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Debihuman
2020-11-27, 05:38 AM
Giant Hamsters made their appearance in Dragon Magazine Issue #175, and were put into the Spelljammer Monstrous Manual MC7 for AD&D. The Pathfinder version appears in the Tome of Horrors Complete. Some have been updated to 5e. However, 3.5 shows a distinct lack of the critters. I'm merely filling the void and putting my own spin on these guys. If you have any questions or critiques, please let me know. I debated calling these critters Giant Space Hamsters but eventually decided against it. Space trekking hamsters use the same stats as their Terran counterparts. If you see any instances of the word "space" in the text just let me know so I can remove it. While these creatures are all very similar (well except for Tyrannohamserus Rex and Giant Hamster of Ill-Omen), I wanted to see proper statistic boxes for all of them.

Hamster, Giant
Large Magical Beast
Hit Dice: 6d10+24 (57 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Burrow 10 ft.
Armor Class: 16 (-1 Size, +1 Dex, +6 Natural ), touch 10, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (2d4+7)
Full Attack: Bite +10 melee (2d4+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Darkvision 60 ft., Immune to Disease
Saves: Fort +10, Ref +6, Will +5
Abilities: Str 20, Dex 12, Con 18, Int 1, Wis 12, Cha 14
Skills: Climb +11, Listen +7, Search +4
Feats: Improved Initiative, Iron Will, Run
Environment: Temperate Plains and Hills (domestication has spread them further)
Organization: Solitary, pair, family (2 Adults and 1-4 Medium 3 HD Juveniles, along with 2-8 Small 1 Hit Die Babies), or horde (5-20 Adults, 10-100 Juveniles and Babies)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment: —

Giant Hamsters are usually raised by Gnomes on ranches in many world; some even run on giant wheels to power Gnomish Spelljamming ships. These giant hamsters are just as cute and just as nervous as their smaller Animal counterpart. Gnomes have been experimenting with giant hamsters for many, many years. Some of their creations were less than ideal; some were downright horrific.

Combat

Giant hamsters generally choose to run away rather than fight, even if attacked first. While certainly capable of biting and swallowing their prey whole, they generally will just spit out opponents held in their cheek pouches. Such opponents take no damage but are covered in hamster spit, a sticky substance that requires a character to wipe it off before taking other action (this is a move action).

Improved Grab (Ex): If a giant hamster successfully bites an opponent at least 2 Size Categories smaller than itself, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity. If it succeeds it may Swallow it's opponent. Hamsters are fond of stuffing things in their mouths as it is. Optionally it may just store the offender in its cheek pouch. If it does this, all that is required to escape is a successful Grapple Check.

Swallow Whole (Ex): A giant hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of bludgeoning damage plus 4 points of acid damage per round from the hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 12 points of damage to the hamster’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A giant hamster’s gullet can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.

Skills: Giant space hamsters have a +4 Racial Bonus on Climb, Listen and Search Checks, included in the statistics block above.

More to come...

Debihuman
2020-11-27, 05:43 AM
Hamster, Giant Subterranean
Large Magical Beast
Hit Dice: 6d10+24 (57 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Burrow 20 ft.
Armor Class: 16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (2d4+7)
Full Attack: Bite +10 melee (2d4+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Darkvision 90 ft., Immune to Disease, Save Bonus Against Ingested Poison
Saves: Fort +10, Ref +6, Will +5
Abilities: Str 20, Dex 12, Con 18, Int 1, Wis 12, Cha 14
Skills: Climb +11, Listen +7, Search +4
Feats: Improved Initiative, Iron Will, Run, Power AttackB
Environment: Underground
Organization: Solitary, pair, family (2 Adults and 1-4 Medium 3 HD Juveniles, along with 2-8 Small 1 Hit Die Babies), or horde (5-20 Adults, 10-100 Juveniles and Babies)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment: —

Improved Grab (Ex): If a giant hamster Successfully bites an opponent at least 2 Size Categories smaller than itself, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity. If it succeeds it may Swallow its opponent. Hamsters are fond of stuffing things in their mouths as it is. Optionally it may just store the offender in its cheek pouch. If it does this, all that is required to escape is a successful Grapple Check.

Save Bonus Against Ingested Poison (Ex): Giant subterranean hamsters gain a +2 racial bonus to saves against ingested poison, including magical ingested poisons.

Swallow Whole (Ex): A giant subterranean Hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of bludgeoning damage plus 4 points of acid damage per round from the Hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 12 points of damage to the Hamster’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A giant hamster’s gullet can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.

Skills: Giant subterranean hamsters have a +4 Racial Bonus on Climb, Listen and Search Checks, included in the stat block above.

