Mangles
2009-12-16, 05:03 PM
G'day mates, I'm Steve and today we are going to be looking at some of the more dangerous animals in the d&d world. Those so deadly that they haven't been well studied enough to even print in a monster manual. I'm talking about the native animals of the ecsecsecsecs, the great land down under, Australia. Now I can't find all these animals myself, so if your game feel free to jump right in and tackle one.
First I would like to start off with our nations greatest symbol the Kangaroo. Don't those fella's look cute especially when they are hoping about with the little Joeys in their pouches. Now there are two main family's of Roo for you tourists. They are the smaller Grey and the large Red.
Now they Grey Roo is normally a timid creature. Only fights when in a corner or in defense. Now even though they aren't the smartest tool in the shed you have to watch out. If these buggers get up on the tail stay back. It will use its powerful legs to both kick and slash you at the same time, and if it gets a good hit in it will spill your innards everywhere.
The Grey Kangaroo.
Size/Type: Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+0
Attack: Claw +3 melee (1d4+1)
Full Attack: 2 Claws +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tail stand kick
Special Qualities: Low-light vision, Scent, Pounce, Bound
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +5, Move Silently +1, Spot +3, Survival +1*
Feats: Weapon Focus (Claws)
Environment: Bushland
Organization: Solitary, pair, or mob (3-16)
Challenge Rating: 1
Advancement: 3 HD (Medium); 4-6 HD (Large)
Level Adjustment: —
Tail stand kick (Ex)
A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d8's and it reach increases to 10ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).
Bound
Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 10ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 10ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 15ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.
Now that fella isn't too dangerous. Its a bit small right. So here is its bigger cousin the Red Roo. This guy is large and in charge. The icon of Australia, and tastes great as a steak too. Found in the more arid regions this fella is a good wrestle. But if you can get it on its back you've won.
The Red Kangaroo.
Size/Type: Medium Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 60 ft. (20 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+0
Attack: Claw +7 melee (1d6+10)
Full Attack: 2 Claws +7 melee (1d6+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tail stand kick
Special Qualities: Low-light vision, Scent, Pounce, Bound,
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +5, Move Silently +1, Spot +3, Survival +1*
Feats: Weapon Focus (Claws), Alertness, Powerful build
Environment: Red desert
Organization: Solitary, pair, or Mob (3-16)
Challenge Rating: 3
Advancement: 7-18 HD (Large)
Level Adjustment: —
Tail stand kick (Ex)
A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d12's and it reach increases to 10ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).
Bound
Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 10ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 10ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 15ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.
Now thanks to genetics we know about the ancient grandfather of these fella's, the Giant kangaroo. Dating back to the dream time the giant kangaroo is as much myth as it is dangerous. As large as an elephant this guy could literally swallow you whole. Luckily for us everything was just about that big back in the day, so it still had lots of things to fight.
The Giant (Dire) Kangaroo
Size/Type: Huge Animal
Hit Dice: 11d8+55 (104 hp)
Initiative: +0
Speed: 100 ft. (20 squares)
Armor Class: 15 (-2 huge, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +8/+0
Attack: Claw +13 melee (2d8+10)
Full Attack: 2 Claws +13 melee (2d8+10)
Space/Reach: 10 ft./15 ft.
Special Attacks: Tail stand kick
Special Qualities: Low-light vision, Scent, Pounce, Bound
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 25, Dex 15, Con 21, Int 2, Wis 13, Cha 7
Skills: Listen +7, Spot +5, Survival +5
Feats: Weapon Focus(Claws), Alertness, Endurance, Diehard
Environment: Red desert, Bushland
Organization: Solitary or pair,
Challenge Rating: 6
Advancement: 12-22 HD (Huge)
Level Adjustment: —
Tail stand kick (Ex)
A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d12's and it reach increases to 20ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).
Bound
Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 15ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 15ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 20 ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.
Now besides the Roo's there are plenty of other creatures who will gladly poison, scratch, bite, gore, skin and kill you given half a chance. Lets start with a pair of characters who love to climb trees. I'm talking about the koala and the possum. Now these little things are cute aren't they. The furry little bastards will tear your face to shreds if your not careful, and the kolas the worst of the pair. There is only one major difference in fighting terms between these two. Laziness. Nothing is more lazy than a kola on a hot day. And just about every day is hot down here.
