Zaydos
2011-12-20, 03:06 PM
I felt like making some ungodly abominations based on the concept of the owlbear, take two animals and combine them. So, I hope people enjoy.
Octowl
Small Magical Beast (Aquatic)
HD 3d10+3 (19)
Speed 10 ft. (2 squares); swim 20-ft, fly 40-ft (average)
Init: +3
AC 16; touch 14; flat-footed 13 (+1 size, +3 Dex, +2 natural)
BAB +3; Grp +3
Attack Bite +7 melee (1d4)
Full-Attack Bite +7 melee (1d4) and tentacles +5 melee (1d3 and improved grab)
Space 5 ft.; Reach 5 ft.
Special Attacks Improved Grab.
Special Qualities Darkvision 60-ft, superior low-light vision, Amphibious
Saves Fort +5 Ref +7 Will +3
Abilities Str 10, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Skills: Hide +9, Listen +12, Move Silently +13, Spot +4 (+12 in shadowy illumination), Swim +8
Feats: Improved GrappleB, Multiattack, Weapon Finesse
Environment Temperate marshes and underground (mad-wizard’s laboratories)
Organization Solitary, pair, or parliament (3-12)
Challenge Rating 2
Treasure Incidental
Alignment Always true neutral
Advancement 4 HD (small), 5-8 HD (medium)
Level Adjustment –
A creation of crazed arcanists, the octowl combines traits of an owl with those of an octopus. While the creature mostly looks like an owl its head is extended into a cephalopod-like swell and where it should have two raking talons it instead has eight grasping tentacles.
Such creatures can be found in the laboratories of arcanists who created them, or who study them in attempting to replicate the act of species creation. Others, though, have escaped these labs, often following the death of their masters at the hand of so-called noble heroes, and some of these have formed true breeding groups in temperate swamps and wetlands. These wild octowls primarily feed by grasping small creatures in their eight tentacles and slowly crushing them.
Improved Grab (Ex): Reminder it only works on tiny or smaller creatures.
Amphibious (Ex): An octowl can freely breathe both water and air indefinitely.
Skills: Due to their swim speed octowl’s gain a +8 on swim checks.
Octowls have a +8 racial bonus to Listen checks and a +10 racial bonus to Move Silently checks. In shadowy illumination they gain a +8 bonus to Spot checks.
Lupigryph
Medium Magical Beast
HD 5d10+10 (37)
Speed 30 ft. (6 squares); fly 80-ft (average)
Init: +2
AC 14; touch 12; flat-footed 12 (+2 Dex, +2 natural)
BAB +5; Grp +6
Attack Bite +7 melee (1d6+1)
Full-Attack Bite +7 melee (1d6+1) and 2 claws +0 melee (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks Trip.
Special Qualities Darkvision 60-ft, low-light vision, scent
Saves Fort +6 Ref +6 Will +3
Abilities Str 13, Dex 15, Con 15, Int 2, Wis 14, Cha 10
Skills: Hide +5, Move Silently +5, Listen +4, Spot +10, Survival +2 (+6 when tracking via scent).
Feats: Flyby Attack, Weapon Finesse, TrackB
Environment Temperate and cold mountains and underground (mad-wizard’s laboratories)
Organization Solitary, pair, or pack (3-12)
Challenge Rating 3
Treasure Incidental
Alignment Always true neutral
Advancement 6 HD (medium), 7-10 HD (large)
Level Adjustment –
Also called griffon-wolves, lupigryphs are another creation of mad mages. A cross between wolves and eagles, or perhaps wolves and griffons, they have the canine muzzle of a wolf with the wings and deadly talons of a massive eagle. Originally created as hunting beasts sent out to kill enemies of their mad creator, lupigryphs escaped into the wild taking up a place in the mountains of the world. Now these avian wolves prowl the mountain heights diving down at enemies, when a foe falls the entire pack will descend en masse. It is a most horrifying spectacle.
Trip (Ex): A lupigryph that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the lupigryph.
Crocobear
Large Magical Beast
HD 8d10+32 (76 hp)
Speed 30 ft. (6 squares); swim 30-ft
Init: +1
AC 17; touch 10; flat-footed 16 (-1 size, +1 Dex, +7 natural)
BAB +8; Grp +20
Attack Bite +16 melee (3d6+8) or tail slap +15 melee (3d6+12)
Full-Attack Bite +16 melee (3d6+8) and 2 claws +10 melee (1d8+4) or tail slap +15 melee (3d6+12)
Space 10 ft.; Reach 5 ft.
Special Attacks Improved Grab.
