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Ogodei Fuck you, Fascist sympathizers from The front lines Since: Jan, 2011
Fuck you, Fascist sympathizers
#3926: Sep 1st 2016 at 6:16:56 PM

Damnit, i'm so much further from my win condition than i thought. Stupid joint hyper Rath quest comes from a villager request in Kokoto, meaning i need to get to the single player postgame for that, as well as getting through HR 7 (which is neither here nor there, i was going to do that anyway).

Unless i can find people to host the quest for me, at any rate, but that always feels a little crass, begging for quest access for something you can't post yourself (at least after Tri on Wii, where available quests occasionally rotated randomly)

dragonfire5000 from Where gods fear to tread Since: Jan, 2001
#3927: Sep 1st 2016 at 6:17:39 PM

[up][up]Would the best mount for that familiar face be a Kirin?

Ogodei Fuck you, Fascist sympathizers from The front lines Since: Jan, 2011
Fuck you, Fascist sympathizers
#3928: Sep 4th 2016 at 3:13:42 PM

Fuck yeah, got the 5 tickets i needed without having to unlock the quest myself. Now i need to raise 100,000+ zenny to build the armor and get a couple more Rathian Spike+ items.

MJTrooper The Neutral One from California Since: Apr, 2011
The Neutral One
#3929: Sep 4th 2016 at 8:20:19 PM

If you need to get a lot of money, try the Sakura Method.

Personally, I'd prefer if the 'net was a little friendlier, but you know the GIFT...
KusaMigeru Interesting Person #928 from Kanda Island Since: May, 2016 Relationship Status: Hooked on a feeling
Interesting Person #928
#3930: Sep 4th 2016 at 8:25:49 PM

[up] Sakura method is the most reliable way to farm zenny and charms in this game. After afew runs, you can get a lot of resources and, if you're lucky enough, good charms as well. It requires you to unlock Coal Hearted to do it on your own, but you can also look for online rooms (which I prefer: speeds things up and feels less boring). [tup]

... And that's called jazz!
Ogodei Fuck you, Fascist sympathizers from The front lines Since: Jan, 2011
Fuck you, Fascist sympathizers
#3931: Sep 4th 2016 at 8:27:44 PM

Good advice, though at the rate it may take me to get Rathian Spike +, I could get the money just from that.

BlackSunNocturne Since: Aug, 2013
#3932: Sep 20th 2016 at 11:55:41 AM

This is probably random, but anyone here ever play Pathfinder or Dungeons & Dragons?

'cause I'm currently doing some MonHun conversions, and was wondering if I could ask for some assistance. I'm personally trying to figure out challenge ratings for most of the monsters, but the issue is... converting them as is makes their Challenge Ratingsnote  either ridiculously high, or feel underwhelming. To explain, of the monsters I've converted:

Rathian and Rathalos are Challenge Rating 9 and 10, respectively; Deviljho is only a Challenge Rating 13; Chameleos is Challenge Rating 15; Baruragaru is Challenge Rating 15; Nerscylla is Challenge Rating 8; and I've yet to calculate the Challenge Rating of Gore Magala, but I have a feeling it's going to have a higher CR than Chameleos or Baruragaru.

edited 20th Sep '16 11:56:27 AM by BlackSunNocturne

EpicBleye drunk bunny from her bed being very eepy Since: Sep, 2014 Relationship Status: In Lesbians with you
drunk bunny
#3933: Sep 20th 2016 at 11:57:11 AM

How are you calculating these, exactly?

"There's not a girl alive who wouldn't be happy being called cute." ~Tamamo-no-Mae
BlackSunNocturne Since: Aug, 2013
#3934: Sep 20th 2016 at 12:07:42 PM

As in? If you mean challenge rating, I use this (it's a bit confusing at first, but I've made enough homebrew monsters that I can do it pretty well). Side note: I've realized that most MonHun monsters are either: Dragons, Magical Beasts or Aberrations. Only a small amount are "normal" Animals [lol]

The funny thing is this though: Rathalos is an example of the CR being.... off when fully converted. It's a Huge Dragon (Fire subtype) with 228 HP, and the ability to in a round do... 58 Damage on a single target, with a 2d6 Constitution-damaging poison (initial and secondary)note .

