Survival for general wilderness life-experience skills.

The SRD Dragonne's ROAR! is a bit different from the AD&D version, which caused weakness and deafness for 2d6 rounds. The SRD version inflicts the fatigued or exhausted condition which presumably lasts for the standard duration as there's no conflicting rules (which means the roar's victims need complete rest for hours to recover).

Somehow, the AD&D Dragonne's ROAR! deafens and weakens non-dragonnes due to the sheer terror of its sound! Maybe some kind of subsonics? Deafened creatures can't be affected. I've modified the SRD version's roar to match the original AD&D rules.

The BECMI version of the "Dragonne Monster" has some noteworthy differences from the AD&D and 3rd Edition Dragonne to be worth becoming a separate monster, hereby dubbed the Mystaran Dragonne.

Build Notes

Cub Skill Ranks (16 SPs): Balance 2R+1Dex, Climb 2R+1Dex, Hide 1Dex+8siz, Intimidate +1Cha, Jump 4R+1Dex, Knowledge (nature) –2Int, Listen 2R+0Wis+4SP, Move Silently 2R+1Dex+4SP, Spot 2R+0Wis+4SP, Survival 0Wis, Tumble 1Dex+4SP
Infant Skill Ranks (20 SPs): Balance 2R+2Dex, Climb 2R+2Dex, Hide 2R+2Dex+4siz, Intimidate 2R+1Cha, Jump 4R–1Str+4spd+2SP, Knowledge (nature) –2Int+1SP, Listen 4R+0Wis+4SP, Move Silently 2R+2Dex+4SP, Spot 4R+0Wis+4SP, Survival 0Wis+1SP, Tumble 2Dex+4SP
Fledgling Skill Ranks (24 SPs): Balance 2R+2Dex, Climb 2R+2Dex, Hide 2R+2Dex+4siz, Intimidate 4R+1Cha, Jump 8R+4spd+2SP, Knowledge (nature) –2Int+2SP, Listen 4R+0Wis+5SP, Move Silently 2R+2Dex+4SP, Spot 4R+0Wis+5SP, Survival 0Wis+2SP, Tumble 2Dex+4SP
Juvenile Skill Ranks (32 SPs): Balance 2R+3Dex+2synergyTumble, Climb 2R+2Str, Hide 2R+3Dex+2SP, Intimidate 4R+1Cha+1SP, Jump 8R+2Str+4spd+2SP+2synergyTumble, Knowledge (nature) –2Int+3SP, Listen 4R+0Wis+6SP, Move Silently 2R+3Dex+4SP, Spot 4R+0Wis+6SP, Survival 0Wis+3SP, Tumble 3Dex+5SP
Adolescent Skill Ranks (36 SPs): Balance 2R+2Dex+2synergyTumble, Climb 2R+3Str, Hide 2R+2Dex+2SP, Intimidate 4R+1Cha+3SP, Jump 8R+3Str+4spd+2SP+2synergyTumble, Knowledge (nature) –2Int+3SP+2synergySurvival, Listen 4R+0Wis+6SP, Move Silently 2R+2Dex+4SP, Spot 4R+0Wis+6SP, Survival 0Wis+5SP, Tumble 2Dex+5SP
Young Adult Skill Ranks (40 SPs): Balance 2R+2Dex+2synergyTumble, Climb 2R+4Str, Hide 2R+2Dex+4SP–4siz, Intimidate 4R+1Cha+4SP, Jump 8R+4Str+4spd+2SP+2synergyTumble, Knowledge (nature) –2Int+3SP+2synergySurvival, Listen 4R+0Wis+6SP, Move Silently 2R+2Dex+4SP, Spot 4R+0Wis+6SP, Survival 0Wis+6SP, Tumble 2Dex+5SP
Adult Skill Ranks (48 SPs): Balance 2R+2Dex+1SP+2synergyTumble, Climb 2R+6Str+1SP, Hide 2R+2Dex+5SP–4siz, Intimidate 4R+1Cha+6SP, Jump 8R+6Str+4spd+2SP+2synergyTumble, Knowledge (nature) –2Int+5SP+2synergySurvival, Listen 4R+1Wis+6SP, Move Silently 2R+2Dex+5SP, Spot 4R+1Wis+6SP, Survival 1Wis+6SP+2synergyNature, Tumble 2Dex+5SP
Old Skill Ranks (56 SPs): Balance 2R+2Dex+1SP+2synergyTumble, Climb 2R+6Str+1SP, Hide 2R+2Dex+6SP–4siz, Intimidate 4R+1Cha+8SP, Jump 8R+6Str+4spd+2SP+2synergyTumble, Knowledge (nature) –2Int+6SP+2synergySurvival, Listen 4R+1Wis+7SP, Move Silently 2R+2Dex+6SP, Spot 4R+1Wis+7SP, Survival 1Wis+7SP+2synergyNature, Tumble 2Dex+5SP
Great Skill Ranks (60 SPs): Balance 2R+2Dex+1SP+2synergyTumble, Climb 2R+8Str+1SP, Hide 2R+2Dex+6SP–4siz, Intimidate 4R+1Cha+8SP, Jump 8R+8Str+4spd+2SP+2synergyTumble, Knowledge (nature) –2Int+6SP+2synergySurvival, Listen 4R+1Wis+8SP, Move Silently 2R+2Dex+7SP, Spot 4R+1Wis+8SP, Survival 1Wis+7SP+2synergyNature, Tumble 2Dex+6SP
Huge Skill Ranks (64 SPs): Balance 2R+2Dex+1SP+2synergyTumble, Climb 2R+10Str+1SP, Hide 2R+2Dex+10SP–8siz, Intimidate 4R+1Cha+8SP, Jump 8R+10Str+4spd+2SP+2synergyTumble, Knowledge (nature) –2Int+6SP+2synergySurvival, Listen 4R+1Wis+8SP, Move Silently 2R+2Dex+7SP, Spot 4R+1Wis+8SP, Survival 1Wis+7SP+2synergyNature, Tumble 2Dex+6SP
Ancient Skill Ranks (84 SPs): Balance 2R+2Dex+3SP+2synergyTumble, Climb 2R+11Str+2SP, Hide 2R+2Dex+12SP–8siz, Intimidate 4R+1Cha+10SP, Jump 8R+11Str+4spd+5SP+2synergyTumble, Knowledge (nature) –2Int+8SP+2synergySurvival, Listen 4R+1Wis+10SP, Move Silently 2R+2Dex+9SP, Spot 4R+1Wis+10SP, Survival 1Wis+9SP+2synergyNature, Tumble 2Dex+6SP+2synergyJump
Maximized Skill Ranks (120 SPs): Balance 2R+2Dex+7SP+2synergyTumble, Climb 2R+11Str+5SP, Hide 2R+2Dex+15SP–8siz, Intimidate 4R+1Cha+14SP, Jump 8R+11Str+4spd+8SP+2synergyTumble, Knowledge (nature) –2Int+11SP+2synergySurvival, Listen 4R+1Wis+13SP, Move Silently 2R+2Dex+12SP, Spot 4R+1Wis+13SP, Survival 1Wis+12SP+2synergyNature, Tumble 2Dex+10SP+2synergyJump
 
