SuperDave
2013-07-25, 09:08 AM
Qupqugiaq (koop-koo-gi-ack) (plural: "qupqugiat")
(Also known as a kokogiak, or kukuweaq)
Designed for Crossroads: The New World (http://www.giantitp.com/forums/showthread.php?345327-Crossroads-II-I-m-on-a-Mammoth)
http://th00.deviantart.net/fs71/PRE/f/2012/251/6/b/kukuweaq_by_auretheaudio-d5e0gxr.jpg
From out of the snow emerges a massive polar bear, rushing towards you at a frightening pace. As it rapidly closes the distance, you realize that the creature’s unnatural speed is due to its six extra legs, and that its’ eyes are solid black and pupil-less, like those of a shark.
“The Qupqugiaq is a creature that takes the form of a ten-legged polar bear. It can also take the form of one of your dead loved ones. You must be careful when you encounter the Qupqugiaq, because its obsidian eyes will hypnotize you. It lures people into the water and drowns them.”
- from Qupqugiaq: An Alaskan Folk Tale Retold (http://www.brooklynrail.org/2011/05/express/qupqugiaq-an-alaskan-folk-tale-retold), by Josh Medsker
Size/Type: Huge Magical Beast
Hit Dice: 17d10+102 (195 hp)
Initiative: +1
Speed: 50 ft. (10 squares), swim 40 ft.
Armor Class: 19 (-2 size + 10 natural +1 Dex), touch 9, flat-footed 18
Base Attack/Grapple: +17/+39
Attack: Claw + 30 melee (3d4+14)
Full Attack: 6 claws +30 melee (3d4+14) and bite +29 melee (3d6+7)
Space/Reach: 15 ft. /10 ft. (15 ft. with bite)
Special Attacks: Constrict, Improved Grab, Mesmerizing Gaze, Rend
Special Qualities: Can't Be Tripped, Darkvision 60 ft., Hold Breath, Ice and Snow Walking, Immunity to Cold, Low-Light Sision, Scent
Saves: Fort +16, Ref +11 Will+6
Abilities: Str 39, Dex 13, Con 23, Int 5, Wis 12, Cha 10
Skills: Hide* -2 (+10 in snowy areas), Listen + 8, Spot +8, Swim +6
Feats: Alertness, Endurance, Improved Multiattack, Multiattack, Run, SnatchB, Weapon Focus (claw)
Environment: Cold plains
Organization: Solitary, Pair, or mother and litter of 1d3 cubs or juveniles
Challenge Rating: 14
Treasure: Incidental
Alignment: Always neutral
Advancement: 18-34 HD (Gargantuan), 35-51 HD (Colossal)
Level Adjustment: —
A typical qupqugiaq is 18 feet long and weighs as much as 11,000 lbs. It resembles a 10-legged polar bear, though much larger and with piercing, pupil-less black eyes. Unlike an actual polar bear, the skin of a qupqugiaq is white rather than black, making them even more difficult to spot in snowy areas. Due to its immense weight, when a qupqugiaq rears up, it must stand on four of its back legs (rather than two) in order to support itself.
The diet of a qupqugiaq is largely identical to that of a polar bear (mostly seals and the scavenged corpses of whales), though they have the uncanny ability to find and feast on the remains of drowned victims.
Due to their immense size and speed, qupqugiat are even less fearful of humans than their mundane cousins, especially when food becomes scarce.
A qupqugiaq uses its ability to lie motionless to hunt prey, mesmerize victims, and elude capture. However, it lacks the patience to stay still longer than a few rounds.
Qupqugiat do not speak any languages, but they can understand Common.
A qupqugiaq can carry 11,184 lbs. or less as a light load; 11,185 lbs. to 22,392 lbs. as a medium load; and 22,393 lbs. to 33,600 lbs. as a heavy load.
Combat
A qupqugiaq typically begins a fight by using its gaze attack to disable the combatant which it believes to be the biggest threat or best meal. Against opponents that it cannot mesmerize, it moves in for the kill, tearing at them with its claws and teeth.