Giant subterranean hamsters can dig through any material up to soft rock. However, they do not attack with their claws. They tend to spend most of their time underground eating the roots most vegetables. They are inordinately fond of mushrooms, especially shriekers.

Debihuman
2020-11-27, 06:01 AM
Hamster, Giant Sabre-Tooth
Large Magical Beast
Hit Dice: 6d10+24 (57 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Burrow 20 ft.
Armor Class: 16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (3d6+7)
Full Attack: Bite +10 melee (3d6+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, Overbite, Swallow Whole
Special Qualities: Darkvision 60 ft., Immune to Disease
Saves: Fort +10, Ref +6, Will +5
Abilities: Str 20, Dex 12, Con 18, Int 3, Wis 12, Cha 14
Skills: Climb +11, Listen +7, Search +5
Feats: Improved Initiative, Iron Will, Run, Improved Natural Attack (Bite) B
Environment: Temperate Plains and Hills (domestication has spread them further)
Organization: Solitary, pair, family (2 Adults and 1-4 Medium 3 HD Juveniles, along with 2-8 Small 1 Hit Die Babies), or horde (5-20 Adults, 10-100 Juveniles and Babies)
Challenge Rating: 4
Treasure: None
Alignment: Neutral
Advancement: 7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment: —

Feat: Giant sabre-tooth hamsters gain Improved Natural Attack (Bite) as a bonus feat (see also Overbite special ability).

Improved Grab (Ex): If a giant hamster successfully bites an opponent at least 2 Size Categories smaller than itself, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity. If it succeeds, it may Swallow its opponent. Hamsters are fond of stuffing things in their mouths as it is. Optionally it may just store the offender in its cheek pouch. If it does this, all that is required to escape is a successful Grapple Check.

Overbite [Ex]: A giant sabre-tooth hamster’s bite does 2d6 points of damage, which is increased to 3d6 with its bonus feat.

Swallow Whole (Ex): A giant hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of bludgeoning damage plus 4 points of acid damage per round from the Hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 12 points of damage to the Hamster’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A giant hamster’s gullet can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.

Skills: Giant hamsters have a +4 Racial Bonus on Climb, Listen and Search Checks.

Giant sabre-tooth hamsters are more intelligent than their typical brethren. They can understand gnome but cannot speak. They are far more aggressive than the more docile giant hamsters. Gnomes sometimes ride their giant sabre-tooth hamsters into battle.
A nasty overbite lets this creature lets this creature attack with its fangs for more damage, but it is still omnivorous.

Debihuman
2020-11-27, 06:17 AM
Hamster, Giant Rather-Wild
Large Magical Beast
Hit Dice: 6d10+ (57 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Burrow 10 ft.
Armor Class: 16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+17
Attack: Bite +12 melee (2d4+12 [10 against hamsters])
Full Attack: Bite +12 (2d4+12) [10 against hamsters])
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, Swallow Whole, Wild
Special Qualities: Darkvision 60 ft., Immune to Disease, Rather-Wild
Saves: Fort +10, Ref +6, Will +5
Abilities: Str 20, Dex 12, Con 18, Int 1, Wis 12, Cha 14
Skills: Climb +11, Listen +7, Search +4
Feats: Improved Initiative, Iron Will, Run, Improved GrappleB
Environment: Temperate Plains and Hills (domestication has spread them further)
Organization: Solitary, pair, family (2 Adults and 1-4 Medium 3 HD Juveniles, along with 2-8 Small 1 Hit Die Babies), or horde (5-20 Adults, 10-100 Juveniles and Babies)
Challenge Rating: 4
Treasure: None
Alignment: Neutral
Advancement:7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment: —

Feat: Giant rather-wild giant hamsters gain Improved Grapple as a bonus feat.

Improved Grab (Ex): If a giant space hamster successfully bites an opponent at least 2 Size Categories smaller than itself, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity. If it succeeds, it may Swallow its opponent. Hamsters are fond of stuffing things in their mouths as it is. Optionally it may just store the offender in its cheek pouch. If it does this, all that is required to escape is a successful Grapple Check.

Rather-Wild (Ex): A rather-wild giant space hamster has a +2 racial bonus to attack and damage rolls when confronted by non-hamsters, already included in the creature’s statistic block.

Swallow Whole (Ex): A giant hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of bludgeoning damage plus 4 points of acid damage per round from the Hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 12 points of damage to the hamster’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A giant hamster’s gullet can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.

Skills: Giant hamsters have a +4 Racial Bonus on Climb, Listen and Search Checks.

Giant rather-wild hamsters tend like their freedom in the wild, taking their chances among the many predators that eat them. These creatures tend to be rather aggressive as a result.