Oh: And below half health every MonHun Monster can rage as a Barbarian of their Hit Die.

edited 20th Sep '16 12:14:13 PM by BlackSunNocturne

EpicBleye drunk bunny from her bed being very eepy Since: Sep, 2014 Relationship Status: In Lesbians with you
drunk bunny
#3935: Sep 20th 2016 at 12:10:48 PM

Interesting.

This can only mean that all the Hunters are at least level 50 or so

"There's not a girl alive who wouldn't be happy being called cute." ~Tamamo-no-Mae
BlackSunNocturne Since: Aug, 2013
#3936: Sep 20th 2016 at 12:22:52 PM

That's what I mean. Converting things from a No-Magic Setting to a setting with magic is very.... difficult when you get down to it. To explain: Chameleos and Baruragaru would annihilate a TRUE dragon of a similar CR to them (ie: a Mature Adult Red Dragon would lose to a Baruragaru or Chameleos)

Also the fact that MonHun monster breath weapons, and most of their abilities, are Extraordinary abilities instead of Supernatural gives them a massive edge over comparable ones (Anti-Magic Field? Dead Magic Zones? What are those?).

KusaMigeru Interesting Person #928 from Kanda Island Since: May, 2016 Relationship Status: Hooked on a feeling
Interesting Person #928
#3937: Sep 20th 2016 at 4:23:57 PM

Wait, are you classifying monsters based on their behavior and appearance? I can see things like Yama Tsukami or Nakarkos being classified as Aberrants, but idk

... And that's called jazz!
BlackSunNocturne Since: Aug, 2013
#3938: Sep 20th 2016 at 4:49:52 PM

Yes, I'm going by what creature type they'd logically be. As such they'd likely be: Aberrations, Animals, Dragons, Magical Beasts and Vermin.

Aberration: An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
Animal: An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Animals usually have additional information on how they can serve as companions.
Dragons: A dragon is a reptile-like creature, usually winged, with magical or unusual abilities.
Magical Beasts: Magical Beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the creature knows at least one language, but can't necessarily speak). Magical Beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits.
Vermin: This type includes insects, arachnids, other arthropods, worms, and similar invertebrates

Going by these descriptions:

  • Herbivores are Animals
  • Neopterons are Vermin, aside from Seltas / Seltas Queen which are Magical Beastsnote 
  • Bird Wyverns are Animals (Theropod Bird Wyverns), Dragons or Magical Beasts
  • Flying Wyverns are Dragons
  • Piscine Wyverns are Dragons
  • Carapaceons are Magical Beasts
  • Fanged Beasts are either Animals or Magical Beasts
  • Leviathans are Dragons or Magical Beasts
  • Brute Wyverns are Dragons
  • Fanged Wyverns are.... I have no idea honestly. Likely Magical Beast
  • Temnocerans are Magical Beasts
  • Amphibians are Magical Beasts
  • Snake Wyvern are Dragons
  • Elder Dragons are either Dragons, Magical Beasts or Aberrations.

Also, I don't see why you spoilered Narakos' name [lol]

edited 20th Sep '16 4:50:33 PM by BlackSunNocturne

KusaMigeru Interesting Person #928 from Kanda Island Since: May, 2016 Relationship Status: Hooked on a feeling
Interesting Person #928
#3939: Sep 20th 2016 at 5:05:55 PM

Nakarkos' initial form looks like a Hydra (which is a Magical Beast), but its true form is actually a squid/cuttlefish-like creature (which could make it fit as an Aberration). So I decided to spoiler it because it could give a hint to that and some people might not have reached HR break yet.

(If you still count both forms as a Magical Beast, then no problem though XD)

... And that's called jazz!
BlackSunNocturne Since: Aug, 2013
#3940: Sep 20th 2016 at 5:11:47 PM

Ahh, okay. You make a good point, but I just noticed: Krakens are Magical Beasts. So it could go either way, but I'm leaning more towards Aberrations because all information points to it being much more.... unusual, than other monsters. It and Yama Tsukami.