Against a single target, a qupqugiaq will lie motionless in the snow to use its mesmerizing gaze to lure its victims into a nearby body of water. Any victim that drowns becomes the qupqugiaq’s next meal.
Constrict (Ex): On a successful grapple check, a qupqugiaq deals 4d4+14 points of constriction damage to its target.
Hold Breath (Ex): A qupqugiaq can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Ice and Snow Walking (Ex): A qupqugiaq can walk on ice and snow as easily as land and is not slowed by even deep drifts. It never has to make Balance checks to walk on ice and snow.
Improved Grab (Ex): If a qupqugiaq hits with its claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Because of its many claws, it takes no penalty to hold its opponent while making a grapple check. If it wins the grapple check, it can constrict.
Mesmerizing Gaze (Su): Three times day as a standard action, a qupqugiaq may gaze into the eyes of an intelligent creature at a range 60 feet. The target must succeed on a Will save (DC 18) or becomes convinced the qupqugiaq is really one of its lost loved ones. A qupqugiaq usually uses this ability to lure its victim to the sea where it drowns. Such a mesmerized victim walks toward the nearest body of water taking the most direct route available. The water must be at least half as deep as the victim is tall and must be no further than 60 feet from the victim. Once the victim reaches the water, the victim gets another saving throw. If it fails, the victim enters the water and begins to drown. This is a mind-affecting charm effect. The save DC is Charisma-based. Victims that make their saves are shaken for 1d4 rounds. A mesmerized victim can be snapped out of its mesmerized state by any physical attack. Such a victim is also shaken for 1d4 rounds afterwards.
Rend (Ex): If a qupqugiaq hits with 2 or more claw attacks, it can choose to latch onto the opponent’s body and tear the flesh. This attack automatically deals an additional 1d4+7 points of damage for each claw that hits.
Scent (Ex): A qupqugiaq can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.
Snatch (Ex): Due to its many limbs, when a qupqugiaq gets a hold on a creature two or more sizes smaller, it squeezes each round for automatic bite or claw damage. A qupqugiaq can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of falling damage per 10 feet traveled.
Skills: A qupqugiaq 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 qupqugiaq’s white coat bestows a +12 racial bonus on Hide checks in snowy areas. This bonus is noted in the creature's statistic block. If it is motionless while hiding, its bonus increases to +20.
Qupqugiat in Frostburn
A qupqugiaq takes half damage from the slashing damage of a razor sleet storm due to its hefty fur coat and it is immune to the cold damage.
Qupqugiat do not live well in captivity and are unusually susceptible to Cabin Fever, taking a -2 penalty to contract the disease.
Because qupqugiat are immune to cold damage, they can eat snowflake lichen and the frozen creatures the lichen has killed without harm. However, they do not like the taste and only do so if starving. They would rather eat frost salamanders.
Because of their immunity to cold, qupqugiat take no damage from coldfire. They take only fire damage from rimefire.
Qupqugiat and dire polar bears vie for the same resources. When food is plentiful, they will share territory rather peacefully. It is not uncommon to see their cubs playing together. Due to their low intelligence, dire polar bears are unaffected by the qupqugiaq’s mesmerizing ability. N.B. The dire polar bear in Frostburn should have 213 hit points not 195.
-----------------------
Qupqugiaq, Juvenile
http://paizo.com/image/content/PathfinderAdventurePath/PZO9069-Kokogiak.jpg
Size/Type: Large Magical Beast
Hit Dice: 12d10+48 (114 hp)
Initiative: +1
Speed: 50 ft. (10 squares), swim 40 ft.