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Cleon

Legend
Dragonne, Mystaran
Large Dragon
Hit Dice: 8d12+32 (84 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 19 (–1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +8/+19
Attack: Bite +14 melee (2d6+10/19–20)
Full Attack: Bite +14 melee (2d6+10/19–20) and 2 claws +12 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Roar, powerful jaws
Special Qualities: Blindsense 30 ft., darkvision 60 ft., immunity to sleep and paralysis effects, low-light vision, scent
Saves: Fort +9, Ref +8, Will +8
Abilities: Str 25, Dex 14, Con 19, Int 7, Wis 14, Cha 14
Skills: Balance +7, Climb +15, Hide +6, Intimidate +15, Jump +15, Knowledge (nature) +5, Listen +11, Move Silently +9, Spot +11, Survival +9, Tumble +7
Feats: Combat Reflexes, Improved Initiative, Multiattack, Track
Environment: Any land
Organization: Solitary, pair, family (2–4), or pride (5–10)
Challenge Rating: 6
Treasure: Double standard
Alignment: Usually neutral
Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment:

The beast has a powerfully muscled draconic body with the head of a giant lion, all covered in golden scales.

On the world of Mystara, the monster known as the "Dragonne" has the body of a gold dragon rather than a brass lion, with a golden mane and scales instead of the brazen features found on the dragonnes of other worlds. Its head still resembles a reptilian male lion's and appears slightly oversized for its body.

Some of Mystara's dragonnes have wings and others are wingless like the "oriental" variety of gold dragon, but in both cases these monsters are flightless. Any wings they possess are too weak to be used for anything apart from threat displays and providing some assistance to climbing, jumping or tumbling.

Mystaran dragonnes are far more tolerant of their own kind than the highly unsocial standard dragonne and are often encountered in cooperative groups.