BlackSunNocturne Since: Aug, 2013
#3941: Sep 22nd 2016 at 12:16:17 AM

I apologize for the double-posting, but you know how I said I was working on MonHun monsters for Pathfinder? How about an actual bit of showing some work? (cross-posting this on the Pathfinder board as well)

https://static.tvtropes.org/pmwiki/pub/images/rathalos_1795.png
https://static.tvtropes.org/pmwiki/pub/images/rathian_9222.png
Rath Wyvern
CR 10
XP 9,600
N Huge Dragon (Fire)
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision, low-light vision, scent; Perception +22
DEFENSE
AC 26, Touch 10, Flat-footed 24 (+2 Dex, +16 Natural, -2 Size)
HP 215 (15d12+75)
Fort +15, Ref +11, Will +11
Immune: fire, sleep, paralysis
OFFENSE
Speed (Female): 60 ft., fly 100 ft. (poor)
Speed (Male): 40 ft.; fly 150 ft. (poor)
Melee (Female): Bite +22 (2d8+9), tail slap +20 (2d6+4 plus poison), 2 talons +22 (1d8+4) and 2 wings +11 (1d8+4)
Melee (Male): Bite +22 (2d8+9), tail slap +20 (2d6+4 plus poison), 2 talons +22 (1d8+4) and 2 wings +11 (1d8+4)
Space: 15 ft.; Reach: 10 ft.
Special Attacks: Breath weapon (100 ft., special see entry, 7d8 fire damage, Reflex DC 24 half, usable every 1d4 rounds), poison, improved grab
TACTICS
Rath Wyverns are highly territorial wyverns, and as such, are aggressive towards intruders. They will chase away or attempt to kill any monster which may pose a threat to their land.
While hunting, rathalos will stalk prey from the air before swooping in for the kill. Once they have successfully brought down their prey, they will carry it away to eat in private, safe from scavengers or other large monsters which might attempt to steal the kill.
The Rathian is a vicious predator and a caring mother. She stays away from settlements except for exceptional circumstances, but will promptly attack prey in her territory in order to feed herself and her young. She preys on larger animals, however, and will only attack medium or smaller humanoids if it feels threatened. The rathian is not as adept as rathalos at flying, and will prefer to fight on land rather than attacking from above. She will promptly charge at her target, attempting to use her stinger thereafter as soon as possible in order to poison her victim. She is not averse to taking to the sky in order to flee or to better position herself against an enemy, however.
At 20 hp or less, a rath wyvern will take to the sky in an attempt to flee. However, if their young or eggs are nearby, they will fight to the death.

STATISTICS
Str 29, Dex 14, Con 20, Int 10, Wis 18, Cha 16
Base Atk: +15; CMB +26; CMD 38
Feats: Ability Focus (breath weapon) [male]/Ability Focus (poison) [female], Alertness, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch
Skills: Fly +20 (+30 male), Intimidate +21, Perception +26, Sense Motive +22, Survival +22; Racial Modifiers: +10 Fly (male)
SQ: Frightful roar, monstrous rage
SPECIAL ABILITIES
Breath Weapon (Ex)
A Rath Wyvern's breath weapon is unusual in that it is neither a cone nor a line, but mimics a fireball spell. The rath wyvern spews a spherical mass of flames that detonates on impact or at its maximum range.
The range of this ability is 100 feet, and the area of detonation is a 20 feet radius spread. The breath weapon deals 7d8 points of fire damage (1d8 for every two racial HD the rath wyvern has). The breath weapon allows a Reflex save for half, as usual, and the DC is 24 (10+1/2 the rath wyvern's racial HD + Constitution modifier). It is usable only once every 1d4 rounds.

Poison (Ex)
When a rath wyvern hits with its tail slap (female) or talon (male) attack, it injects poison. Injury, Fortitude DC 22 (10+1/2 the rath wyvern's racial HD + Constitution modifier), initial and secondary damage 2d6 Con.

Improved Grab (Ex)
To use this ability, a rath wyvern must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold, and if male, automatically injects poison with his talons.

Frightful Roar (Ex)
When a rath wyvern roars (a standard action), it inspires terror in all creatures within 30 ft. Affected creatures must succeed on a DC 18 (10 + 1/2 the rath wyvern's racial HD + Charisma modifier) Will save or become shaken, remaining in that condition for 2d4 rounds. An opponent that succeeds on the saving throw is immune to that rath wyvern's frightful roar for 24 hours. Frightful roar is a mind-affecting fear effect.