Debihuman
2020-11-27, 06:24 AM
Hamster, Giant Invisible
Large Magical Beast
Hit Dice: 6d10+24 (57 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Burrow 10 ft.
Armor Class: 16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (2d4+7)
Full Attack: Bite +10 melee (2d4+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, Spell-Like Ability, Swallow Whole
Special Qualities: Darkvision 60 ft., Immune to Disease,
Saves: Fort +10, Ref +6, Will +5
Abilities: Str 20, Dex 12, Con 18, Int 1, Wis 12, Cha 14
Skills: Climb +11, Listen +7, Search +4
Feats: Improved Initiative, Iron Will, Run
Environment: Temperate Plains and Hills (domestication has spread them further)
Organization: Solitary, pair, family (2 Adults and 1-4 Medium 3 HD Juveniles, along with 2-8 Small 1 Hit Die Babies), or horde (5-20 Adults, 10-100 Juveniles and Babies)
Challenge Rating: 4
Treasure: None
Alignment: Neutral
Advancement: 7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment: —

This giant hamster can turn invisible, usually when it is spooked. Like many other giant hamsters, these rarely attack.

Improved Grab (Ex): If a giant hamster successfully bites an opponent at least 2 Size Categories smaller than itself, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity. If it succeeds it may Swallow it's opponent. Hamsters are fond of stuffing things in their mouths as it is. Optionally it may just store the offender in its cheek pouch. If it does this, all that is required to escape is a successful Grapple Check.

Greater Invisibility (Sp): Once per day as a standard action, a giant invisible hamster can turn invisible for one minute per HD, remaining invisible even if it attacks. Giant invisible hamsters with 10 or more HD can turn invisible 3 times a day.

Swallow Whole (Ex): A giant hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of bludgeoning damage plus 4 points of acid damage per round from the Hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 12 points of damage to the hamster’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A giant hamster’s gullet can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.

Skills: Giant hamsters have a +4 Racial Bonus on Climb, Listen and Search Checks, included in statistics block above.

Giant invisible hamsters cannot see other giant invisible hamsters. It is quite possible that many hamster fatalities are caused by two or or more of these creatures running into each other. Gnomes also have numbered in the casualties.

noob
2020-11-27, 06:45 AM
When will we see the fire breathing giant space hamster and the miniature giant space hamster?

Also:

rather-Wild
Large Magical Beast
Hit Dice: 6d10+ (57 hp)
Advancement: 10-18 HD (Huge)
Suggests you meant to give that variant 9 hd but forgot to.

Debihuman
2020-11-27, 07:04 AM
These last two giant hamsters are usually noted together so I made one stat block for them and just noted any differences.

Hamster, Giant Sylvan or Jungle
Large Magical Beast(Sylvan ones gain the Extraplanar Subtype)
Hit Dice: 6d10+24 (57 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Burrow 10 ft., Climb 20Jungle only
Armor Class: 16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (2d4+7)
Full Attack: Bite +10 melee (2d4+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Darkvision 60 ft., Immune to Disease, Jungle Gym or Sylvan Sway.
Saves: Fort +10 Ref +6, Will +5
Abilities: Str 20, Dex 12, Con 18, Int 1, Wis 12, Cha 14
Skills: Climb +15Jungle Climb +11Sylvan, Listen +7, Perform (Dance) +6 giant sylvan hamsters only, Search +4
Feats: BrachiationB (Jungle hamsters only), Improved Initiative, Iron Will, Run
Environment: Jungle or Plane of Faerie
Organization: Solitary, pair, family (2 Adults and 1-4 Medium 3 HD Juveniles, along with 2-8 Small 1 Hit Die Babies), or horde (5-20 Adults, 10-100 Juveniles and Babies)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment: —

The fur of a jungle giant space hamster tends to be mottled khaki green and beige, while the fur of sylvan space hamster tends to run the gamut of the rainbow, having what looks like tie-dyed fur or even polka dots.

Improved Grab (Ex): If a giant hamster successfully bites an opponent at least 2 Size Categories smaller than itself, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity. If it succeeds it may Swallow it's opponent. Hamsters are fond of stuffing things in their mouths as it is. Optionally it may just store the offender in its cheek pouch. If it does this, all that is required to escape is a successful Grapple Check.

Swallow Whole (Ex): A giant hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of bludgeoning damage plus 4 points of acid damage per round from the hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 12 points of damage to the hamster’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A giant space hamster’s gullet can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.

Jungle Gym (Ex): Giant jungle hamsters love to climb trees and swing from the branches. They gain Brachiationfrom Complete Adventurer as bonus feat. In addition to their climbing skills, their pudgy bodies and soft fur grants them a +2 Circumstance bonus to Fall checks, and they only take half damage from falls less than 30 feet.