Now I don't know how many of you have seen a possum around. They get in your roof and scratch around at night, or eat all your food while your camping.
Possum
Size/Type: Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Climb 15 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/-4
Attack: Claw +2 melee (1d2-1)
Full Attack: 2 claws +2 melee (1d2-1) and bite -3 melee (1d3-1)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Low-light vision, scent,
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +9, Listen +3, Spot +3
Feats: Agile,
Environment: Bushland
Organization: Solitary, Passel(3 -5),
Challenge Rating: ½
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —
Rage (Ex)
A Possum that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.
Now onto everyone's favorite. The Koala. This lazy git gets most of its water and nutrients from eating semi poisoned leaves. Which given how little water there is in the tree doesn't leave it a lot of time to do much else. That means if you want to fight one you basically have to climb a tree and drag it down.
Koala
Size/Type: Small Animal
Hit Dice: 2d8+3 (11 hp)
Initiative: +0
Speed: 10 ft. (2 squares), Climb 10 ft, Swim 10 ft
Armor Class: 16 (+1 size, +0 Dex, +5 natural), touch 10, flat-footed 10
Base Attack/Grapple: +1/-4
Attack: Claw +1 melee (1d2-1)
Full Attack: 2 claws +1 melee (1d2-1) and bite -4 melee (1d3-1)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: None
Special Qualities: Low-light vision, Scent
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 8, Dex 10, Con 17, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +9, Listen +3, Spot +3
Feats: Endurance,
Environment: Bushland
Organization: Solitary, pair,
Challenge Rating: ½
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —
(If you feel like calling this a Koala bear please read the note at the bottom of the Platypus first)
And here is the perfect time to introduce Australia's biggest tourist killer. The drop bear. I'm sure you have heard the stories. Everyone has, the drop bear is similar too the Koala in looks, except tends to be whiter instead of grey and is carnivorous. It sits in tree's waiting for prey to move underneath it before dropping from above bludgeoning anyone bellow it before latching on and tearing them to shreds with its large claws. These fella's are a nasty piece of work, and Australians have found there weakness. Eating Vegemite our whole live makes your skin exude a faint scent (No really it does look it up). This scent repels the drop bears. Instead of smelling like food we smell more like a dried turd to those guys. For you tourists who haven't been protecting yourself your whole life you can instead apply it like sunscreen. We suggest a very thin layer like you would put on toast. This makes sure you have the scent when your strolling under all those gum trees looking up for koala's.
The Drop Bear
Size/Type: Medium Animal
Hit Dice: 3d8+15 (28 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Climb 15 ft.
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/+0
Attack: Claw +4 melee (1d4+2)
Full Attack: 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage, Drop
Special Qualities: Low-light vision, Scent
Saves: Fort +9, Ref +6, Will +4
Abilities: Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills: Listen +6, Spot +6
Feats: Alertness, Endurance
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Large)
Level Adjustment: —
Drop
Should you walk beneath a square a drop bear threatens it will fall from above on top of you dealing 2d6 bludgeoning damage + any additional fall damage it would take. If you know about the drop bear before entering the square you may make a Reflex save dc 15 to avoid the damage and the drop bear will take the appropriate fall damage. Should the drop bear hit you with this attack it gets both a free attack with a claw and a free grapple attempt should it choose to take it. The drop bear may use this attack to initiate its Rage feature.
Rage (Ex)
A drop bear that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.
Now another furry creature you tourists all love is the Wombat. This bastard is hard arsed. Literally. People have run cars into them and the little critters have just walked away. Meanwhile the poor driver is left stranded in the bush with his minivan compacted to the size of possum dropping.
Wombat
Wombat
Size/Type: Small Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Burrow 5 ft.
Armor Class: 19 (+1 size, +3 Dex, +5 natural), touch 14, flat-footed 16
Base Attack/Grapple: +1/+0
Attack: Claw +2 melee (1d4+2)
Full Attack: 2 claws +2 melee (1d4+2)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Hard arse
Special Qualities: Low-light vision, Scent
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 15, Dex 12, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +5, Listen +5, Spot +7
Feats: Endurance
Environment: Bushland
Organization: Solitary, pair,
Challenge Rating: ½
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —
Hard arse(Ex)
Once a wombat burrows it can use its hardened butt to stop attackers and fir. Anytime the wombat burrows in, it gains DR2/bludgeoning in addition it looses its claw attacks and may make a slam attack against anyone who follows it into its burrow. This deals 2d6+2 bludgeoning damage.