Monstrous Rage (Ex)
A rath wyvern may rage as a Barbarian of its HD. At 11 HD, it gains the benefits of Greater Rage (which means that it usually does). At 17 HD, it gains the benefits of Tireless Rage. At 20 HD, it gains the benefits of Mighty Rage. Unlike a Barbarian, however, a rath wyvern may only fly into a rage if its hit points have been reduced to less than half its total, or if it has just failed a saving throw.

ECOLOGY
Environment: Temperate or warm hills or marshes
Organization: Solitary, mated pair (male and female) or clutch (male and female and 1-3 noncombatant medium young)
Treasure: Standard

Male rath wyverns are usually a rich crimson or orange in color, with dark brown or black banding; females are instead a deep green in color, with small brown spots covering its body and has a somewhat elongated chin that ends in a piercing horn-like structure. Both sexes measure some 25 long, with the tail measuring as much as the body itself, they have a wingspan of about 40 feet. Males are surprisingly light for their size, weighing about 3,000 pounds, while females are heavier, weighing 4,500 pounds.

https://static.tvtropes.org/pmwiki/pub/images/lagiacrus.png
LAGIACRUS
CR 12
XP 19,200
N Huge Dragon
Initiative: +4; Senses: low-light vision, darkvision 60ft. scent; Perception +30
DEFENSE
AC 31, touch 8, flat-footed 31 (+23 natural, -2 size)
HP 270 (18d12+90)
Fort +17, Ref +11, Will +16
Immune: electricity, paralysis, sleep
Weakness: fatigue, lightning crystals
OFFENSE
Speed: 40 ft., swim 60 ft.
Melee: bite +25 (2d8+13), 2 claws +25 (2d6+9), tail slap +23 (2d6+13)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks: breath weapon, electrical burst
TACTICS
Lagiacrus are highly aggressive alpha predators, and will often attack creatures swimming in water, or near the water's edge. They will utilize their vicious claws and teeth in combat, as well as their incredibly powerful electrical attacks. If reduced to 25 hit points or less, the lagiacrus will attempt to flee back into the water if on land, or swim into deeper water if in the water.

STATISTICS
Str 29, Dex 10, Con 22, Int 12, Wis 21, Cha 18
Base Atk: +18; CMB +29; CMD 31 (43 vs. trip)
Feats: Alertness, Awesome Blow, Cleave, Improved Bull Rush, Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Vital Strike
Skills: Intimidate +26, Perception +30, Stealth +13 (+23 in water), Swim +38; Racial Modifiers +8 Swim, +10 Stealth in water
SQ: electrical rage, hold breath

SPECIAL ABILITIES
Breath Weapon (Ex)
A lagiacrus' breath weapon is unusual in that it is neither a cone nor a line, but mimics a fireball spell. The lagiacrus spews a spherical mass of electrical energy that detonates on impact or at its maximum range.
The range of this ability is 100 feet, and the area of detonation is a 20 feet radius spread. The breath weapon deals 7d8 points of electricity damage (1d8 for every two racial HD the lagiacrus has). The breath weapon allows a Reflex save for half, as usual, and the DC is 24 (10+1/2 the Lagiacrus' racial HD + Constitution modifier). It is usable only once every 1d4 rounds.

Electric Burst (Ex)
While in water, the lagiacrus can generate a burst of electricity that damages all within 30 feet of it, dealing 6d8 electricity damage (reflex halve, DC 24). Using this attack is a standard action that provokes attack of opportunity. This ability is usable only once every 1d4 rounds.

Electrical Rage (Ex)
When the lagiacrus' HP falls below half, or it fails a saving throw, it may fly into a rage and becomes electrically charged. It's claw and bite attacks deal an additional 2d6 points electricity damage and it must only wait 1d4-1 (minimum 1) rounds to use its breath weapon or electric burst attack while in an electrical rage.
A lagiacrus' rage functions as a Barbarian of its HD. At 11 HD, it gains the benefits of Greater Rage; at 17 HD, it gains the benefits of Tireless Rage (which means that a lagiacrus usually does). At 20 HD, it gains the benefits of Mighty Rage.

Fatigue
If the lagiacrus is fatigued or exhausted by whatever means, next to the usual effects, it also becomes incapable of generating electricity as long as the fatigue and/or exhaustion lasts. The lagiacrus is thus unable of using lightning attacks and its electric rage bonus damage on bite and claw attacks is negated, even when below half hit points.