A Mystaran dragonne stands 5 feet tall at the shoulder and weighs about 700 pounds. While their bodies are roughly the same size as standard dragonnes their tails are a lot longer and thicker, being that of a lizard rather than a lion, so their total length is about 15 feet.

Dragonnes speak Draconic.

Combat
A dragonne normally unleashes a roar and then charges to pounce upon an opponent. It may charge and pounce and then roar once it is in melee range should that seem tactically advantageous (for example, the dragonne may pounce first if roaring would spoil an ambush).

Dragonne are reasonably cautious creatures so may retreat from an unfavorable fight.

Pounce (Ex): If a dragonne charges, it can make a full attack in the same round.

Powerful Jaws (Ex): A Mystaran dragonne adds 1.5 times its strength bonus to its bite damage and its bite threatens a critical on a roll of 19–20.

Roar (Su): A Mystaran dragonne can release a devastating roar every 1d4 rounds as a standard action. All creatures except dragonnes within 120 feet must succeed on a DC 16 Will save or become frightened for 1d4 rounds, those within 30 feet who fail their saves are frightened and deafened for 2d6 rounds. Deaf creatures can not be affected by the roar and creatures resistant to fear are resistant to the roar's frightened effect but not its deafness effect. The save DC is Charisma-based.

Skills: Mystaran dragonnes have a +2 racial bonus on Balance and Move Silently checks, a +4 racial bonus on Jump, Listen and Spot checks and a +8 racial bonus on Climb and Intimidate checks.

Design Notes
As mentioned in the Dragonne Redux homebrew, the BECMI "Dragonne Monster" is distinct enough from the AD&D and 3rd Edition Dragonne to be worth becoming a separate monster.

Most obviously its body resembles a gold dragon not a giant brass lion, there's no fly speed (despite the picture showing wings), it has slightly lower HD (8 vs. 9) and AC (3 vs 2) but does more damage because its jaws bite for a terrifying 4d6 damage – although the claws are weaker (1d4 instead of 1d6). The creature has an Intelligence of 4, comparable to the AD&D's Semi-intelligence (2-4) but lower than the 3E version's Int 6.

According to the SRD, Large Bronze Dragons are either juveniles with Strength 19 or young adults with Strength 23 (the same as the Dragonne Redux), while Large Gold Dragons can have Strength 23, 25, or 27 (for very young, young & juvenile). Since BECMI Dragonnes are described as having the bodies like a "small gold dragon" I opted for the middle range of a Large Gold's Strength and gave it Strength 25.

Mystara's version of the dragonne first appeared in XL1 Quest for the Heartstone (1984). It has Intelligence 4 listed in the AC9 Creature Catalogue (1986) and DMR2 Creature Catalog (1993), which is the upper limit of the 2 to 4 Semi-Intelligence range given to the AD&D Dragonne. I suppose that's in keeping with the superior intelligence of metallic dragons compared to lions. Therefore I gave it an Intelligence of 7, or just above the Intelligence 6 of the SRD Dragonne, and bumped the Wisdom and Charisma up by +2.


Build Notes
Skill Ranks (44 SPs):
Balance 2R+2Dex+1SP+2synergyTumble, Climb 8R+7Str, Hide 2Dex+8SP–4siz, Intimidate 8R+2Cha+5SP, Jump 2R+7Str+4spd+2synergyTumble, Knowledge (nature) –2Int+5SP+2synergySurvival, Listen 4R+2Wis+5SP, Move Silently 2R+Dex2+5SP, Spot 4R+2Wis+5SP, Survival 2Wis+5SP+2synergyNature, Tumble 2Dex+5SP
 

Cleon

Legend
Wombat
Medium Animal
Hit Dice: 2d8+7 (16 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +1/+3 [+7 with Tunnel Crush]
Attack: Bite +3 melee (1d6+2); or claw +3 melee (1d4+1)
Full Attack: Bite +3 melee (1d6+2) and 2 claws –2 melee (1d4+1); or 2 claws +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bowl over, tunnel crush (2d4+2)
Special Qualities: Iron butt (DR 4/—), low-light vision, scent, stability
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 15, Dex 12, Con 15, Int 2, Wis 12, Cha 5
Skills: Listen +5, Survival +2
Feats: Toughness
Environment: Temperate and warm plains, forests, hills or mountains
Organization: Solitary, pair, or wisdom (3–5)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Medium)
Level Adjustment:

A furry quadruped roughly the size of a sheep, but much stockier with short muscular legs and a thick body whose heavy hindquarters appear tailless. Its large round head has tiny eyes, a flat nose and small triangular ears.