Sylvan Sway (Su): Three a day as a standard action, giant sylvan hamsters can dance in a way that fascinate onlookers. Commonly called the “hamster dance,” these creatures use this ability to allow other members in their group to get away safely. It requires a successful Will save (DC 15) to avoid being fascinated. All non-gnomes take a -2 penalty to their save as hamsters as they find the hamsters just too darn cute. Gnomes that have spent significant time with giant hamsters gain a +2 Circumstance bonus to avoid being fascinated by such shenanigans. However, such gnomes bards will happily lead a hamster dance by singing the Hamster Dance song with an entourage of 4-6 giant sylvan hamsters for a worthy cause, usually to fund more hamster experiments or fix broke fences that escaping hamsters have trampled.

Skills: A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it always can choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb, it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a -5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Giant hamsters have a +4 racial bonus on Climb, Listen, and Search Checks, included in statistics block above. Giant Jungle hamsters only gain the +8 racial bonus as racial bonuses do not stack.

Giant sylvan hamsters also have a +4 racial bonus on Perform (Dance) checks.

-----------------------------------
If you are too young to remember the Hamster Dance craze back in 1997, you can watch it here: https://www.youtube.com/watch?v=Uq5XmNS1M-g

Hamster Dance Lyrics
Dibidi ba didi dou dou
Di ba didi dou
Didi didldildidldidl houdihoudi dey dou

Dibidi ba didi dou dou
Di ba didi dou
Didi didldildidldidl houdihoudi dey dou

Ha ha ha ha ha

Debihuman
2020-11-27, 07:15 AM
When will we see the fire breathing giant space hamster and the miniature giant space hamster?

Also:

Suggests you meant to give that variant 9 hd but forgot to.

Getting there. Which variant should have 9 HD?

noob
2020-11-27, 07:24 AM
Getting there. Which variant should have 9 HD?

Hamster, Giant Rather-Wild according to the advancement line which starts at 10-16.

Debihuman
2020-11-27, 07:26 AM
Hamster, Giant Miniature
Diminutive Magical Beast
Hit Dice: ¼d10 (2 hp)
Initiative: +2
Speed: 15 ft. (3 squares), burrow 10 ft.
Armor Class: 16 (+4 size, +2 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +0 melee (1)
Full Attack: Bite +0 melee (1)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Darkvision 60 ft., Immune to Disease
Saves: Fort -2, Ref +4, Will +1
Abilities: Str 2, Dex 15, Con 10, Int 1, Wis 12, Cha 14
Skills: Climb +1, Listen +6, Search +1
Feats: Run, Improved GrappleB
Environment: Any
Organization: Solitary, pair, family, or horde (use Swarm template)
Challenge Rating: 1/8
Advancement: —
Level Adjustment: —

Feat: Giant Miniature hamsters gain Improved Grapple as a bonus feat.

Improved Grab (Ex): If a giant miniature hamster successfully bites a Fine opponent, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity. If it succeeds it may Swallow it's opponent. Hamsters are fond of stuffing things in their mouths as it is. Optionally it may just store the offender in its cheek pouch. If it does this, all that is required to escape is a successful Grapple Check.

Swallow Whole (Ex): A giant space hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 2 points of bludgeoning damage plus 2 points of acid damage per round from the hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 1 point of damage to the hamster’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A miniature giant space hamster’s gullet can hold 2 Fine or smaller opponents.

Skills: Giant hamsters have a +4 Racial Bonus on Climb, Listen and Search Checks.

Miniature Giant Space Hamsters are similar to normal hamsters and usually kept as pets.

Debihuman
2020-11-27, 07:37 AM
Hamster, Giant Armor Plated
Large Magical Beast
Hit Dice: 6d10+24 (57 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Burrow 10 ft.
Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (2d4+7)
Full Attack: Bite +10 melee (2d4+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Armored, Darkvision 60 ft., Immune to Disease
Saves: Fort +10, Ref +6, Will +5
Abilities: Str 20, Dex 12, Con 18, Int 1, Wis 12, Cha 14
Skills: Climb +11, Listen +7, Search +4
Feats: Improved Initiative, Iron Will, Run
Environment: Temperate Plains and Hills (domestication has spread them further)
Organization: Solitary, pair, family (2 Adults and 1-4 Medium 3 HD Juveniles, along with 2-8 Small 1 Hit Die Babies), or horde (5-20 Adults, 10-100 Juveniles and Babies)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment: —

Armored (Ex): Armor plated giant space hamsters have a natural +8 armor bonus, which replaces the natural armor bonus that comes from having fur. They also gain a +4 racial bonus instead of the standard +2 bonus on making a Bull Rush attempt when charging.