Hold Breath (Ex)
A lagiacrus can hold its breath for a number of minutes equal to 35 times its Constitution score before it risks drowning.

Lightning Crystals (Ex)
The lagiacrus uses lightning crystals on its back to generate its electricity. When bludgeoning or sonic damage equal to at least 1/4 of the lagiacrus' maximum hit points is dealt to these crystals, they partially shatter. This causes the lagiacrus' ability to generate lightning to be significantly reduced. It must now wait 2d4 rounds in between using lightning attacks, and no longer gains the benefits of electric rage's electricity damage on bite and claw attacks, even when below it is below hit points.

ECOLOGY
Environment: warm aquatic/coastline/ocean
Organization: solitary
Treasure: standard

The lagiacrus is a large, blue aquatic dragon, adapted to life in tropical waters. When a Lagiacrus is fully sunbathed, its scales turn a dry grayish-blue color and its dermal spikes turn a pale red. When it returns to the water, Lagiacrus regains a striking deep blue color and its spikes return to their original color of a very light beige. Its hood-like structure is allows it to swim through the water much quicker along with the help of its tail and limbs. Lagiacrus are able to stay submerge underwater for up to half a day without coming out for air. The large dorsal spikes on its back are used to release its electric attacks due to an electricity generating sac below each spike. It's able to release this electricity by contracting its cells at high speeds inside its muscles. When it does this some of the electricity actually combines with some of the mucus in its mouth, allowing it to spit out lightning projectiles from its mouth.

Up next on my list is Uroktor/Agnaktor

edited 22nd Sep '16 10:25:28 AM by BlackSunNocturne

EpicBleye drunk bunny from her bed being very eepy Since: Sep, 2014 Relationship Status: In Lesbians with you
drunk bunny
#3942: Sep 22nd 2016 at 6:17:26 AM

Neat stuff! But you have a typo in Lagi's ability breakdown (calling him a Rathalos), and shouldn't they have their weaknesses from the games? Like Lagi being weak to Fire, and Rathalos being weak to Lightning?

I'm not too keen on how weaknesses in Pathfinder work though (the few sessions I did were boring and absolutely disastrous due to a terrible terrible GM), so

"There's not a girl alive who wouldn't be happy being called cute." ~Tamamo-no-Mae
BlackSunNocturne Since: Aug, 2013
#3943: Sep 22nd 2016 at 10:25:10 AM

The typo is because I copy and pasted Lagiacrus' breath weapon from Rathalos (the Rath Wyverns were the first monsters I worked on). I fixed it in the file itself but apparently forgot to do so here. So.... whoops? [lol]

And as to the weaknesses: Personally, I'm not sure. The Raths are already weak to cold (because of the fire subtype), adding electricity onto that would just be cruel. And elemental weaknesses only really come up if you have a spellcaster who can cast them (thereby making the encounter trivial if the spellcaster is smart) or an enchanted weapon, which just makes the elemental damage to double to the creature.

Edit: Finished the Uroktor/Agnaktor conversion

https://static.tvtropes.org/pmwiki/pub/images/monster_hunter_uroktor_agnaktor_9100.png
UROKTOR
CR 2
XP 600
N Medium Dragon (earth, fire)
Initiative: +1; Senses: low-light vision, darkvision 60ft., tremorsense 60 ft., smoke vision; Perception +10
Aura blazing body
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
HP 35 (3d12+6)
Fort +5, Ref +4, Will +4
Immune: fire, paralysis, sleep
Weakness: vulnerable to cold
OFFENSE
Speed: 30 ft., burrow 20 ft.
Melee: bite +4 (1d6+1)
Space: 5ft.; Reach: 5ft.
Special Attacks: fiery spittle (30 ft., special see entry, 1d6 fire damage, Reflex DC 13 half, usable every 1d4 rounds)
TACTICS
Uroktors, while still a juvenile, can be incredibly dangerous for the unprepared. Uroktor mainly subsist on carrion, scavenging the remains of kills made by larger predators. However, they do occasionally hunt for themselves. Uroktor will defend themselves from other creatures and humanoids alike, but will flee if they feel over-whelmed.
An uroktor will attempt to flee by burrowing if reduced to 7 hit points or below.