Special Qualities Darkvision 60-ft, low-light vision, scent, Hold Breath
Saves Fort +10 Ref +7 Will +5
Abilities Str 27, Dex 13, Con 19, Int 1, Wis 12, Cha 10
Skills: Hide +0 (+4 to hide in water; +14 when only nose is surfaced), Listen +5, Spot +5, Swim +16.
Feats: Improved Natural Attack (Bite), Iron Will, Weapon Focus (Bite)
Environment Temperate and Warm marshes and underground (sewers and mad-wizard’s laboratories)
Organization Solitary, pair, or family (1 mother and 1-4 immature cubs)
Challenge Rating 5
Treasure Incidental
Alignment Always true neutral
Advancement 9-11 HD (large), 12-22 HD (huge), 23+ (gargantuan?)
Level Adjustment –
Crocobears were originally created by a mage, who needing a creature to protect his sewer base naturally thought of the world’s most terrifying predator bears. Fearing druids and their abilities to manipulate animals, and also wanting something that could more freely move through the waters of the sewer, the mage decided to instead splice the bears with crocodiles to create the ultimate sewer carnivore.
Improved Grab (Ex): To use this ability, a crocobear must hit with its bite attack or one of its claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check while fighting in the water, the crocobear establishes a hold on the opponent and drags it into deep water, attempting to pin it to the bottom.
A crocobear looks like a bear with crocodilian scales covering its body and a massive crocodile head full of deadly teeth. They have a crocodile’s tail for better marine maneuverability. Female crocobears are often encountered with their young in tow and are highly protective mothers.
Hold Breath (Ex): A crocobear can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
Skills: A crocobear has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*A crocobear gains a +4 racial bonus on Hide checks when in the water. Further, a crocobear can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
Crocobear Cub
Medium Magical Beast
HD 4d10+8 (30 hp)
Speed 30 ft. (6 squares); swim 30-ft
Init: +1
AC 14; touch 11; flat-footed 13 (+1 Dex, +3 natural)
BAB +4; Grp +8
Attack Bite +8 melee (1d8+4) or tail slap +7 melee (2d6+6)
Full-Attack Bite +8 melee (1d8+4) and 2 claws +3 melee (1d4+2) or tail slap +7 melee (2d6+6).
Space 5 ft.; Reach 5 ft.
Special Attacks Improved Grab.
Special Qualities Darkvision 60-ft, low-light vision, scent, Hold Breath
Saves Fort +6 Ref +5 Will +3
Abilities Str 19, Dex 13, Con 15, Int 1, Wis 10, Cha 10
Skills: Hide +2 (+6 to hide in water; +16 when only nose is surfaced), Listen +2, Spot +2, Swim +12.
Feats: Iron Will, Weapon Focus (Bite)
Challenge Rating 3
Bearble Bee
Large Magical Beast
HD 7d10+28 (66 hp)
Speed 30 ft. (6 squares); fly 40-ft (good)
Init: +2
AC 17; touch 11; flat-footed 15 (-1 size, +2 Dex, +6 natural)
BAB +7; Grp +20
Attack Claw +14 melee (1d6+7)
Full-Attack 2 Claws +14 melee (1d6+7), bite +12 melee (1d8+3) and sting +12 melee (1d6+3 and poison)
Space 10 ft.; Reach 5 ft.
Special Attacks Improved Grab, poison.
Special Qualities Darkvision 60-ft, scent
Saves Fort +9 Ref +7 Will +5
Abilities Str 25, Dex 15, Con 19, Int 1, Wis 12, Cha 8
Skills: Listen +6, Spot +6
Feats: Ability Focus (Poison), Iron Will, Multiattack
Environment Temperate forests and underground (mad-wizard’s laboratories)
Organization Solitary
Challenge Rating 5
Treasure Incidental
Alignment Always true neutral
Advancement 8-11 HD (large), 12-22 HD (huge)
Level Adjustment –
Inspired by stories of crocobears, a mad wizard created bearble bees; horrid crosses between bear and insect. These creatures have four insectoid legs, and two chitin-covered limbs ending in massive bear-like claws. They have the eyes of bees, and a head mostly like such an insect, but their mouths are those of bears. They move about on all six legs when not actively attacking, or flying, and have abandoned the partially vertical orientation of bears.
Bearble bees have a single long, dangerous stinger which drips with extremely potent venom.
Improved Grab (Ex): Claw attacks.
Poison (Ex): A creature struck by a bearable bee’s sting must make a Fort save (DC 19; Constitution based) or suffer 1d4 Constitution damage. One minute later they must make another such save or suffer 1d4 Constitution damage.