Wombats are burrowing marsupials who can survive in many environments but prefer shrub-covered heathland and forests. Its thick fur is a uniform hue without spots or patterns; the color is usually some shade of grey-brown but can range from sandy ochre to coal black.

Primarily nocturnal creatures, a wombat normally stays in its burrow when it's hot or sunny, emerging at dusk to roam until dawn. They will forage during the day if it's cool or cloudy. Wombats are unfussy herbivores who eat many types of vegetation, including grasses, herbs, bark and roots.

A wombat is an excellent digger, using its powerful foreclaws and rodent-like teeth to excavate their burrows (which can be quite extensive) and undermine obstacles such as fences. They mark territory with piles of droppings that have a distinctive cubic shape, making them easy to stack and unlikely to roll away. A wombat has very poor eyesight but an excellent nose, so may use the scent of its own dropping stacks as navigational markers to return to their lair.

Another peculiarity of wombats is that their hindquarters are armored with extremely thick cartilage, making a wombat very hard to injure with attacks from behind. The wombat's tail is a negligible stub too small for pursuing predators to attack and requiring a close examination to even see.

A wombat has a relatively slow metabolism and does not like to hurry, although it can if it needs to. They are not very sociable animals but may be encountered in families of up to five or so, usually a mother and her offspring. Female wombats carry single offspring in a backwards-pointing pouch (an adaptation for their burrowing lifestyle).

A typical wombat is a little over 3 feet long and weighs between 50 and 70 pounds.

Combat
A wombat may look placid and roly-poly but can fight fiercely. A threatened wombat usually prefers to retreat to a burrow rather than fight, possibly bowling over an opponent to reach the safety of its den, but if no burrow is nearby it defends itself vigorously with its teeth and claws.

Opponents who pursue a wombat into its burrow may regret it. Their attacks will be resisted by the wombat's Iron Butt defense and the wombat can counterattack with donkey-like kicks from its hind claws or its Tunnel Crush special attack.

Bowl Over (Ex): If a wombat makes a Bull Rush and beats the defender's Strength check (+6 check modifier, including a +4 bonus from its Stability trait), its opponent must succeed a DC 13 Balance or Reflex save or fall prone. Should the opponent fall prone, instead of pushing them back with the Bull Rush the wombat can use the remainder of its normal movement to pass through the opponent's space and continue beyond it, although each square of the fallen opponent's space the wombat moves into counts as two squares of movement. The save DC is Strength-based.

Iron Butt (Ex): A wombat has Damage Reduction 4/— against attacks from behind.

Stability (Ex): A wombat gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Tunnel Crush (Ex): If a wombat is in a confined space with an opponent, such as its burrow, it can use its reinforced hindquarters to pin its enemy to the wall or ceiling and then use its powerful legs to crush them against that surface. Resolve this as a grapple attack (+3 melee, +7 grapple modifier) with a +4 circumstance bonus to the grapple check. A Tunnel Crush grapple does 2d4+2 bludgeoning damage with the "Damage Your Opponent" option, and should the wombat opts to do lethal damage the opposed grapple check does not take the usual –4 penalty.

Design Notes
Curiously, wombats never received official D&D stats. They are mentioned in the Dragon Magazine #186 (October 1992) article "The Voyage of the Princess Ark - Part 33: Lords of shade and hue" by Bruce A. Heard but are not given BECMI stats in the accompanying Flora and fauna section. That'll never do, so I whipped up the above.

An earlier draft only had "Bite +3 melee (1d4+2) and 2 claws –2 melee (1d4+1)" as the full attack, but I went for a more damaging 1d6+2 bite since most accounts of wombat attacks I came across emphasized bite injuries, but I added an "or 2 claws" option to represent them focusing on using their powerful legs to kick and scratch, which usually happens when they defend against rear attacks with their hind legs.


Build Notes
Skill Ranks:
Listen 4, Survival 1.
 