STATISTICS
Str 13, Dex 13, Con 15, Int 6, Wis 12, Cha 10
Base Atk: +3; CMB +4; CMD 15 (19 vs. trip)
Feats: Nimble Moves, Skill Focus (Perception)
Skills: Climb +7, Perception +10, Stealth +7, Survival +7
SPECIAL ABILITIES
Blazing Body (Su)
Though still a juvenile, an uroktor can make its body hot enough to melt stone. As a move action, an uroktor can begin generating heat in its body. Anyone striking a uroktor with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a uroktor or is grappled by one takes 3d6 points of fire damage each round the grapple persists. A creature that strikes a uroktor with a manufactured weapon can attempt a DC 13 Reflex save to pull the weapon away from the creature's molten body quickly enough to avoid having the weapon take 1d6 points of fire damage—damage caused to a weapon in this manner is not halved as is normal for damage caused to items, and ignores the first 5 points of hardness possessed by the item. As a result, most metal weapons can generally safely strike a uroktor without taking much damage, but wooden weapons have a significant chance of burning away if used against one of these creatures. The save DC is Constitution-based.

Fiery Spittle (Ex)
An uroktor, while still juvenile, can spit up a fiery ball of super-heated rock. The uroktor spews a fiery glob of molten rock that detonates on impact or at its maximum range. The range of this ability is 30 feet, and the area of detonation is a 10 feet radius spread. The breath weapon deals 1d6 points of fire damage. The breath weapon allows a Reflex save for half, as usual, and the DC is 13 (10+1/2 the Uroktor's racial HD + Constitution modifier). It is usable only once every 1d4 rounds.

Smoke Vision (Ex)
An uroktor can see perfectly in smoky conditions (such as those created by pyrotechnics).

ECOLOGY
Environment: warm mountains
Organization: solitary, pair, or burner (3-15)
Treasure: incidental

Just like their adult form, the agnaktor, uroktor have the remarkable ability to tunnel through solid volcanic rock. Uroktor are distinguished by their reddish-purple skin, which protects them from both the sweltering heat and volcanic predators.

Like Agnaktor, their spade-like jaws are their main key to digging through volcanic rock. They are known as the vultures of the volcano because they eat everything on a carcass left behind by a larger monster. They also make clacking noises with their beak-like mouth to communicate with each other and with the larger Agnaktor. Uroktor are highly aggressive. Uroktor will defend themselves from other monsters and hunters alike, but will flee if they feel over-whelmed. Uroktor mainly subsist on carrion, scavenging the remains of kills made by larger predators. However, they do occasionally hunt for themselves. An uroktor is about 10 feet long, with two thirds of that being its neck and tail, and weighs about 700 pounds.

https://static.tvtropes.org/pmwiki/pub/images/monster_hunter_uroktor_agnaktor_9100.png
AGNAKTOR
CR 13
XP 25,000
N Huge Dragon (earth, fire)
Initiative: +4; Senses: low-light vision, darkvision 60ft., tremorsense 60 ft., smoke vision; Perception +27
DEFENSE
AC 29, touch 8, flat-footed 29 (+21 natural, -2 size)
HP 345 (19d12+171)
Fort +20, Ref +11, Will +16
Immune: fire, paralysis, sleep
Weakness: vulnerable to cold
OFFENSE
Speed: 50 ft., burrow 120 ft.
Melee: bite +27 (2d8+16/19-20), 2 claws +27 (2d6+11), tail slap +25 (2d6+16)
Space: 15 ft.; Reach: 10 ft. (15 ft. with bite and tail slap)
Special Attacks: breath weapon (100-ft. line, 14d10 fire damage, Reflex DC 28 half, usable every 1d4 rounds)
TACTICS
Agnaktor are reasonably aggressive, challenging all others that encroach on its habitat, due to the fact that it has no natural predators at an adult age. The only threat that one normally encounters is if a true dragon challenges it for territory or food. An agnaktor will usually ambush an enemy by bull-rushing them while burrowed, ejecting itself from the ground. It uses its bite, claw attacks and tail in combat, and will attempt to use its breath weapon when the chance permits.
When reduced to 35 hit points of below, an agnaktor will attempt to flee by burrowing into the ground below it.