Now those fellas wouldn't attack you without you poking it with a stick, and even then it better be a sharp one. But its good too have a look at today's creatures before we show you where they come from. Let me introduce you too our next creature from the dreaming. I'm talking about the Giant wombat of cause. They were the largest marsupials ever to have lived, although that was a few million years ago.
Giant (Dire) Wombat
Size/Type: Huge Animal
Hit Dice: 11d8+55 (104 hp)
Initiative: +0
Speed: 50 ft. (6 squares), Burrow 20 ft.
Armor Class: 20 (-2 size, +3 Dex, +9 natural), touch 15, flat-footed 17
Base Attack/Grapple: +8/+4
Attack: Claw +4 melee (2d8+10)
Full Attack: 2 claws +4 melee (2d8+10) and bite -1 (2d10+10)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Rend
Special Qualities: Low-light vision, Scent, DR 8/Magic
Saves: Fort +11, Ref +7, Will +5
Abilities: Str 25, Dex 15, Con 21, Int 2, Wis 13, Cha 7
Skills: Listen +9, Spot +7, Survival +5
Feats: Alertness, Track, Endurance, Darkvision 60ft
Environment: Bushland
Organization: Solitary, pair,
Challenge Rating: 5
Advancement: 12-22 HD (Huge)
Level Adjustment: —
Rend(Ex)
If the Giant wombat strikes the same target with two claw attacks, it automatically deals extra damage equal to that of two claw attacks plus 1/2 its Strength bonus.
Hard arse(Ex)
Once a Giant wombat burrows it can use its hardened butt to stop attackers and fir. Anytime the Giant wombat burrows in, it gains DR5/bludgeoning in addition it looses its claw attacks and may make a slam attack against anyone who follows it into its burrow. This deals 4d8+10 bludgeoning damage.
While we are still in the bushland why don't we head south. There is a small island down there considered by some to be a part of Australia and it hosts quite a famous creature. The Tassy Devil. The black little critter has a wicked bite, and thanks to the extreme sunlight we get down here has mutated it too be able to spread cancer from it.
Tasmanian Devil
Size/Type: Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–5
Attack: Bite +4 melee (1d4) + Disease
Full Attack: Bite +4 melee (1d4) + Disease and claw –1 melee (1) or if attached 2 claw +4 (1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage, Attach
Special Qualities: Low-light vision, Scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +7, Listen +5, Spot +5
Feats: Endurance, Track, Weapon Finesse
Environment: Busland
Organization: Solitary, pair, or cete (3–5)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —
Cancerous Bite (Disease) Whenever the Tasmanian Devil makes a successful bite attack, it forces the target to make a fortitude save DC 15 or get Tasmanian Cancer. This does not cause any initial effects, however whenever the target goes up an age category it looses an additional point of constitution due to the disease.
Rage (Ex)
A Tasmanian devil that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.
Now over by the billabong we have perhaps the strangest of all Australian animals. Now brace yourself before I reveal him, the sight has been known to drive a man insane. I'm talking about this little guy, the platypus. While he seems like a small creature and not much worry, I wouldn't want to swim with an angry one. The male's have a poisonous bards on there hind legs, and should you be stuck you will be feeling pain anywhere between days and weeks to come.
Platypus
Size/Type: Small Animal
Hit Dice: 1d8+3 (7 hp)
Initiative: +0
Speed: 15 ft. (3 squares), Swim 30 ft
Armor Class: 15 (+1 size, +0 Dex, +4 natural), touch 11, flat-footed 11
Base Attack/Grapple: +0/+5
Attack: Claw +4 melee (1d2-1) + platypus poison
Full Attack: 2 claws +4 melee (1d2-1) + platypus poison
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: platypus poison
Special Qualities: Scent, hold breath, Low-light vision, Duck/beaver/otter thing.
