I am trying to get it around the CR 2 or 3 for use as a Greater Steed. Lowered hit die, removed damage resistance, lowered speed to something less wonky. I was poaching the damage resist from the peryton like a power gaming jerk.
Giant Winged Wolverine (Celestial) AC: 14 (Natural) HP: 48 (6d10+18) Speed: 40, burrow 10, Fly 60 STR 16 (+3), DEX 14 (+2), CON 16 (+3), INT 6 (-2), WIS 12 (1), CHA 8 (-1) Saves: CON +5 Skills: Perception +3 Senses: Keen Hearing and Smell Passive Perception: 13 Keen Hearing and Smell: Advantage on Wisdom (Perception) checks that rely on hearing or smell. Multiattack: Bite: +4 to hit, reach 5 ft., (1d8 + 3) piercing Claw: +4 to hit, reach 5 ft., (2d6 + 3) slashing
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IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
You are focused a lot on what makes it a good mount, rather than a good creature. Build it logical as a creature, not as a mount. Not unless it is a monstrosity created by a Wizard to serve as mounts for his army.
Either Flight or burrow by themselves are a +1 CR. Together they make a mean combo. Worse, you made it good at both walking and flight. Makes little sense as a creature. Yeah, the player wants it, but when would it run instead of fly?
I would start with Giant Badger. I do not see a Dex of 14 either. Adding Armor and hitpoints to go with it. For me, a burrowing creature should have Darkvision. No reason for the good Con save. Finally I did research and a real wolverine is a cold weather adapted, so I could see adding in Resistance to Cold. That seems like a fair celestial to exist and something that a player would still want as a mount. If they really demand the high speeds, give up the burrow and get a Pegasi.
This would be what I think is appropriate CR 3 version.
Giant Winged Wolverine (Celestial) CR 3 AC: 14 (Natural) HP: 48 (6d10+18) Speed 20 ft., burrow 10 ft, Fly 40 STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 8 (-1)
Skills: Perception +3
Damage Resistance: Cold Senses Darkvision 30 ft., passive Perception 13 Languages : It understands but can not speak Celestial and Sylvan
Keen Hearing and Smell: Advantage on Wisdom (Perception) checks that rely on hearing or smell.
Yes, I thought about the resistance to cold as well. I agree with the DEX mod and movement adjustments. This is really an advancement on a current mount that the character is one level away from summoning. I was leaving off darkvision because the actual animals eyesight is pretty crappy and they are led more by hearing and smell than anything, even though they are avid burrowers.
Giant Winged Wolverine (Celestial) Large Beast (CR 3) AC: 14 (Natural) HP: 48 (6d10+18) Speed: 30, burrow 10, Fly 30 STR 16 (+3), DEX 12 (+1), CON 16 (+3), INT 6 (-2), WIS 12 (1), CHA 8 (-1) Resistance: Cold Skills: Perception +3 Senses: Keen Hearing and Smell Passive Perception: 13 Languages : It understands but can not speak Celestial and Sylvan Keen Hearing and Smell: Advantage on Wisdom (Perception) checks that rely on hearing or smell. Multiattack: Bite: +4 to hit, reach 5 ft., (1d8 + 3) piercing Claw: +4 to hit, reach 5 ft., (2d6 + 3) slashing
Thank you for your assistance Mog_Dracov.
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IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
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Any adjustments that might seem out of sorts with a possible mount build?
Giant Winged Wolverine (Celestial)
Large Beast
AC: 14 (Natural)
HP: 56 (7d10+21)
Speed: 50, burrow 10, Fly 60
STR 16 (+3), DEX 14 (+2), CON 16 (+3), INT 6 (-2), WIS 12 (1), CHA 8 (-1)
Saves: CON +5
Skills: Perception +3
Senses: Keen Hearing and Smell
Passive Perception: 13
Keen Hearing and Smell: Advantage on Wisdom (Perception) checks that rely on hearing or smell.