Improved Grab (Ex): If an armor plated giant space hamster successfully bites an opponent at least 2 Size Categories smaller than itself, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity. If it succeeds it may Swallow it's opponent. Hamsters are fond of stuffing things in their mouths as it is. Optionally it may just store the offender in its cheek pouch. If it does this, all that is required to escape is a successful Grapple Check.

Swallow Whole (Ex): An armor plated giant space hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of bludgeoning damage plus 4 points of acid damage per round from the hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 12 points of damage to the hamster’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A giant space hamster’s gullet can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.

Skills: Giant space hamsters have a +4 Racial Bonus on Climb, Listen and Search Checks.

Furless and aggressive, armor plated giant space hamsters are covered in natural armor like a rhinoceros.

Debihuman
2020-11-27, 08:34 AM
When will we see the fire breathing giant space hamster and the miniature giant space hamster?

Also:

Suggests you meant to give that variant 9 hd but forgot to.

Nope, just left out the correct text. I'll fix it shortly.

Debby

Debihuman
2020-11-27, 08:52 AM
Hamster, Giant Yellow Musk Zombie
Large Plant
Hit Dice: 6d8+24 (52 hp)
Initiative: +1
Speed: 40 ft. (8 squares), Burrow 10 ft.
Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (2d4+7)
Full Attack: Bite +10 melee (2d4+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, Noxious Gas, Swallow Whole
Special Qualities: Creeper Loyalty, Darkvision 60 ft., Deadened Mind, Immune to Disease, Paralysis, Poison, Polymorphing, Sleep and Stunning, Low-Light Vision, Plant Traits
Saves: Fort +10, Ref +5, Will +2
Abilities: Str 20, Dex 10, Con 18, Int 2, Wis 10, Cha 14
Skills: —
Feats: —
Environment: Any Land or Underground
Organization: Solitary or Gang (2-8)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment: —

Creeper Loyalty (Ex): Yellow musk zombies always act to protect and nurture the yellow musk creeper that created them. They can range no farther than 100 feet from their progenitor for the first two months of their existence.

Thereafter, they wander freely for 1d4 days before dropping dead. Unless cured (see below), a yellow musk zombie automatically dies two days after the death of its patron creeper.

Deadened Mind (Ex): A yellow musk zombie recalls nothing of its previous life, and it exists only to serve its parent plant. It cannot make use of class abilities, skills, or feats it previously knew. It also cannot use magic devices, although it can still wield weapons and use armor.

Improved Grab (Ex): If a giant hamster successfully bites an opponent at least 2 Size Categories smaller than itself, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity. If it succeeds it may Swallow its opponent. Hamsters are fond of stuffing things in their mouths as it is. Optionally it may just store the offender in its cheek pouch. If it does this, all that is required to escape is a successful Grapple Check.

Noxious Gas (Ex): These yellow-furred hamsters constantly emit a cloud of noxious gas in a 30 ft. radius. Those in the cloud must make a Fortitude save (DC 15) or be nauseated for 1d4 rounds. Nauseated creatures cannot attack, cast spells, concentrate on spells, or do anything else requiring attention. Nauseated characters may only take one action per round, and those can only be move-equivalent actions. The save is Charisma-based.

Plant Traits (Ex): A yellow musk zombie is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. The creature also has low-light vision.

Seeded (Ex): If a yellow musk zombie dies, the growing seed inside its head takes root and grows into a yellow musk creeper within 1 hour.

Swallow Whole (Ex): A giant hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of bludgeoning damage plus 4 points of acid damage per round from the hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 12 points of damage to the hamster’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A giant hamster’s gullet can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.

Curing a Yellow Musk Zombie
A yellow musk zombie's patron plant must be killed before the zombie can be cured of its affliction. Thereafter, a cleric of at least 12th level must cast regenerate or heal upon the character before the implanted seed germinates.

Yellow Musk Zombie is an acquired template that can be found in the Fiend Folio.

Debihuman
2020-11-27, 09:00 AM
Hamster, Giant Ethereal
Large Magical Beast
Hit Dice: 6d10+24 (57 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Burrow 10 ft.
Armor Class: 16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (2d4+7)
Full Attack: Bite +10 melee (2d4+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Darkvision 60 ft., Immune to Disease, Translucent
Saves: Fort +10, Ref +6, Will +5
Abilities: Str 20, Dex 12, Con 18, Int 1, Wis 12, Cha 14
Skills: Climb +11, Listen +7, Search +4
Feats: Improved Initiative, Iron Will, Run
Environment: Temperate Plains and Hills (domestication has spread them further)
Organization: Solitary, pair, family (2 Adults and 1-4 Medium 3 HD Juveniles, along with 2-8 Small 1 Hit Die Babies), or horde (5-20 Adults, 10-100 Juveniles and Babies)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment: —

Improved Grab (Ex): If a giant hamster successfully bites an opponent at least 2 Size Categories smaller than itself, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity. If it succeeds it may Swallow its opponent. Hamsters are fond of stuffing things in their mouths as it is. Optionally it may just store the offender in its cheek pouch. If it does this, all that is required to escape is a successful Grapple Check.