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 8, Dex 11, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +11, Listen +3, Spot +5
Feats: Alertness, Endurance,
Environment: Billabong
Organization: Solitary, pair,
Challenge Rating: ½
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —
Platypus Poison
Upon a successful attack the platypus poisons its victim. Fortitude save DC 15. Initial damage is 1d6 non lethal every round. This will never kill someone but can knock them out, and if in water, make them drown. The player is also more susceptible to pain when poisoned taking an extra 1d4 non lethal damage every time an attack is successful. This damage cannot be reduced by DR or immunity. A single success Fort save delays the affects for 1 round, a second successful saves means the poison has passed. If the creature is hit more than once by the platypus the save DC increases by 1 for each additional hit after the first.
Duck/Beaver/Otter thing
Any person viewing the platypus for the first time must make a will save DC 15 or suffer the affects of the spell insanity for the duration of and hour, muttering things like "It shouldn't be." or "Its a duck...but its a beaver...oh god."
(On a personal note I never mentioned it was a duck billed platypus, that is because there is no such thing. Just like the koala bear it doesn't exist. Why do you have to add a description to a creature that is one of a kind I will never know, but please don't. It is not only wrong but makes you sound silly.)
Well thanks for checking out the creatures Australia has to offer. I'll hand you over to my mate Johno to talk to you about some things you tourists might not have. Catchya round
EDITS as of Day 1: Added some wombats a platypus, and a little Tasmanian devil. Not sure about dire tassy devil as so far all the dire creatures are either from myth or actually existed. Did up an extra abilities for the wombat (Hard arse) and lots of fixes for the Roos. Added an item, the Tinny, Vegemite and thongs as well as the Bogan and Bogan Barbarian varient. Also started stating up a Bogan Barbarian. expect more NPC classes soon. THANKS TO DEBBY for fixing some major mistakes made by me
Day 2: Added in elves, still working out the stats for those, and the Ocker class as a Expert replacement, also the ranger variant for that class. I fell it is quite week having taken some of the combat ability away.
THANKS TO DEBBY, AMIEL THRAWN183 and LATRONIS. AMIEL takes full credit for the elves and Debbie for her always useful help with the stats (why do i always get them so wrong). Latronis' continuous support and Thrawn for help with CR. Please keep it coming i need lots more help. I will try to post a class and an Animal a day at least for now.
First I would like to start off with our nations greatest symbol the Kangaroo. Don't those fella's look cute especially when they are hoping about with the little Joeys in their pouches. Now there are two main family's of Roo for you tourists. They are the smaller Grey and the large Red.
Now they Grey Roo is normally a timid creature. Only fights when in a corner or in defense. Now even though they aren't the smartest tool in the shed you have to watch out. If these buggers get up on the tail stay back. It will use its powerful legs to both kick and slash you at the same time, and if it gets a good hit in it will spill your innards everywhere.
The Grey Kangaroo.
Size/Type: Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+0
Attack: Claw +3 melee (1d4+1)
Full Attack: 2 Claws +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tail stand kick
Special Qualities: Low-light vision, Scent, Pounce, Bound
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +5, Move Silently +1, Spot +3, Survival +1*
Feats: Weapon Focus (Claws)
Environment: Bushland
Organization: Solitary, pair, or mob (3-16)
Challenge Rating: 1
Advancement: 3 HD (Medium); 4-6 HD (Large)
Level Adjustment: —
Tail stand kick (Ex)
A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d8's and it reach increases to 10ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).
Bound
Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 10ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 10ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 15ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.
Now that fella isn't too dangerous. Its a bit small right. So here is its bigger cousin the Red Roo. This guy is large and in charge. The icon of Australia, and tastes great as a steak too. Found in the more arid regions this fella is a good wrestle. But if you can get it on its back you've won.
The Red Kangaroo.
Size/Type: Medium Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 60 ft. (20 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+0
Attack: Claw +7 melee (1d6+10)
Full Attack: 2 Claws +7 melee (1d6+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tail stand kick
Special Qualities: Low-light vision, Scent, Pounce, Bound,
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +5, Move Silently +1, Spot +3, Survival +1*
Feats: Weapon Focus (Claws), Alertness, Powerful build
Environment: Red desert
Organization: Solitary, pair, or Mob (3-16)
Challenge Rating: 3
Advancement: 7-18 HD (Large)
Level Adjustment: —
Tail stand kick (Ex)
A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d12's and it reach increases to 10ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).