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +12/+26
Attack: Claw+22 melee (2d4+10)
Full Attack: 6 claws +22 melee (2d4+10) and bite +19 melee (2d8+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, rend
Special Qualities: Can’t Be Tripped, Constrict, Darkvision 60 ft., Ice and Snow Walking, Immunity to Cold, Low-Light Vision, Scent
Saves: Fort +12, Ref +9, Will +5
Abilities: Str 31, Dex 13 Con 19, Int 5, Wis 12, Cha 10
Skills: Hide +0* (+12 in snowy areas), Listen +7, Spot +7, Swim +4
Feats: Alertness, Endurance, Multiattack, Run, SnatchBonus Feat Weapon Focus (claw),
Environment: Cold plains
Organization: Always with mother until grown (about 2 to 2-1/2 years)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 13-16 HD (Large)
Level Adjustment: —
These are the stats for a juvenile qupqugiaq (which is slightly larger than a cub, and has been weaned). Juveniles remain with their mother, learning how to hunt and fish until they are they are full grown (at 17 hit dice). They also do not gain the ability to Mesmerize or Constrict until they are fully-grown, though they can still grab and carry creatures which are at least two size categories smaller than themselves.
These are 12-16 feet long and weigh 4,000 - 8,000 lbs.
Juvenile qupqugiat can carry up to 1,836 lbs. as a light load, 1,837 lbs. to 3,672 lbs. as a medium load, and 3,673 to 5,520 lbs. as a heavy load.
Hold Breath (Ex): A juvenile qupqugiaq can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Ice and Snow Walking (Ex): A juvenile qupqugiaq can walk on ice and snow as easily as land and is not slowed by even deep drifts. It never has to make Balance checks to walk on ice and snow.
Improved Grab (Ex): If a qupqugiaq hits with its claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Because of its many claws, it takes no penalty to hold its opponent while making a grapple check. If it wins the grapple check, it deals normal damage. When a juvenile qupqugiaq gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.
Rend (Ex): If a juvenile qupqugiaq hits with 2 or more claw attacks, it can choose to latch onto the opponent’s body and tear the flesh. This attack automatically deals an additional 1d4+5 points of damage for each claw that hits.
Scent (Ex): A juvenile qupqugiaq can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.
Snatch (Ex): Due to its many limbs, when a juvenile qupqugiaq gets a hold on a creature two or more sizes smaller, it squeezes each round for automatic bite or claw damage. A juvenile qupqugiaq can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d4 points of falling damage per 10 feet traveled.
Skills: A juvenile qupqugiaq 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 juvenile qupqugiaq's white coat bestows a +12 racial bonus on Hide checks in snowy areas. This bonus is noted in the creature's statistic block. If it is motionless while hiding, its bonus increases to +20.
(Stats for "Qupqugiaq, Juvenile" by Debihuman (http://www.giantitp.com/forums/member.php?u=30302).)
-----------------------
Qupqugiaq, Cub
Medium Magical Beast
Hit Dice: 11d10+22 (82 hp)
Initiative: +1
Speed: 50 ft. (10 squares), swim 40 ft.
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +11/+17
Attack: Claw+18 melee (1d4+6)
Full Attack: 6 claws +18 melee (1d4+6) and bite +12 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, Rend
Special Qualities: Can’t be tripped, Cowardly, Darkvision 60 ft., Ice and snow walking, Immunity to cold, Low-light vision, Scent
Saves: Fort +9, Ref +8, Will +4
Abilities: Str 23, Dex 13 Con 15, Int 5, Wis 12, Cha 10
Skills: Hide +4* (+16 in snowy areas), Listen +7, Spot +7, Swim +9
Feats: Alertness, Endurance, Run, Weapon Focus (claw)
Environment: Cold plains
Organization: Always with mother
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: Special
Level Adjustment: —
Qupqugiat are born blind and nearly hairless. Newborn qupqugiat are unable to survive without their mothers, often dying in less than 24 hours, as they do not have the cold immunity. Immunity to cold is gained about 3 months of age, which is also when they attain Medium size and can leave the den with their mothers. Cub are weaned when they are a year old and are finally able to leave their dens alone, though they rarely venture far unsupervised. Younger cubs are never encountered outside the den.
These stats are typical for the oldest cubs, from 1 to 2 years old, as younger cubs are too fiercely guarded to be encountered alone.
Older qupqugiat are juveniles and use "Qupqugiaq, Juvenile" stats until full-grown (at 17 hit dice).
A qupqugiaq cub can carry 300 lbs. or less as a light load, 301-600 lbs. as a medium load, and 601 to 900 lbs. as a heavy load.