Octowl
Small Magical Beast (Aquatic)
HD 3d10+3 (19)
Speed 10 ft. (2 squares); swim 20-ft, fly 40-ft (average)
Init: +3
AC 16; touch 14; flat-footed 13 (+1 size, +3 Dex, +2 natural)
BAB +3; Grp +3
Attack Bite +7 melee (1d4)
Full-Attack Bite +7 melee (1d4) and tentacles +5 melee (1d3 and improved grab)
Space 5 ft.; Reach 5 ft.
Special Attacks Improved Grab.
Special Qualities Darkvision 60-ft, superior low-light vision, Amphibious
Saves Fort +5 Ref +7 Will +3
Abilities Str 10, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Skills: Hide +9, Listen +12, Move Silently +13, Spot +4 (+12 in shadowy illumination), Swim +8
Feats: Improved GrappleB, Multiattack, Weapon Finesse
Environment Temperate marshes and underground (mad-wizard’s laboratories)
Organization Solitary, pair, or parliament (3-12)
Challenge Rating 2
Treasure Incidental
Alignment Always true neutral
Advancement 4 HD (small), 5-8 HD (medium)
Level Adjustment –
A creation of crazed arcanists, the octowl combines traits of an owl with those of an octopus. While the creature mostly looks like an owl its head is extended into a cephalopod-like swell and where it should have two raking talons it instead has eight grasping tentacles.
Such creatures can be found in the laboratories of arcanists who created them, or who study them in attempting to replicate the act of species creation. Others, though, have escaped these labs, often following the death of their masters at the hand of so-called noble heroes, and some of these have formed true breeding groups in temperate swamps and wetlands. These wild octowls primarily feed by grasping small creatures in their eight tentacles and slowly crushing them.
Improved Grab (Ex): Reminder it only works on tiny or smaller creatures.
Amphibious (Ex): An octowl can freely breathe both water and air indefinitely.
Skills: Due to their swim speed octowl’s gain a +8 on swim checks.
Octowls have a +8 racial bonus to Listen checks and a +10 racial bonus to Move Silently checks. In shadowy illumination they gain a +8 bonus to Spot checks.
Lupigryph
Medium Magical Beast
HD 5d10+10 (37)
Speed 30 ft. (6 squares); fly 80-ft (average)
Init: +2
AC 14; touch 12; flat-footed 12 (+2 Dex, +2 natural)
BAB +5; Grp +6
Attack Bite +7 melee (1d6+1)
Full-Attack Bite +7 melee (1d6+1) and 2 claws +0 melee (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks Trip.
Special Qualities Darkvision 60-ft, low-light vision, scent
Saves Fort +6 Ref +6 Will +3
Abilities Str 13, Dex 15, Con 15, Int 2, Wis 14, Cha 10
Skills: Hide +5, Move Silently +5, Listen +4, Spot +10, Survival +2 (+6 when tracking via scent).
Feats: Flyby Attack, Weapon Finesse, TrackB
Environment Temperate and cold mountains and underground (mad-wizard’s laboratories)
Organization Solitary, pair, or pack (3-12)
Challenge Rating 3
Treasure Incidental
Alignment Always true neutral
Advancement 6 HD (medium), 7-10 HD (large)
Level Adjustment –
Also called griffon-wolves, lupigryphs are another creation of mad mages. A cross between wolves and eagles, or perhaps wolves and griffons, they have the canine muzzle of a wolf with the wings and deadly talons of a massive eagle. Originally created as hunting beasts sent out to kill enemies of their mad creator, lupigryphs escaped into the wild taking up a place in the mountains of the world. Now these avian wolves prowl the mountain heights diving down at enemies, when a foe falls the entire pack will descend en masse. It is a most horrifying spectacle.
Trip (Ex): A lupigryph that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the lupigryph.
Crocobear
Large Magical Beast
HD 8d10+32 (76 hp)
Speed 30 ft. (6 squares); swim 30-ft
Init: +1
AC 17; touch 10; flat-footed 16 (-1 size, +1 Dex, +7 natural)
BAB +8; Grp +20
Attack Bite +16 melee (3d6+8) or tail slap +15 melee (3d6+12)
Full-Attack Bite +16 melee (3d6+8) and 2 claws +10 melee (1d8+4) or tail slap +15 melee (3d6+12)
Space 10 ft.; Reach 5 ft.
Special Attacks Improved Grab.