Bound
Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 10ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 10ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 15ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.
Now thanks to genetics we know about the ancient grandfather of these fella's, the Giant kangaroo. Dating back to the dream time the giant kangaroo is as much myth as it is dangerous. As large as an elephant this guy could literally swallow you whole. Luckily for us everything was just about that big back in the day, so it still had lots of things to fight.
The Giant (Dire) Kangaroo
Size/Type: Huge Animal
Hit Dice: 11d8+55 (104 hp)
Initiative: +0
Speed: 100 ft. (20 squares)
Armor Class: 15 (-2 huge, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +8/+0
Attack: Claw +13 melee (2d8+10)
Full Attack: 2 Claws +13 melee (2d8+10)
Space/Reach: 10 ft./15 ft.
Special Attacks: Tail stand kick
Special Qualities: Low-light vision, Scent, Pounce, Bound
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 25, Dex 15, Con 21, Int 2, Wis 13, Cha 7
Skills: Listen +7, Spot +5, Survival +5
Feats: Weapon Focus(Claws), Alertness, Endurance, Diehard
Environment: Red desert, Bushland
Organization: Solitary or pair,
Challenge Rating: 6
Advancement: 12-22 HD (Huge)
Level Adjustment: —
Tail stand kick (Ex)
A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d12's and it reach increases to 20ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).
Bound
Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 15ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 15ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 20 ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.
Now besides the Roo's there are plenty of other creatures who will gladly poison, scratch, bite, gore, skin and kill you given half a chance. Lets start with a pair of characters who love to climb trees. I'm talking about the koala and the possum. Now these little things are cute aren't they. The furry little bastards will tear your face to shreds if your not careful, and the kolas the worst of the pair. There is only one major difference in fighting terms between these two. Laziness. Nothing is more lazy than a kola on a hot day. And just about every day is hot down here.
Now I don't know how many of you have seen a possum around. They get in your roof and scratch around at night, or eat all your food while your camping.
Possum
Size/Type: Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Climb 15 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/-4
Attack: Claw +2 melee (1d2-1)
Full Attack: 2 claws +2 melee (1d2-1) and bite -3 melee (1d3-1)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Low-light vision, scent,
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +9, Listen +3, Spot +3
Feats: Agile,
Environment: Bushland
Organization: Solitary, Passel(3 -5),
Challenge Rating: ½
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —
Rage (Ex)
A Possum that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.
Now onto everyone's favorite. The Koala. This lazy git gets most of its water and nutrients from eating semi poisoned leaves. Which given how little water there is in the tree doesn't leave it a lot of time to do much else. That means if you want to fight one you basically have to climb a tree and drag it down.
Koala
Size/Type: Small Animal
Hit Dice: 2d8+3 (11 hp)
Initiative: +0
Speed: 10 ft. (2 squares), Climb 10 ft, Swim 10 ft
Armor Class: 16 (+1 size, +0 Dex, +5 natural), touch 10, flat-footed 10
Base Attack/Grapple: +1/-4
Attack: Claw +1 melee (1d2-1)
Full Attack: 2 claws +1 melee (1d2-1) and bite -4 melee (1d3-1)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: None
Special Qualities: Low-light vision, Scent
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 8, Dex 10, Con 17, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +9, Listen +3, Spot +3
Feats: Endurance,
Environment: Bushland
Organization: Solitary, pair,
Challenge Rating: ½
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —
(If you feel like calling this a Koala bear please read the note at the bottom of the Platypus first)
And here is the perfect time to introduce Australia's biggest tourist killer. The drop bear. I'm sure you have heard the stories. Everyone has, the drop bear is similar too the Koala in looks, except tends to be whiter instead of grey and is carnivorous. It sits in tree's waiting for prey to move underneath it before dropping from above bludgeoning anyone bellow it before latching on and tearing them to shreds with its large claws. These fella's are a nasty piece of work, and Australians have found there weakness. Eating Vegemite our whole live makes your skin exude a faint scent (No really it does look it up). This scent repels the drop bears. Instead of smelling like food we smell more like a dried turd to those guys. For you tourists who haven't been protecting yourself your whole life you can instead apply it like sunscreen. We suggest a very thin layer like you would put on toast. This makes sure you have the scent when your strolling under all those gum trees looking up for koala's.