STATISTICS
Str 31, Dex 10, Con 28, Int 12, Wis 20, Cha 12
Base Atk: +19; CMB +31; CMD 41 (45 vs. trip)
Feats: Awesome Blow, Cleave, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Bull Rush, Improved Vital Strike, Multiattack, Power Attack, Vital Strike
Skills: Climb +32, Intimidate +24, Perception +27, Stealth +14, Survival +27, Swim +32
SQ: magma armor, hold breath, monstrous rage

SPECIAL ABILITIES
Breath Weapon (Su)
Agnaktor, unlike its juvenile stage, is able to produce a proper breath weapon. Every 1d4 rounds, an agnaktor can breathe out a beam of fiery red energy with a range of 100 feet, or it can shorten the range by swinging its head, effectively affecting a 50-foot-long cone. All creatures caught in this area of effect take 14d10 points of fire damage, a Reflex save of DC 28 halves the damage. A creature slain by this effect is disintegrated, whether the saving throw was successful or not. This breath weapon is particularly effective at blasting through cover—cover does not grant any bonuses on Reflex saves against an agnaktor's breath weapon. The save DC is Constitution-based.

Hold Breath (Ex)
An agnaktor can hold its breath for a number of minutes equal to 5 times its Constitution score before it risks drowning.

Smoke Vision (Ex)
An agnaktor can see perfectly in smoky conditions (such as those created by pyrotechnics).

Magma Armor (Ex)
The body of an agnaktor is often covered in lava, which will rapidly cool when removed from direct heat. An agnaktor’s magma armor comes in two states: liquid and solid.
Liquid: The lava covering an agnaktor's body is incredibly hot. Anyone striking a agnaktor with a natural weapon or unarmed strike takes 4d6 points of fire damage. A creature that grapples a agnaktor or is grappled by one takes 8d6 points of fire damage each round the grapple persists. If a creature is grappled by an agnaktor and the lava cools, they are stuck to the agnaktor's body until the rock is reheated, and are considered to still be in a grapple. A creature that strikes a agnaktor with a manufactured weapon can attempt a DC 28 Reflex save to pull the weapon away from the agnaktor's molten armor quickly enough to avoid having the weapon take 3d6 points of fire damage—damage caused to a weapon in this manner is not halved as is normal for damage caused to items, and ignores the first 10 points of hardness possessed by the item. As a result, most metal weapons can generally safely strike a agnaktor without taking much damage, but wooden weapons have a significant chance of burning away if used against one of these creatures. The save DC is Constitution-based.
Solid: After 4 rounds from the agnaktor leaves the ground, the lava sticking to an agnaktor's body cools; additionally, if agnaktor takes more than 20 points of cold damage from a single attack, the armor instantly solidifies. This solidified rock is incredibly thick and dense, giving an agnaktor +4 on its natural armor, DR 15/adamantine, heavy fortification and causing weapons to have a 75% chance to bounce off of the cooled rock. However, this solidified rock weighs an agnaktor down, causing it to have a base land speed of 30 feet instead of its usual 50.
There are several ways for the solidified rock to be cooled. Spells or attacks causing fire damage can heat up the agnaktor's armor if 50 points of fire damage is dealt to the agnaktor (despite an agnaktor's immunity to fire damage, the solidified rock is not immune, and can be "damaged" by fire). Additionally, when an agnaktor uses its breath weapon, or burrows into the ground, the magma is instantly reheated.

Monstrous Rage (Ex)
An agnaktor may rage as a Barbarian of its HD. At 11 HD, it gains the benefits of Greater Rage. At 17 HD, it gains the benefits of Tireless Rage (which means it usually does). At 20 HD, it gains the benefits of Mighty Rage. Unlike a Barbarian, however, an agnaktor may only fly into a rage if its hit points have been reduced to less than half its total, or if it has just failed a saving throw.

ECOLOGY
Environment: warm mountains
Organization: solitary or pair
Treasure: incidental

Agnaktor uses its tough snout and great strength to burrow through rocks and sometimes even cave ceilings. It is encrusted with lava that is softened from heat when they use their breath weapon or burrow, and hardens when removed from direct heat.