While it is theoretically possible to raise an orphaned qupqugiaq cub in captivity, they are too fierce and independent for races smaller than Large size to manage. The Tuniit (http://www.giantitp.com/forums/showthread.php?t=285312) sometimes take in stray and wounded qupqugiaq cubs to train as guards, using a constant supply of food and threat of rock-throwing to keep them in line. The arrangement is generally short-lived as even the Tuniit are wary of full-sized qupqugiat. As a result, many qupqugiat react rather favorably towards Tuniit.
Combat
At first sign of danger, qupqugiaq cubs run away. They only attack if they are threatened cannot escape. Their cries attract their mothers and any other adult qupqugiat in the area.
Cowardly (Ex): Qupqugiaq cubs are notoriously cowardly and run at the first sign of danger. They take a -2 morale penalty to attack creatures that are larger than they are. This is a natural fear effect.
Hold Breath (Ex): A qupqugiaq cub can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Ice and Snow Walking (Ex): A qupqugiaq cub can walk on ice and snow as easily as land and is not slowed by even deep drifts. It never has to make Balance checks to walk on ice and snow.
Improved Grab (Ex): If a qupqugiaq cub hits with its claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Because of its many claws, it takes no penalty to hold its opponent while making a grapple check. If it wins the grapple check, it deals normal damage. When a qupqugiaq cub gets a hold after an improved grab attack, it pulls a Small or smaller opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.
Rend (Ex): If a qupqugiaq cub hits with 2 or more claw attacks, it can choose to latch onto the opponent’s body and tear the flesh. This attack automatically deals an additional 1d4+3 points of damage for each claw that hits.
Scent (Ex): A qupqugiaq cub can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.
Skills: A qupqugiaq cub 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 young qupqugiaq’s white coat bestows a +12 racial bonus on Hide checks in snowy areas. This bonus is noted in the creature's statistic block. If it is motionless while hiding, its bonus increases to +20.
(Stats for "Qupqugiaq, Cub" by Debihuman (http://www.giantitp.com/forums/member.php?u=30302).)
(Also known as a kokogiak, or kukuweaq)
Designed for Crossroads: The New World (http://www.giantitp.com/forums/showthread.php?345327-Crossroads-II-I-m-on-a-Mammoth)
http://th00.deviantart.net/fs71/PRE/f/2012/251/6/b/kukuweaq_by_auretheaudio-d5e0gxr.jpg
From out of the snow emerges a massive polar bear, rushing towards you at a frightening pace. As it rapidly closes the distance, you realize that the creature’s unnatural speed is due to its six extra legs, and that its’ eyes are solid black and pupil-less, like those of a shark.
“The Qupqugiaq is a creature that takes the form of a ten-legged polar bear. It can also take the form of one of your dead loved ones. You must be careful when you encounter the Qupqugiaq, because its obsidian eyes will hypnotize you. It lures people into the water and drowns them.”
- from Qupqugiaq: An Alaskan Folk Tale Retold (http://www.brooklynrail.org/2011/05/express/qupqugiaq-an-alaskan-folk-tale-retold), by Josh Medsker
Size/Type: Huge Magical Beast
Hit Dice: 17d10+102 (195 hp)
Initiative: +1
Speed: 50 ft. (10 squares), swim 40 ft.