Special Qualities Darkvision 60-ft, low-light vision, scent, Hold Breath
Saves Fort +10 Ref +7 Will +5
Abilities Str 27, Dex 13, Con 19, Int 1, Wis 12, Cha 10
Skills: Hide +0 (+4 to hide in water; +14 when only nose is surfaced), Listen +5, Spot +5, Swim +16.
Feats: Improved Natural Attack (Bite), Iron Will, Weapon Focus (Bite)
Environment Temperate and Warm marshes and underground (sewers and mad-wizard’s laboratories)
Organization Solitary, pair, or family (1 mother and 1-4 immature cubs)
Challenge Rating 5
Treasure Incidental
Alignment Always true neutral
Advancement 9-11 HD (large), 12-22 HD (huge), 23+ (gargantuan?)
Level Adjustment –
Crocobears were originally created by a mage, who needing a creature to protect his sewer base naturally thought of the world’s most terrifying predator bears. Fearing druids and their abilities to manipulate animals, and also wanting something that could more freely move through the waters of the sewer, the mage decided to instead splice the bears with crocodiles to create the ultimate sewer carnivore.
Improved Grab (Ex): To use this ability, a crocobear must hit with its bite attack or one of its claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check while fighting in the water, the crocobear establishes a hold on the opponent and drags it into deep water, attempting to pin it to the bottom.
A crocobear looks like a bear with crocodilian scales covering its body and a massive crocodile head full of deadly teeth. They have a crocodile’s tail for better marine maneuverability. Female crocobears are often encountered with their young in tow and are highly protective mothers.
Hold Breath (Ex): A crocobear can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
Skills: A crocobear has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*A crocobear gains a +4 racial bonus on Hide checks when in the water. Further, a crocobear can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
Crocobear Cub
Medium Magical Beast
HD 4d10+8 (30 hp)
Speed 30 ft. (6 squares); swim 30-ft
Init: +1
AC 14; touch 11; flat-footed 13 (+1 Dex, +3 natural)
BAB +4; Grp +8
Attack Bite +8 melee (1d8+4) or tail slap +7 melee (2d6+6)
Full-Attack Bite +8 melee (1d8+4) and 2 claws +3 melee (1d4+2) or tail slap +7 melee (2d6+6).
Space 5 ft.; Reach 5 ft.
Special Attacks Improved Grab.
Special Qualities Darkvision 60-ft, low-light vision, scent, Hold Breath
Saves Fort +6 Ref +5 Will +3
Abilities Str 19, Dex 13, Con 15, Int 1, Wis 10, Cha 10
Skills: Hide +2 (+6 to hide in water; +16 when only nose is surfaced), Listen +2, Spot +2, Swim +12.
Feats: Iron Will, Weapon Focus (Bite)
Challenge Rating 3
Bearble Bee
Large Magical Beast
HD 7d10+28 (66 hp)
Speed 30 ft. (6 squares); fly 40-ft (good)
Init: +2
AC 17; touch 11; flat-footed 15 (-1 size, +2 Dex, +6 natural)
BAB +7; Grp +20
Attack Claw +14 melee (1d6+7)
Full-Attack 2 Claws +14 melee (1d6+7), bite +12 melee (1d8+3) and sting +12 melee (1d6+3 and poison)
Space 10 ft.; Reach 5 ft.
Special Attacks Improved Grab, poison.
Special Qualities Darkvision 60-ft, scent
Saves Fort +9 Ref +7 Will +5
Abilities Str 25, Dex 15, Con 19, Int 1, Wis 12, Cha 8
Skills: Listen +6, Spot +6
Feats: Ability Focus (Poison), Iron Will, Multiattack
Environment Temperate forests and underground (mad-wizard’s laboratories)
Organization Solitary
Challenge Rating 5
Treasure Incidental
Alignment Always true neutral
Advancement 8-11 HD (large), 12-22 HD (huge)
Level Adjustment –
Inspired by stories of crocobears, a mad wizard created bearble bees; horrid crosses between bear and insect. These creatures have four insectoid legs, and two chitin-covered limbs ending in massive bear-like claws. They have the eyes of bees, and a head mostly like such an insect, but their mouths are those of bears. They move about on all six legs when not actively attacking, or flying, and have abandoned the partially vertical orientation of bears.
Bearble bees have a single long, dangerous stinger which drips with extremely potent venom.
Improved Grab (Ex): Claw attacks.
Poison (Ex): A creature struck by a bearable bee’s sting must make a Fort save (DC 19; Constitution based) or suffer 1d4 Constitution damage. One minute later they must make another such save or suffer 1d4 Constitution damage.