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Month Index: February, 2003


From:     Adam Miller <nghtdrud@??????.net>
Date:     Thu, 6 Feb 2003 19:30:40 -0600
Subject:  Re: Quazac take 2
    Hey guys, redid the quazac with all the cool suggestions I got.
Upgraded their int a bit to give them more skills that Flits3 suggested
:)  Sorry about the delay, things have been busy for me lately.



Quazac

Colossal Magical Beast

Hit Dice:                     36d10+324 (522 hp)

Initiative:                    +3 (Dex)

Speed:                         30 ft., fly 120 ft. (clumsy), Spelljamming Speed

AC:                             17 (+3 Dex, -8 size, +12 natural)

Attacks:                      2 claws +43 melee, 1 bite +38 melee

Damage:                     Claw 2d8 +15, bite 4d6 +7

Face/Reach:               20 ft. by 60 ft./15 ft.

Special Attacks:         Snatch, Siege Weapons (Warhawk only)

Special Qualities:       Immune to gas attacks

Saves:                         Fort +29, Ref +23, Will +14

Abilities:                     Str 40, Dex 16, Con 28, Int 7, Wis 14, Cha 14

Skills:                          Intuit Direction +9*, Knowledge (Planetology) +0, Knowledge

                                    (Wildspace) +0, Listen +3, Spot +12*

Feats:                          Snatch, Wingover

Climate/Terrain:        Wildspace, asteroid fields

Organization:              Solitary, pair, or flock (3-36)

Challenge Rating:      14 (Warhawk 15+)

Treasure:                    None

Alignment:                  Always neutral

Advancement:            37-74 (Awesome)

 

            Few creatures are more impressive in wildspace than the
Quazac.  These creatures are great birds-of-prey that

inhabit asteroid fields and wander the depths of wildspace.  They are
distantly related to rocs, though they are much

larger than their ground-based cousins.  They hunt kindori whales,
scaavar, and krajen.  They can roam across an

entire sphere in search of prey.  Their asteroid nests are made of the
wreckage of destroyed spelljammers, twigs from

Starfly trees, and other like materials.

            Quazacs appear as colossal eagles of dark brown, black, or
gold color.  Other colors are rare but not unknown.

An average specimen is 100' from beak to the base of the tail, with tail
feathers adding a further 50' to their overall

length.  Their wings have a spread of over 300'.  Some individual
Quazacs have been reported to be as big as 300'

from beak to the base of the tail, rivaling the size of the largest
ships in wildspace.  Only the radiant dragons need not

fear the Quazacs, but do tend to avoid these aggressive creatures unless hungry.

            Centuries of exposure to wildspace has gifted the Quazacs
with some intelligence.  They understand common and

at least one other language.  They are unable to speak any language, but
make their desires known with their body language.

 

Combat

            Quazacs are highly territorial creatures that aggressively
defend their claimed territories, which can sprawl across

an entire sphere.  They usually attack their favorite prey animals on
sight.  Unfortunately, they also view the many

animal-shaped spelljammers as prey as well, and will not hesitate to
tear ships apart in their search for food.

Immune to Gas Attacks (Ex): Quazacs can breathe air of any quality, and
thus are immune to the effects of poisonous

gas attacks.  They foul very little air for such huge creatures,
counting only as a medium-sized creature instead of a

colossal creature.

Spelljamming Speed (SU): A Quazac can fly at Spelljamming Speed.  This
ability follows the same rules as standard

helms as to when it can achieve Spelljamming Speed.

Skills: *Quazacs have a +5 racial bonus to all intuit direction and spot checks.

 

Warhawks

            Some wildspace civilizations have managed to tame the
Quazacs and use them as beast of burden.  They strap

huge howdahs to the backs of the Quazacs, which does not affect the
creature's flight in the least.  The Quazacs don't

breathe air, and carry a massive air envelop, so many beings can pack
into a howdah for long voyages.  A typical howdah

can carry 24 medium-sized creatures under cramp conditions.  Howdahs are
often armed, usually with 1-2 ballista and

a heavy catapult.

 

Combat

            If raised from the egg, Quazacs can be trained into powerful
and vicious war mounts.  These creatures are

called warhawks and greatly feared in wildspace, for they combine the
devastating attacks of the Quazacs with the

tactics and magic of their riders.

Siege Weapons (Ex): Quazacs carrying howdahs are often armed with siege
weapons such as ballistas and catapults.

A typical howdah has two ballistas and a heavy catapult.  These weapons follow standard rules, adjusted for 

spelljamming conditions.  Green crews suffer a double the normal reload
time, but proper training (about 2 weeks

practice) eliminates this penalty.

 

In the Spheres

            Quazacs are rare in wildspace.  Recently, encounters with
Quazacs carrying howdahs have become more common

at the edge of the Known Spheres.  A nation of wild elves have been
breeding the creatures in great numbers and using

them to strike at all enemies of elfdom (in other words, everyone that's
non-elvish).  The ferocity of their attacks has

shocked even the scro, as has their brutality.  The wild elves seem
hell-bent on not only driving the scro from wildspace,

but to render them totally extinct.  The Elven Fleet has been completely
silent on the matter (but suspected of quietly

cheering them on).



Adam


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