The Drop Bear
Size/Type: Medium Animal
Hit Dice: 3d8+15 (28 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Climb 15 ft.
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/+0
Attack: Claw +4 melee (1d4+2)
Full Attack: 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage, Drop
Special Qualities: Low-light vision, Scent
Saves: Fort +9, Ref +6, Will +4
Abilities: Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills: Listen +6, Spot +6
Feats: Alertness, Endurance
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Large)
Level Adjustment: —
Drop
Should you walk beneath a square a drop bear threatens it will fall from above on top of you dealing 2d6 bludgeoning damage + any additional fall damage it would take. If you know about the drop bear before entering the square you may make a Reflex save dc 15 to avoid the damage and the drop bear will take the appropriate fall damage. Should the drop bear hit you with this attack it gets both a free attack with a claw and a free grapple attempt should it choose to take it. The drop bear may use this attack to initiate its Rage feature.
Rage (Ex)
A drop bear that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.
Now another furry creature you tourists all love is the Wombat. This bastard is hard arsed. Literally. People have run cars into them and the little critters have just walked away. Meanwhile the poor driver is left stranded in the bush with his minivan compacted to the size of possum dropping.
Wombat
Wombat
Size/Type: Small Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Burrow 5 ft.
Armor Class: 19 (+1 size, +3 Dex, +5 natural), touch 14, flat-footed 16
Base Attack/Grapple: +1/+0
Attack: Claw +2 melee (1d4+2)
Full Attack: 2 claws +2 melee (1d4+2)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Hard arse
Special Qualities: Low-light vision, Scent
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 15, Dex 12, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +5, Listen +5, Spot +7
Feats: Endurance
Environment: Bushland
Organization: Solitary, pair,
Challenge Rating: ½
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —
Hard arse(Ex)
Once a wombat burrows it can use its hardened butt to stop attackers and fir. Anytime the wombat burrows in, it gains DR2/bludgeoning in addition it looses its claw attacks and may make a slam attack against anyone who follows it into its burrow. This deals 2d6+2 bludgeoning damage.
Now those fellas wouldn't attack you without you poking it with a stick, and even then it better be a sharp one. But its good too have a look at today's creatures before we show you where they come from. Let me introduce you too our next creature from the dreaming. I'm talking about the Giant wombat of cause. They were the largest marsupials ever to have lived, although that was a few million years ago.
Giant (Dire) Wombat
Size/Type: Huge Animal
Hit Dice: 11d8+55 (104 hp)
Initiative: +0
Speed: 50 ft. (6 squares), Burrow 20 ft.
Armor Class: 20 (-2 size, +3 Dex, +9 natural), touch 15, flat-footed 17
Base Attack/Grapple: +8/+4
Attack: Claw +4 melee (2d8+10)
Full Attack: 2 claws +4 melee (2d8+10) and bite -1 (2d10+10)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Rend
Special Qualities: Low-light vision, Scent, DR 8/Magic
Saves: Fort +11, Ref +7, Will +5
Abilities: Str 25, Dex 15, Con 21, Int 2, Wis 13, Cha 7
Skills: Listen +9, Spot +7, Survival +5
Feats: Alertness, Track, Endurance, Darkvision 60ft
Environment: Bushland
Organization: Solitary, pair,
Challenge Rating: 5
Advancement: 12-22 HD (Huge)
Level Adjustment: —
Rend(Ex)
If the Giant wombat strikes the same target with two claw attacks, it automatically deals extra damage equal to that of two claw attacks plus 1/2 its Strength bonus.
Hard arse(Ex)
Once a Giant wombat burrows it can use its hardened butt to stop attackers and fir. Anytime the Giant wombat burrows in, it gains DR5/bludgeoning in addition it looses its claw attacks and may make a slam attack against anyone who follows it into its burrow. This deals 4d8+10 bludgeoning damage.
While we are still in the bushland why don't we head south. There is a small island down there considered by some to be a part of Australia and it hosts quite a famous creature. The Tassy Devil. The black little critter has a wicked bite, and thanks to the extreme sunlight we get down here has mutated it too be able to spread cancer from it.