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Cleon

Legend
Dire Wombat
Large Animal
Hit Dice: 6d8+27 (54 hp)
Initiative: +1
Speed: 30 ft. (6 squares), burrow 10 ft.
Armor Class: 16 (–1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +4/+14 [+18 with Tunnel Crush]
Attack: Bite +9 melee (1d8+6); or claw +9 melee (1d6+3)
Full Attack: Bite +9 melee (1d8+6) and 2 claws +4 melee (1d6+3); or 2 claws +9 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Bowl over, tunnel crush (2d6+6)
Special Qualities: Damage reduction 2/—, iron butt (DR 10/—), low-light vision, scent, stability
Saves: Fort +9, Ref +6, Will +8
Abilities: Str 23, Dex 12, Con 19, Int 2, Wis 12, Cha 5
Skills: Listen +9, Spot +3, Survival +4
Feats: Alertness, Iron Will, Toughness
Environment: Temperate and warm plains, forests, hills or mountains
Organization: Solitary, pair, or mob (3–25)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6–12 HD (Large); 13–18 HD (Huge)
Level Adjustment:

This bulky beast resembles an ox sized furry barrel on four stumpy legs. It has a head like a boulder and massive hindquarters with no visible tail. patches of its thick and dirt-colored fur are worn away on its face and rump, exposing skin covered in thick bony callouses.

This dire relative of the common wombat is, like most dire animals, they are far larger and more dangerous than the normal version. Their habitat and diet is the same but their behavior has some notable differences.

These primeval marsupials are not as adverse to sunlight as standard wombats and often forage during the day if they are unable to satisfy their hunger during the night. They still prefer cool or cloudy conditions for diurnal activity.

In addition, dire wombats have foul tempers and tend to attack other creatures who wander close to them rather than retreat, especially if the animal is a female with young or a male during mating season. They still tend to go to ground if threatened, but rather than running to the nearest burrow they dig one out from underneath them, disappearing into the ground in a cloud of dust and dirt. A dire wombat's impressive burrowing abilities allows it to excavate a tunnel in seconds. When the animal wants to stop for a rest it habitually digs a simple temporary burrow instead of lying out in the open, often collapsing the tunnel entrance to conceal it. If these grumpy marsupials are woken while asleep in a shallow burrow, they have been known to explode out of the ground and viciously assault whatever disturbed them.

Despite their aggressiveness, the dire version is more sociable than common wombats and may live in small herds of numerous females and their young, sometimes with a single huge male in attendance. A small family group of a mother and her young is more common though. Mature males are solitary by nature and do not tolerate the company of rivals.

Some dire wombats have permanent territories around an extensive burrow network like regular wombats, however this is only feasible in a particularly fertile are with abundant plant life. While their slow metabolism means they don't need quite as much food as a standard mammal their size it still takes a lot of vegetation to sustain a dire wombat and they often must live migratory lives to find enough food. They usually migrate around a circuit of seasonal burrows, stopping at each for a few month then returning in a year or two to give the greenery time to recover. Migrating wombats (or ones that just wandered too far from their home burrow) sleep in temporary "day dens."

A dire wombat normally ranges from 6 to 12 feet in length. Average specimens are about 8 feet long and weigh roughly 1,500 pounds, but large individuals often weigh a ton or more. Males are much bigger than females and can grow to elephantine proportions, reaching weights of up to 8,000 pounds.

Combat
Apart from its increased ferocity, a dire wombat fights just like a normal wombat. They are far more durable and stubborn in a fight.

Bowl Over (Ex): If a dire wombat makes a Bull Rush and beats the defender's Strength check (+14 check modifier, including a +4 bonus from its Stability trait), its opponent must succeed a DC 19 Balance or Reflex save or fall prone. Should the opponent fall prone, instead of pushing them back with the Bull Rush the wombat can use the remainder of its normal movement to pass through the opponent's space and continue beyond it, although each square of the fallen opponent's space the wombat moves into counts as two squares of movement. The save DC is Strength-based.

Iron Butt (Ex): A dire wombat has Damage Reduction 10/— against attacks from behind.

Stability (Ex): A wombat gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Tunnel Crush (Ex): If a dire wombat is in a confined space with an opponent, such as its burrow, it can use its reinforced hindquarters to pin its enemy to the wall or ceiling and then use its powerful legs to crush them against that surface. Resolve this as a grapple attack (+9 melee, +18 grapple modifier) with a +4 circumstance bonus to the grapple check. A Tunnel Crush grapple does 2d6+6 bludgeoning damage with the "Damage Your Opponent" option, and should the wombat opts to do lethal damage the opposed grapple check does not take the usual –4 penalty.


Design Notes
Obviously I can't stat up a regular wombat without doing a Dire version! This is not meant to represent the wombat's prehistoric rhino-sized relative the Diprotodon but an exaggeratedly monstrous giant version of a regular wombat.


Build Notes
Skill Ranks:
Listen 6, Survival 3.
 

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