Swallow Whole (Ex): A giant hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of bludgeoning damage plus 4 points of acid damage per round from the hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 12 points of damage to the hamster’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A giant hamster’s gullet can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.

Translucent (Ex): Any creature that sees a giant ethereal hamster must succeed on a Will save (DC 15) or be panicked for 1 round (-2 morale penalty on saving throws, must flee at their greatest rate of speed, 50% chance to drop held items). The save is Charisma-based. Normal Animals do not make a save but are automatically panicked for 2d4 rounds.

You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC. Creatures with the Run feat move five times their speed or four times their speed, respectfully.

Skills: Giant hamsters have a +4 Racial Bonus on Climb, Listen and Search Checks.

The name is a misnomer as these giant hamsters are not ethereal, but rather translucent, with their bones visible.

The Glyphstone
2020-11-27, 09:44 AM
I did not know 5e added back templates.
I am glad they did because it allows a lot of easy tinkering with monsters.
That or the fact you wrote template was a minor mistake partially due to transferring 3e monsters.

This is very clearly a 3.5e statblock...

Debihuman
2020-11-27, 10:21 AM
Hamster, Giant Carnivorous Flying
Large Magical Beast
Hit Dice: 6d10+24 (57 hp)
Initiative: +5
Speed: 20 ft. (4 squares), Fly 40 ft. (Good)
Armor Class: 16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Bite+10 melee (2d4+5)
Full Attack: Bite +10 melee (2d4+5) and two claws +5 melee (1d4+2)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Darkvision 60 ft., Immune to Disease
Saves: Fort +10, Ref +6, Will +5
Abilities: Str 20, Dex 12, Con 18, Int 1, Wis 12, Cha 14
Skills: Climb +11, Listen +7, Search +4
Feats: Improved Initiative, Iron Will, Run
Environment: Temperate Plains and Hills (domestication has spread them further)
Organization: Solitary, pair, family (2 Adults and 1-4 Medium 3 HD Juveniles, along with 2-8 Small 1 Hit Die Babies), or horde (5-20 Adults, 10-100 Juveniles and Babies)
Challenge Rating: 4
Treasure: None
Alignment: Neutral
Advancement: 7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment: —

Feats: Giant carnivorous hamsters gain Flyby as a bonus feat.

Improved Grab (Ex): If a giant hamster successfully bites an opponent at least 2 Size Categories smaller than itself, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity. If it succeeds it may Swallow its opponent. Hamsters are fond of stuffing things in their mouths as it is. Optionally it may just store the offender in its cheek pouch. If it does this, all that is required to escape is a successful Grapple Check.

Swallow Whole (Ex): A giant hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of bludgeoning damage plus 4 points of acid damage per round from the hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 12 points of damage to the hamster’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A giant hamster’s gullet can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.

Skills: Giant hamsters have a +4 Racial Bonus on Climb, Listen and Search Checks.

A “regrettable if understandable” line of inquiry lead to this bat-winged version. They tend to be both less fearful and more aggressive than most giant hamsters. Carnivorous flying giant hamsters have two secondary claw attacks that do 1d4+2 damage. They are often black in color. They gorge themselves on giant locusts and other large insects.

Debihuman
2020-11-27, 11:57 AM
“Well we’re certainly not likely to make this mistake again, or at least not more than once again anyway.”

Hamster, Giant Two-Headed Lernaean Bombardier
Large Magical Beast
Hit Dice: 8d10+40 (84 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Burrow 10 ft.
Armor Class: 17 (-1 Size, +1 Dex, +7 Natural), touch 10, flat-footed 16
Base Attack/Grapple: +8/+21
Attack: 2 Bites +13 melee (2d4+5)
Full Attack: 2 Bites +13 melee (2d4+5)
Space/Reach: 15 ft./10 ft.

Special Attacks: Belch, Improved Grab, Swallow Whole
Special Qualities: Darkvision 90 ft., Immune to Disease, Lernaean, Multiheaded
Saves: Fort +11, Ref +7, Will +5
Abilities: Str 20, Dex 12, Con 20, Int 1, Wis 12, Cha 14
Skills: Climb +15, Listen +10, Search +5, Spot +3
Feats: Improved Initiative, Iron Will, Run, Weapon Focus (Bite) B
Environment: Temperate Plains and Hills (domestication has spread them further)
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always Chaotic
Advancement: 9 HD (Large), 10-18 HD (Huge)
Level Adjustment: —

A giant two-headed lernaean bombardier hamster can attack with both heads simultaneously and can use Improved Grab with each head.