Armor Class: 19 (-2 size + 10 natural +1 Dex), touch 9, flat-footed 18
Base Attack/Grapple: +17/+39
Attack: Claw + 30 melee (3d4+14)
Full Attack: 6 claws +30 melee (3d4+14) and bite +29 melee (3d6+7)
Space/Reach: 15 ft. /10 ft. (15 ft. with bite)
Special Attacks: Constrict, Improved Grab, Mesmerizing Gaze, Rend
Special Qualities: Can't Be Tripped, Darkvision 60 ft., Hold Breath, Ice and Snow Walking, Immunity to Cold, Low-Light Sision, Scent
Saves: Fort +16, Ref +11 Will+6
Abilities: Str 39, Dex 13, Con 23, Int 5, Wis 12, Cha 10
Skills: Hide* -2 (+10 in snowy areas), Listen + 8, Spot +8, Swim +6
Feats: Alertness, Endurance, Improved Multiattack, Multiattack, Run, SnatchB, Weapon Focus (claw)
Environment: Cold plains
Organization: Solitary, Pair, or mother and litter of 1d3 cubs or juveniles
Challenge Rating: 14
Treasure: Incidental
Alignment: Always neutral
Advancement: 18-34 HD (Gargantuan), 35-51 HD (Colossal)
Level Adjustment: —
A typical qupqugiaq is 18 feet long and weighs as much as 11,000 lbs. It resembles a 10-legged polar bear, though much larger and with piercing, pupil-less black eyes. Unlike an actual polar bear, the skin of a qupqugiaq is white rather than black, making them even more difficult to spot in snowy areas. Due to its immense weight, when a qupqugiaq rears up, it must stand on four of its back legs (rather than two) in order to support itself.
The diet of a qupqugiaq is largely identical to that of a polar bear (mostly seals and the scavenged corpses of whales), though they have the uncanny ability to find and feast on the remains of drowned victims.
Due to their immense size and speed, qupqugiat are even less fearful of humans than their mundane cousins, especially when food becomes scarce.
A qupqugiaq uses its ability to lie motionless to hunt prey, mesmerize victims, and elude capture. However, it lacks the patience to stay still longer than a few rounds.
Qupqugiat do not speak any languages, but they can understand Common.
A qupqugiaq can carry 11,184 lbs. or less as a light load; 11,185 lbs. to 22,392 lbs. as a medium load; and 22,393 lbs. to 33,600 lbs. as a heavy load.
Combat
A qupqugiaq typically begins a fight by using its gaze attack to disable the combatant which it believes to be the biggest threat or best meal. Against opponents that it cannot mesmerize, it moves in for the kill, tearing at them with its claws and teeth.
Against a single target, a qupqugiaq will lie motionless in the snow to use its mesmerizing gaze to lure its victims into a nearby body of water. Any victim that drowns becomes the qupqugiaq’s next meal.
Constrict (Ex): On a successful grapple check, a qupqugiaq deals 4d4+14 points of constriction damage to its target.
Hold Breath (Ex): A qupqugiaq can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Ice and Snow Walking (Ex): A qupqugiaq can walk on ice and snow as easily as land and is not slowed by even deep drifts. It never has to make Balance checks to walk on ice and snow.
Improved Grab (Ex): If a qupqugiaq hits with its claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Because of its many claws, it takes no penalty to hold its opponent while making a grapple check. If it wins the grapple check, it can constrict.
Mesmerizing Gaze (Su): Three times day as a standard action, a qupqugiaq may gaze into the eyes of an intelligent creature at a range 60 feet. The target must succeed on a Will save (DC 18) or becomes convinced the qupqugiaq is really one of its lost loved ones. A qupqugiaq usually uses this ability to lure its victim to the sea where it drowns. Such a mesmerized victim walks toward the nearest body of water taking the most direct route available. The water must be at least half as deep as the victim is tall and must be no further than 60 feet from the victim. Once the victim reaches the water, the victim gets another saving throw. If it fails, the victim enters the water and begins to drown. This is a mind-affecting charm effect. The save DC is Charisma-based. Victims that make their saves are shaken for 1d4 rounds. A mesmerized victim can be snapped out of its mesmerized state by any physical attack. Such a victim is also shaken for 1d4 rounds afterwards.
Rend (Ex): If a qupqugiaq hits with 2 or more claw attacks, it can choose to latch onto the opponent’s body and tear the flesh. This attack automatically deals an additional 1d4+7 points of damage for each claw that hits.
Scent (Ex): A qupqugiaq can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.
Snatch (Ex): Due to its many limbs, when a qupqugiaq gets a hold on a creature two or more sizes smaller, it squeezes each round for automatic bite or claw damage. A qupqugiaq can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of falling damage per 10 feet traveled.
