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Tuesday, January 20, 2015

Bestiary - Unofficial Where the Wild Things Are Statistics - Aaron and Goat Boy

by Tim Wallace

As I mentioned first post (link), I used the names given to the creatures by Sendak, and included their names from the movie in parenthesis. Please enjoy!


Aaron (Judith)
This fearsome creature resembles nothing so much as an upright lion with a rhinoceros horn.
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AARON                                                                                              CR 5
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XP 1,600
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
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DEFENSE
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AC 18, touch 9, flat-footed 18 (+9 natural, -1 size)
hp 60 (8d10+16)
Fort +4, Ref +6, Will +6; –4 penalty vs. gaze attacks
Weaknesses gaze vulnerability
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OFFENSE
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Speed 40 ft., climb 20 ft.; four-footed run
Melee 2 claws +11 (1d6+4) and gore +11 (1d8+4/19-20)
Space 10 ft.; Reach 10 ft.
Special Attacks gnashing teeth, powerful charge (gore, 2d8+8), terrible roar
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STATISTICS
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Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Base Atk +8; CMB +13; CMD 23
Skills Acrobatics +6, Climb +12, Survival +9
Languages Common, Giant
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ECOLOGY
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Environment any temperate or tropical
Organization solitary or wild rumpus (2-8 wild things)
Treasure standard
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SPECIAL ABILITIES
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Four-Footed Run (Ex) Aaron can run on all fours at speed of 50 feet if he doesn't hold or carry anything in his hands. When running on all fours, he is treated as if he had the Run feat
Gaze Vulnerability (Ex) Aaron takes a –4 penalty on saving throws against gaze attacks.
Gnashing Teeth (Ex) Aaron can make an Intimidate check against one foe within 30 feet as a move action. If Aaron successfully demoralizes his opponent, the foe is shaken for 1d4 rounds.
Terrible Roar (Ex) As a standard action, Aaron can unleash a terrible roar. All shaken enemies within 30 feet must make a Will save (DC 15) or be panicked for 1d4+1 rounds. Once a creature has made a save versus the terrible roar of any wild thing (successful or not), it is immune to this power for 24 hours. The save is Constitution-based).

Goat Boy (Alexander)
This human-sized creature mostly resembles a large, upright goat.
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GOAT BOY                                                                                        CR 3
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XP 800
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
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DEFENSE
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AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 30 (4d10+8)
Fort +3, Ref +7, Will +5; –4 penalty vs. gaze attacks
Weaknesses gaze vulnerability
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OFFENSE
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Speed 30 ft., climb 15 ft.
Melee 2 claws +7 (1d4+3) and gore +7 (1d6+3)
Special Attacks gnashing teeth, terrible roar
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STATISTICS
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Str 16, Dex 17, Con 14, Int 13, Wis 13, Cha 10
Base Atk +4; CMB +7; CMD 20
Skills Climb +11, Diplomacy +4, Perception +8, Ride +10, Stealth +10, Survival +8
Languages Common, Giant, Goblin
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ECOLOGY
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Environment any temperate or tropical
Organization solitary or wild rumpus (2-8 wild things)
Treasure standard
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SPECIAL ABILITIES
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Gaze Vulnerability (Ex) Goat Boy takes a –4 penalty on saving throws against gaze attacks.
Gnashing Teeth (Ex) Goat Boy can make an Intimidate check against one foe within 30 feet as a move action. If Goat Boy successfully demoralizes his opponent, the foe is shaken for 1d4 rounds.
Terrible Roar (Ex) As a standard action, Goat Boy can unleash a terrible roar. All shaken enemies within 30 feet must make a Will save (DC 14) or be panicked for 1d4+1 rounds. Once a creature has made a save versus the terrible roar of any wild thing (successful or not), it is immune to this power for 24 hours. The save is Constitution-based).