Awaken
An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can’t serve as an animal companion, familiar, or special mount.A bummer about that last sentence, but anyway this remains a fun spell that nevertheless creates headaches for the DM.
The augmented subtype states:
A creature with the augmented subtype usually has the traits of its current type, but the features of its original type.An animal has the following features:
—d8 Hit Dice.A magical beast possesses the following traits:
—Base attack bonus equal to 3/4 total Hit Dice (as cleric).
—Good Fortitude and Reflex saves (certain animals have different good saves).
—Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
—Darkvision out to 60 feet and low-light vision.So let's take an example: a giant squid with 18HD
—Proficient with its natural weapons only.
—Proficient with no armor.
—Magical beasts eat, sleep, and breathe.
Huge Magical Beast (Augmented Animal, Aquatic)Since this creature could now potentially be advanced by character class, there is the question of Level Adjustment. But I'd rather not go there ...
Hit Dice: 20d8+26 (116 hp)
Initiative: +3
Speed: Swim 80 ft. (16 squares)
Armor Class: 17 (–2 size, +3 Dex, +6 natural), touch 11, flat-footed 14
Base Attack/Grapple: +15/+35
Attack: Tentacle +22 melee (1d6+9)
Full Attack: 10 tentacles +22 melee (1d6+9) and bite +16 melee (2d8+4)
Space/Reach: 15 ft./15 ft. (30 ft. with tentacle)
Special Attacks: Constrict 1d6+9, improved grab
Special Qualities: Ink cloud, jet, low-light vision, darkvision 60ft
Saves: Fort +13, Ref +15, Will +7
Abilities: Str 28, Dex 17, Con 13, Int 10, Wis 12, Cha 5
Skills: Listen +18, Spot +18, Swim +25
Feats: Alertness, Diehard, Endurance, Toughness (2), Power Attack, Blind-Fight
Challenge Rating: 12
Comments