Belch (Ex): Once per day, this hamster can utter a resonating belch. All those within 30 ft. must succeed at a Fort save (DC 16) or be stunned for 1d4+1 rounds. Creatures that cannot hear are unaffected by the belch. A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC (if any).

Darkvision (Ex): Multiheaded creatures gain Darkvision 90 ft.

Feats: Multiheaded Creatures with a bite attack gain Weapon Focus (Bite) as a bonus feat.

Improved Grab (Ex): If a giant hamster successfully bites an opponent at least 2 Size Categories smaller than itself, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity. If it succeeds it may Swallow its opponent. Hamsters are fond of stuffing things in their mouths as it is. Optionally it may just store the offender in its cheek pouch. If it does this, all that is required to escape is a successful Grapple Check.

Lernaean Creature: These multiheaded creatures have bodies that are immune to attack (but see below). The only way to slay a Lernaean creature is to sever all its heads. However, each time a head is severed, two new heads spring from the stump in 1d4 rounds. A Lernaean creature may never have more than twice its original number of heads, and any heads it gains beyond that number wither and die within a day.

To prevent a severed head from growing back into two, at least 5 points of fire or acid damage must be dealt to the stump (AC 19) before the new heads appear.

Spells such as disintegrate, finger of death, and slay living kill a Lernaean creature outright if they succeed. If the spell deals damage on a successful save, that damage is directed against one of the creature's heads.

Multiheaded: This creature has two heads as per the Multiheaded Template. A multiheaded creature who can swallow whole, gains the ability to use that power with each head simultaneously. Special attacks (improved grab, poison, sonic attacks) related to a creature's head can be used with all heads at once. See multiheaded template for complete details.

Swallow Whole (Ex): A giant hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of bludgeoning damage plus 4 points of acid damage per round from the hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 12 points of damage to the hamster’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A giant hamster’s gullet can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.

Skills: Giant hamsters have a +4 Racial Bonus on Climb, Listen and Search Checks. Its additional head grants the creature an additional +2 racial bonus to Listen, Search and Spot checks.

Multiheaded Template is from from the WotC article, “Monster Mayhem: Two Heads Are Better Than One…And Three Are Better than Two.”

Debihuman
2020-11-27, 12:04 PM
Just a few more hamsters left to copy over.

Hamster, Giant Fire-Breathing Phase Doppelganger
Large Magical Beast (Shapechanger )
Hit Dice: 6d10+24 (57 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Burrow 10 ft.
Armor Class: 16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (2d4+7)
Full Attack: Bite +10 melee (2d4+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath Weapon, Improved Grab, Swallow Whole
Special Qualities: Change Shape, Darkvision 60 ft., Fire Resistance 50%, Immune to Disease
Saves: Fort +10, Ref +6, Will +5
Abilities: Str 20, Dex 12, Con 18, Int 6, Wis 12, Cha 14
Skills: Climb +11, Listen +7, Search +4
Feats: Improved Initiative, Iron Will, Run
Environment: Temperate Plains and Hills (domestication has spread them further)
Organization: Solitary, pair, family (2 Adults and 1-4 Medium 3 HD Juveniles, along with 2-8 Small 1 Hit Die Babies), or horde (5-20 Adults, 10-100 Juveniles and Babies)
Challenge Rating: 5
Treasure: None
Alignment: Neutral
Advancement: 7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment: —

Combat

If a fire-breathing phase doppelganger giant hamster gains initiative by more than 4 points, it can breathe fire or bite, then phase out before being attacked.

Breath Weapon (Su): Three times a day as a standard action, a fire-breathing phase doppelganger giant hamster can use its breath weapon: Cone of fire, 30 ft. long, 3d8 fire damage. A successful Reflex save (DC 17) halves the damage. The saved DC is Constitution-based.

Change Shape (Su): Six times a day as a standard action, a fire-breathing phase doppelganger giant hamster can assume the shape of any Large Animal. In its animal form, it loses its natural attacks but gains the normal attacks of the animal whose form it takes. It can remain in its animal form until it chooses to assume a new one. Reverting to its natural form is also a standard action. A true-seeing spell or ability reveals its natural form.

Ethereal Jaunt (Su): Six times a day, a fire-breathing phase doppelganger giant hamster can shift from the Ethereal to the Prime Material plane as a free action and shift back again as a move action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt (caster level 15).

Fire Resistance 50% (Ex): A fire-breathing phase doppelganger giant hamster takes only half damage from fire.