Skills: A qupqugiaq 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 qupqugiaq’s white coat bestows a +12 racial bonus on Hide checks in snowy areas. This bonus is noted in the creature's statistic block. If it is motionless while hiding, its bonus increases to +20.
Qupqugiat in Frostburn
A qupqugiaq takes half damage from the slashing damage of a razor sleet storm due to its hefty fur coat and it is immune to the cold damage.
Qupqugiat do not live well in captivity and are unusually susceptible to Cabin Fever, taking a -2 penalty to contract the disease.
Because qupqugiat are immune to cold damage, they can eat snowflake lichen and the frozen creatures the lichen has killed without harm. However, they do not like the taste and only do so if starving. They would rather eat frost salamanders.
Because of their immunity to cold, qupqugiat take no damage from coldfire. They take only fire damage from rimefire.
Qupqugiat and dire polar bears vie for the same resources. When food is plentiful, they will share territory rather peacefully. It is not uncommon to see their cubs playing together. Due to their low intelligence, dire polar bears are unaffected by the qupqugiaq’s mesmerizing ability. N.B. The dire polar bear in Frostburn should have 213 hit points not 195.
-----------------------
Qupqugiaq, Juvenile
http://paizo.com/image/content/PathfinderAdventurePath/PZO9069-Kokogiak.jpg
Size/Type: Large Magical Beast
Hit Dice: 12d10+48 (114 hp)
Initiative: +1
Speed: 50 ft. (10 squares), swim 40 ft.
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +12/+26
Attack: Claw+22 melee (2d4+10)
Full Attack: 6 claws +22 melee (2d4+10) and bite +19 melee (2d8+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, rend
Special Qualities: Can’t Be Tripped, Constrict, Darkvision 60 ft., Ice and Snow Walking, Immunity to Cold, Low-Light Vision, Scent
Saves: Fort +12, Ref +9, Will +5
Abilities: Str 31, Dex 13 Con 19, Int 5, Wis 12, Cha 10
Skills: Hide +0* (+12 in snowy areas), Listen +7, Spot +7, Swim +4
Feats: Alertness, Endurance, Multiattack, Run, SnatchBonus Feat Weapon Focus (claw),
Environment: Cold plains
Organization: Always with mother until grown (about 2 to 2-1/2 years)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 13-16 HD (Large)
Level Adjustment: —
These are the stats for a juvenile qupqugiaq (which is slightly larger than a cub, and has been weaned). Juveniles remain with their mother, learning how to hunt and fish until they are they are full grown (at 17 hit dice). They also do not gain the ability to Mesmerize or Constrict until they are fully-grown, though they can still grab and carry creatures which are at least two size categories smaller than themselves.
These are 12-16 feet long and weigh 4,000 - 8,000 lbs.
Juvenile qupqugiat can carry up to 1,836 lbs. as a light load, 1,837 lbs. to 3,672 lbs. as a medium load, and 3,673 to 5,520 lbs. as a heavy load.
Hold Breath (Ex): A juvenile qupqugiaq can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Ice and Snow Walking (Ex): A juvenile qupqugiaq can walk on ice and snow as easily as land and is not slowed by even deep drifts. It never has to make Balance checks to walk on ice and snow.
Improved Grab (Ex): If a qupqugiaq hits with its claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Because of its many claws, it takes no penalty to hold its opponent while making a grapple check. If it wins the grapple check, it deals normal damage. When a juvenile qupqugiaq gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.
Rend (Ex): If a juvenile qupqugiaq hits with 2 or more claw attacks, it can choose to latch onto the opponent’s body and tear the flesh. This attack automatically deals an additional 1d4+5 points of damage for each claw that hits.
Scent (Ex): A juvenile qupqugiaq can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.
Snatch (Ex): Due to its many limbs, when a juvenile qupqugiaq gets a hold on a creature two or more sizes smaller, it squeezes each round for automatic bite or claw damage. A juvenile qupqugiaq can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d4 points of falling damage per 10 feet traveled.