Agnaktor has developed the remarkable ability to swim through lava, meaning it can both sneak up on prey and escape from a more powerful enemy. It has a very strong beak, which it uses to burrow straight through hard volcanic rock at incredible speeds, and even launch itself into the 'ceiling' of an area and to crack open the sturdy shells of the rhenoplos. It is also capable of producing a very powerful fire beam, which it can maneuver a full 360 degrees with its long neck. Produced between an agnaktor's scales is a nonflammable substance that never burns. This substance allows agnaktor to coat its hide with lava and swim in lava. The lava coating an agnaktor's body hardens into a thick armor of rock when no longer exposed to direct heat. However, when the agnaktor touches the lava, its lava coating becomes soft again. Its chest and beak armor will also soften if it fires its beam. Furthermore, its beak armor alone softens whenever it attacks by jabbing its beak through the ground, exposing it to the lava underneath. A fully-grown agnaktor is truly massive, reaching nearly 70 feet in length, with two thirds of that its neck and tail, and weighs 30,000 pounds.

edited 22nd Sep '16 10:17:53 PM by BlackSunNocturne

MJTrooper The Neutral One from California Since: Apr, 2011
The Neutral One
#3944: Sep 24th 2016 at 6:55:59 PM

Man, the Desire Sensor really has it in for me right now. I've been trying to get a Seregios Breacher for 3 hunts now, and even though it has a 70% chance of dropping if I break the head, every break got me a Seregios Bladescale instead, which only has a 17% chance of dropping that way.

Personally, I'd prefer if the 'net was a little friendlier, but you know the GIFT...
KusaMigeru Interesting Person #928 from Kanda Island Since: May, 2016 Relationship Status: Hooked on a feeling
Interesting Person #928
#3945: Sep 24th 2016 at 9:00:53 PM

You know the Desire Sensor has got some sense of humor when you are farming Lagia horns for an upgrade, get the breaks everytime, but no horns in the rewards... only plates instead. XD

... And that's called jazz!
MyFinalEdits Officially intimidated from Parts Unknown (Ten years in the joint) Relationship Status: TV Tropes ruined my love life
Officially intimidated
#3946: Sep 25th 2016 at 8:25:47 AM

Back when I was on the way to craft a Nainokami in 3U I had a really hard time finding those Duramboros rare parts that only spawn when you're carving the ripped tail. When I finally got the necessary amount (five), I realized that nothing else was missing to reach Nainokami, since I had previously gotten the rare parts from G Duramboros and Rusty (including the elusive Durambolite). Good lord, simply fighting Rusty is an eyesore.

135 - 158 - 273 - 191 - 188 - 230 - 300
MJTrooper The Neutral One from California Since: Apr, 2011
The Neutral One
#3947: Oct 9th 2016 at 10:27:06 PM

Good gravy! Hyper Zinogre is a complete monster. Thunder balls that are as big as Zinogre itself. Thunderbolts that are bigger and strike in a wider radius around Zinogre. All combined with a monster that has overpowered attacks and never gets tired.

Personally, I'd prefer if the 'net was a little friendlier, but you know the GIFT...
Trip Since: Mar, 2012
#3948: Oct 14th 2016 at 4:16:26 AM

is this MHX or MH 4 U where Apex Zinogre had shit fucking weakspots and you basically had to laser focus on incredibly small parts of its body of a monster that zips around and almost flash-steps every now and then

and the easiest of the weakpoints is the very tip of the tail, which comes off when it takes enough damage

And then there was silence
EpicBleye drunk bunny from her bed being very eepy Since: Sep, 2014 Relationship Status: In Lesbians with you
drunk bunny
#3949: Oct 14th 2016 at 10:45:53 AM

yeah Apex monsters were kind of very awful

Hyper monsters are pretty much Apex done right.

"There's not a girl alive who wouldn't be happy being called cute." ~Tamamo-no-Mae
Ogodei Fuck you, Fascist sympathizers from The front lines Since: Jan, 2011
Fuck you, Fascist sympathizers
#3950: Oct 15th 2016 at 7:37:07 PM

Played over vacation week, finished a line of high-sharpness Nakarkos longsword (called "Astral Pisces" or "Trembling Pisces" at its apex), and then learned how to Longsword, despite that this was the very end of my involvement with the game. Man, i could have kicked ass, especially since my armor is lance optimized, and I could have done so much better despite kicking ass as it was.


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