Tasmanian Devil
Size/Type: Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–5
Attack: Bite +4 melee (1d4) + Disease
Full Attack: Bite +4 melee (1d4) + Disease and claw –1 melee (1) or if attached 2 claw +4 (1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage, Attach
Special Qualities: Low-light vision, Scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +7, Listen +5, Spot +5
Feats: Endurance, Track, Weapon Finesse
Environment: Busland
Organization: Solitary, pair, or cete (3–5)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —
Cancerous Bite (Disease) Whenever the Tasmanian Devil makes a successful bite attack, it forces the target to make a fortitude save DC 15 or get Tasmanian Cancer. This does not cause any initial effects, however whenever the target goes up an age category it looses an additional point of constitution due to the disease.
Rage (Ex)
A Tasmanian devil that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.
Now over by the billabong we have perhaps the strangest of all Australian animals. Now brace yourself before I reveal him, the sight has been known to drive a man insane. I'm talking about this little guy, the platypus. While he seems like a small creature and not much worry, I wouldn't want to swim with an angry one. The male's have a poisonous bards on there hind legs, and should you be stuck you will be feeling pain anywhere between days and weeks to come.
Platypus
Size/Type: Small Animal
Hit Dice: 1d8+3 (7 hp)
Initiative: +0
Speed: 15 ft. (3 squares), Swim 30 ft
Armor Class: 15 (+1 size, +0 Dex, +4 natural), touch 11, flat-footed 11
Base Attack/Grapple: +0/+5
Attack: Claw +4 melee (1d2-1) + platypus poison
Full Attack: 2 claws +4 melee (1d2-1) + platypus poison
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: platypus poison
Special Qualities: Scent, hold breath, Low-light vision, Duck/beaver/otter thing.
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 8, Dex 11, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +11, Listen +3, Spot +5
Feats: Alertness, Endurance,
Environment: Billabong
Organization: Solitary, pair,
Challenge Rating: ½
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —
Platypus Poison
Upon a successful attack the platypus poisons its victim. Fortitude save DC 15. Initial damage is 1d6 non lethal every round. This will never kill someone but can knock them out, and if in water, make them drown. The player is also more susceptible to pain when poisoned taking an extra 1d4 non lethal damage every time an attack is successful. This damage cannot be reduced by DR or immunity. A single success Fort save delays the affects for 1 round, a second successful saves means the poison has passed. If the creature is hit more than once by the platypus the save DC increases by 1 for each additional hit after the first.
Duck/Beaver/Otter thing
Any person viewing the platypus for the first time must make a will save DC 15 or suffer the affects of the spell insanity for the duration of and hour, muttering things like "It shouldn't be." or "Its a duck...but its a beaver...oh god."
(On a personal note I never mentioned it was a duck billed platypus, that is because there is no such thing. Just like the koala bear it doesn't exist. Why do you have to add a description to a creature that is one of a kind I will never know, but please don't. It is not only wrong but makes you sound silly.)
Well thanks for checking out the creatures Australia has to offer. I'll hand you over to my mate Johno to talk to you about some things you tourists might not have. Catchya round
EDITS as of Day 1: Added some wombats a platypus, and a little Tasmanian devil. Not sure about dire tassy devil as so far all the dire creatures are either from myth or actually existed. Did up an extra abilities for the wombat (Hard arse) and lots of fixes for the Roos. Added an item, the Tinny, Vegemite and thongs as well as the Bogan and Bogan Barbarian varient. Also started stating up a Bogan Barbarian. expect more NPC classes soon. THANKS TO DEBBY for fixing some major mistakes made by me
Day 2: Added in elves, still working out the stats for those, and the Ocker class as a Expert replacement, also the ranger variant for that class. I fell it is quite week having taken some of the combat ability away.
THANKS TO DEBBY, AMIEL THRAWN183 and LATRONIS. AMIEL takes full credit for the elves and Debbie for her always useful help with the stats (why do i always get them so wrong). Latronis' continuous support and Thrawn for help with CR. Please keep it coming i need lots more help. I will try to post a class and an Animal a day at least for now.