Starfinder Monster Design and Really Wild West Bestiary—Rattle-Cat
We already looked at some general guidelines for building monsters for the Starfinder Roleplaying Game with the Grizzly Boar, an entry for the eventual bestiary for the Really Wild West setting hack which uses the combatant array for monster creation. Now, we’re going to look at building a monster using the expert array.
The Rattle-Cat
A Rattle-Cat is a predator and scavenger unique to North America, though it’s range on the continent is much broader than the snake it shares some characteristics with (likely due to it’s fur coat and warm-blooded nature). Rattle-Cats are ambush predators, depending on speed, stealth, and a mastery of terrain to get near their prey, before dashing out to bite and poison potential prey or threats. They also use their menacing rattle to intimidate any creature that poses a potential threat, a warning much of North American wildlife knows well enough to heed, and to drive away competition from potential scavenged kills, such as dead herd animals and carrion.
Rattle-Cats often travel alone as wandering creatures, but also sometimes form territorial packs (known as a “dirge of rattle-cats”) of up to 12-16 members, ruled over by the eldest female in the pack. They lay eggs which hatch big-pawed cubs with stubby tails, who can already move about and inject venom within an hour of hatching. A rattle-cat can be trained with some success if raised from hatching, making the eggs valuable in certain markets.
Building and Defining an Expert
The actual rules for building and defining a monster using the expert array are the same as those for any other creature, but the nature of the expert array means the emphasis needs to be different. An expert has a lower attack roll and does less damage per attack than a combatant, and has a slightly lower KAC and about 10% fewer hit points. In exchange, it gets a higher ability DC, base spell DC, and more master skills.
That means when deciding if a creature should use the combatant or expert array, the GM needs to ask “is the core conceit of this creature one that leans heavily on skills or abilities with save DCs?” (You use the spellcaster array if you creature is primarily a spellcaster—that’s pretty straightforward. Anything that is a straightforward fighting monster should be a combatant. But if some creature’s concept is built on special effects or opposed skill checks, it works better as an expert. It’s not able to deal or soak quite as much damage in a stand-up fight, but it is more likely to have the skills needed to be a noncombat threat to PCs, and it’s abilities are harder to resist.
So when building our template graft, we should have a fairly heavy focus on things that work well with complementary skills, and/or that have a save DC of some kind. Once we know the core abilities for the creature, it’s still possible to easily create a graft we can apply to the right array and type and/or subtype grafts to produce a version of the monster at any CR. Using the same format as we did for the Grizzly Boar template graft, here’s the graft for the Rattle-Cat.
Rattle-Cat TEMPLATE GRAFT
Required Array: Expert
Required Type: Animal
Alignment: Neutral
Size: Small (CR 1/3-CR 1/2), Medium (CR 2-CR 11), or Large (CR 12+)
Speed: 30 feet (Small), 50 feet (Large) or 60 feet (Huge)
Ability Score Modifiers: Strength, Dexterity, Wisdom
Special Abilities: 1-Poison bite (see Rattler Poison). 2-Rattle (see Rattle special ability). 3-Evasion. 4-Cloaking field (as the operative exploit). Bonus- Spring Attack (as the feat).
Skills: Master– Acrobatics, Intimidate, Stealth; Good-Athletics, Survival
Attacks: Melee (bite, with poison; critical: injection +2), no ranged.
Rattle (Ex): The tip of a rattle-cat’s tail makes a disturbing, rhythmic noise that most creatures other than rattle-cats and rattle-snakes find disconcerting. As part of a move action, a rattle-cat can rattle its tail to make an Intimidate check to demoralize all foes within 60 feet. Once a creature has been demoralized by this function of a Rattle-Cat’s rattle ability, it cannot be affected again for 24 hours. A Rattle-Cat can also make an Intimidate check to demoralize any creature that can hear it as a standard action.
Rattler Poison
Type poison (injury); Save Fortitude (DC set by array and CR)
Track Constitution; Frequency: 1/hour for 12 hours
Special: Multiple bites cannot move target down the Constitution track more than once per hour.
Cure: 2 consecutive saves
So, you can see that one major element of the rattle-cat is its poison, which it applies with every bite. Given how the poison rules in the Starfinder Roleplaying Game this could be extremely deadly very quickly, but the special restriction means that after the first bite you are just taking damage until the 2nd or subsequent hour. If untreated, the 12 hour duration makes you likely to die without treatment… which is exactly what we’re looking for in a poisoned Really Wild West creature, to help drive storylines. The poison is both a combat enhancer, and an after-combat driver of story and plot.
The Rattle ability is built off Intimidate skill rules, which works well with our Expert build. However, the Rattle-Cat is also well positioned to be a mobile ambush threat, with high Acrobatics and Stealth values as well. A combatant would have trouble being a major threat with Acrobatics and Intimidate and Stealth, all of which can call for checks with DCs based on the competence or skill of the foe. With evasion and the cloaking field, higher CR Rattle-Cats are even tougher to flush out, and the bonus Spring Attack feat (given for the same reason we gave the Grizzle-Boar a bonus ability) and high speed allows them to make hit-and-run attacks from cover in the wild.
A Rattle-Cat written up as a combatant would be more dangerous in a stand-up fight, but less able to use the tactics and abilities that make it interesting.
Here we bring the whole thing together for a CR 3 Rattle-Cat.
RATTLEE-CAT CR 3 [EXPERT]
XP 800
N Medium Animal
Init +2 Senses low-light vision; Perception +8
DEFENSE HP 35
EAC 14; KAC 15
Fort +4; Ref +4; Will +6
OFFENSE
Speed 50 ft.
Melee bite +9 (1d4+7 P plus rattler poison)
Offensive Abilities rattle
STATISTICS
Str +4; Dex +2; Con +0; Int -4; Wis +1; Cha +0
Skills Acrobatics +13, Athletics +8, Intimidate +13, Stealth +13, Survival +8
Languages none
Rattle (Ex): The tip of a rattle-cat’s tail makes a disturbing, rhythmic noise that most creatures other than rattle-cats and rattle-snakes find disconcerting. As part of a move action, a rattle-cat can rattle its tail to make an Intimidate check to demoralize all foes within 60 feet. Once a creature has been demoralized by this function of a Rattle-Cat’s rattle ability, it cannot be affected again for 24 hours. A Rattle-Cat can also make an Intimidate check to demoralize any creature that can hear it as a standard action.
Rattler Poison
Type poison (injury); Save Fortitude (DC 14)
Track Constitution; Frequency: 1/hour for 12 hours
Special: Multiple bites cannot move target down the Constitution track more than once per hour.
Cure: 2 consecutive saves
So that brings us through two of the three arrays, while helping to build a set of unique threats for the Really Wild West (though these monsters can be used in any Starfinder Roleplaying Game campaign). We still need to discuss the Spellcaster array, and maybe take a look at class grafts, in upcoming articles!
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Posted on May 19, 2018, in Anachronistic Adventurers, Game Design, Microsetting, Starfinder Development and tagged bestiary, Development, gaming, Really Wild West, Starfinder. Bookmark the permalink. Leave a comment.
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