Skills: A juvenile qupqugiaq 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 juvenile qupqugiaq's white coat bestows a +12 racial bonus on Hide checks in snowy areas. This bonus is noted in the creature's statistic block. If it is motionless while hiding, its bonus increases to +20.
(Stats for "Qupqugiaq, Juvenile" by Debihuman (http://www.giantitp.com/forums/member.php?u=30302).)
-----------------------
Qupqugiaq, Cub
Medium Magical Beast
Hit Dice: 11d10+22 (82 hp)
Initiative: +1
Speed: 50 ft. (10 squares), swim 40 ft.
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +11/+17
Attack: Claw+18 melee (1d4+6)
Full Attack: 6 claws +18 melee (1d4+6) and bite +12 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, Rend
Special Qualities: Can’t be tripped, Cowardly, Darkvision 60 ft., Ice and snow walking, Immunity to cold, Low-light vision, Scent
Saves: Fort +9, Ref +8, Will +4
Abilities: Str 23, Dex 13 Con 15, Int 5, Wis 12, Cha 10
Skills: Hide +4* (+16 in snowy areas), Listen +7, Spot +7, Swim +9
Feats: Alertness, Endurance, Run, Weapon Focus (claw)
Environment: Cold plains
Organization: Always with mother
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: Special
Level Adjustment: —
Qupqugiat are born blind and nearly hairless. Newborn qupqugiat are unable to survive without their mothers, often dying in less than 24 hours, as they do not have the cold immunity. Immunity to cold is gained about 3 months of age, which is also when they attain Medium size and can leave the den with their mothers. Cub are weaned when they are a year old and are finally able to leave their dens alone, though they rarely venture far unsupervised. Younger cubs are never encountered outside the den.
These stats are typical for the oldest cubs, from 1 to 2 years old, as younger cubs are too fiercely guarded to be encountered alone.
Older qupqugiat are juveniles and use "Qupqugiaq, Juvenile" stats until full-grown (at 17 hit dice).
A qupqugiaq cub can carry 300 lbs. or less as a light load, 301-600 lbs. as a medium load, and 601 to 900 lbs. as a heavy load.
While it is theoretically possible to raise an orphaned qupqugiaq cub in captivity, they are too fierce and independent for races smaller than Large size to manage. The Tuniit (http://www.giantitp.com/forums/showthread.php?t=285312) sometimes take in stray and wounded qupqugiaq cubs to train as guards, using a constant supply of food and threat of rock-throwing to keep them in line. The arrangement is generally short-lived as even the Tuniit are wary of full-sized qupqugiat. As a result, many qupqugiat react rather favorably towards Tuniit.
Combat
At first sign of danger, qupqugiaq cubs run away. They only attack if they are threatened cannot escape. Their cries attract their mothers and any other adult qupqugiat in the area.
Cowardly (Ex): Qupqugiaq cubs are notoriously cowardly and run at the first sign of danger. They take a -2 morale penalty to attack creatures that are larger than they are. This is a natural fear effect.
Hold Breath (Ex): A qupqugiaq cub can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Ice and Snow Walking (Ex): A qupqugiaq cub can walk on ice and snow as easily as land and is not slowed by even deep drifts. It never has to make Balance checks to walk on ice and snow.
Improved Grab (Ex): If a qupqugiaq cub hits with its claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Because of its many claws, it takes no penalty to hold its opponent while making a grapple check. If it wins the grapple check, it deals normal damage. When a qupqugiaq cub gets a hold after an improved grab attack, it pulls a Small or smaller opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.
Rend (Ex): If a qupqugiaq cub hits with 2 or more claw attacks, it can choose to latch onto the opponent’s body and tear the flesh. This attack automatically deals an additional 1d4+3 points of damage for each claw that hits.
Scent (Ex): A qupqugiaq cub can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.
Skills: A qupqugiaq cub 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 young qupqugiaq’s white coat bestows a +12 racial bonus on Hide checks in snowy areas. This bonus is noted in the creature's statistic block. If it is motionless while hiding, its bonus increases to +20.
(Stats for "Qupqugiaq, Cub" by Debihuman (http://www.giantitp.com/forums/member.php?u=30302).)