Damage Resistances: bludgeoning, piercing, and slashing from non-magical attacks
Multiattack:
Bite: +4 to hit, reach 5 ft., (1d8 + 3) piercing
Claw: +4 to hit, reach 5 ft., (2d6 + 3) slashing
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
Really good walking speed and Fly speed. Weird combo. Plus Damage Resistances and burrow speed also and that makes it at least CR 7
BUT
Combat abilities are low, looks like CR 5 or lower (Hitpoints, damage, +4 to hit).
I see three options:
I am trying to get it around the CR 2 or 3 for use as a Greater Steed. Lowered hit die, removed damage resistance, lowered speed to something less wonky. I was poaching the damage resist from the peryton like a power gaming jerk.
Giant Winged Wolverine (Celestial)
AC: 14 (Natural)
HP: 48 (6d10+18)
Speed: 40, burrow 10, Fly 60
STR 16 (+3), DEX 14 (+2), CON 16 (+3), INT 6 (-2), WIS 12 (1), CHA 8 (-1)
Saves: CON +5
Skills: Perception +3
Senses: Keen Hearing and Smell
Passive Perception: 13
Keen Hearing and Smell: Advantage on Wisdom (Perception) checks that rely on hearing or smell.
Multiattack:
Bite: +4 to hit, reach 5 ft., (1d8 + 3) piercing
Claw: +4 to hit, reach 5 ft., (2d6 + 3) slashing
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
You are focused a lot on what makes it a good mount, rather than a good creature. Build it logical as a creature, not as a mount. Not unless it is a monstrosity created by a Wizard to serve as mounts for his army.
Either Flight or burrow by themselves are a +1 CR. Together they make a mean combo. Worse, you made it good at both walking and flight. Makes little sense as a creature. Yeah, the player wants it, but when would it run instead of fly?
I would start with Giant Badger. I do not see a Dex of 14 either. Adding Armor and hitpoints to go with it. For me, a burrowing creature should have Darkvision. No reason for the good Con save. Finally I did research and a real wolverine is a cold weather adapted, so I could see adding in Resistance to Cold. That seems like a fair celestial to exist and something that a player would still want as a mount. If they really demand the high speeds, give up the burrow and get a Pegasi.
This would be what I think is appropriate CR 3 version.
Giant Winged Wolverine (Celestial) CR 3
AC: 14 (Natural)
HP: 48 (6d10+18)
Speed 20 ft., burrow 10 ft, Fly 40
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 8 (-1)
Skills: Perception +3
Damage Resistance: Cold
Senses Darkvision 30 ft., passive Perception 13
Languages : It understands but can not speak Celestial and Sylvan
Keen Hearing and Smell: Advantage on Wisdom (Perception) checks that rely on hearing or smell.
Multiattack:
Bite: +4 to hit, reach 5 ft., (1d8 + 3) piercing
Claw: +4 to hit, reach 5 ft., (2d6 + 3) slashing
Yes, I thought about the resistance to cold as well. I agree with the DEX mod and movement adjustments. This is really an advancement on a current mount that the character is one level away from summoning. I was leaving off darkvision because the actual animals eyesight is pretty crappy and they are led more by hearing and smell than anything, even though they are avid burrowers.
Giant Winged Wolverine (Celestial)
Large Beast (CR 3)
AC: 14 (Natural)
HP: 48 (6d10+18)
Speed: 30, burrow 10, Fly 30
STR 16 (+3), DEX 12 (+1), CON 16 (+3), INT 6 (-2), WIS 12 (1), CHA 8 (-1)
Resistance: Cold
Skills: Perception +3
Senses: Keen Hearing and Smell
Passive Perception: 13
Languages : It understands but can not speak Celestial and Sylvan
Keen Hearing and Smell: Advantage on Wisdom (Perception) checks that rely on hearing or smell.
Multiattack:
Bite: +4 to hit, reach 5 ft., (1d8 + 3) piercing
Claw: +4 to hit, reach 5 ft., (2d6 + 3) slashing
Thank you for your assistance Mog_Dracov.
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.