Improved Grab (Ex): If a giant hamster successfully bites an opponent at least 2 Size Categories smaller than itself, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity. If it succeeds it may Swallow its opponent. Hamsters are fond of stuffing things in their mouths as it is. Optionally it may just store the offender in its cheek pouch. If it does this, all that is required to escape is a successful Grapple Check.

Swallow Whole (Ex): A giant hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of bludgeoning damage plus 4 points of acid damage per round from the hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 12 points of damage to the hamster’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A giant hamster’s gullet can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.

Skills: Giant hamsters have a +4 Racial Bonus on Climb, Listen and Search Checks.

A fire-breathing phase doppelganger giant hamster can understand Gnome but cannot speak.

Debihuman
2020-11-27, 12:08 PM
Hamster, Giant Great Horned
Large Magical Beast
Hit Dice: 6d10+24 (57 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Burrow 10 ft.
Armor Class: 16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (2d4+5) or Gore+10 melee (1d8+2/x3)Charge only
Full Attack: Bite+10 melee (2d4+5) or Gore 10 melee (1d8+2/x3)Charge only
Space/Reach: 15 ft./10 ft.
Special Attacks: Charge, Improved Grab, Swallow Whole
Special Qualities: Darkvision 60 ft., Immune to Disease
Saves: Fort +10, Ref +6, Will +5
Abilities: Str 20, Dex 12, Con 18, Int 1, Wis 12, Cha 14
Skills: Climb +11, Listen +7, Search +4
Feats: Improved Initiative, Iron Will, Run
Environment: Temperate Plains and Hills (domestication has spread them further)
Organization: Solitary, pair, family (2 Adults and 1-4 Medium 3 HD Juveniles, along with 2-8 Small 1 Hit Die Babies), or horde (5-20 Adults, 10-100 Juveniles and Babies)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment: —

Improved Grab (Ex): If a giant hamster successfully bites an opponent at least 2 Size Categories smaller than itself, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity. If it succeeds it may Swallow its opponent. Hamsters are fond of stuffing things in their mouths as it is. Optionally it may just store the offender in its cheek pouch. If it does this, all that is required to escape is a successful Grapple Check.

Swallow Whole (Ex): A giant hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of bludgeoning damage plus 4 points of acid damage per round from the hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 12 points of damage to the hamster’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A giant hamster’s gullet can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.

Skills: Giant hamsters have a +4 Racial Bonus on Climb, Listen and Search Checks.

Charge (Ex): A great horned giant hamster has a large horn on its nose, which it can use to gore opponents if it charges at them. The horn deals 1d8+2 damage and deals triple damage on a critical hit.

Note: An advanced giant hamster with at least 10 HD sometimes will have both a horn and armor plating. See Armor Plated above.

Debihuman
2020-11-27, 03:54 PM
Hamster, Giant Abominable
Large Magical Beast
Hit Dice: 6d10+24 (57 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Burrow 20 ft.
Armor Class: 17 (-1 Size, +1 Dex, +7 Natural), touch 10, flat-footed 16
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (2d4+5)
Full Attack: Bite +10 melee (2d4+5) and 2 claws (1d6+2)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Darkvision 60 ft., Immune to Disease, Resistance to Cold 20, Surefooted
Saves: Fort +10, Ref +6, Will +5
Abilities: Str 20, Dex 12, Con 18, Int 1, Wis 12, Cha 14
Skills: Climb +11, Listen +7, Search +4
Feats: Improved Initiative, Iron Will, Run
Environment: Any Cold
Organization: Solitary, pair, family (2 Adults and 1-4 Medium 3 HD Juveniles, along with 2-8 Small 1 Hit Die Babies)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: 10-18 HD (Huge)
Level Adjustment: —

Improved Grab (Ex): If a giant hamster successfully bites an opponent at least 2 Size Categories smaller than itself, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity. If it succeeds it may Swallow its opponent. Hamsters are fond of stuffing things in their mouths as it is. Optionally it may just store the offender in its cheek pouch. If it does this, all that is required to escape is a successful Grapple Check.

Surefooted (Ex): A giant abominable hamster can move through snow and ice at full speed and can even run, charge, and tumble through such terrain as though it were clear terrain.

Swallow Whole (Ex): A giant hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of bludgeoning damage plus 4 points of acid damage per round from the hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 12 points of damage to the hamster’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A giant hamster’s gullet can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.

Skills: Giant hamsters have a +4 Racial Bonus on Climb, Listen and Search Checks.

These reclusive giant hamsters have thick white fur that repels water. Their sharp claws help them dig through the snow and ice for food, though they mostly survive on coniferous trees. Arctic gnome have been breeding advanced (10 or more HD) giant abominable hamsters that have cold immunity rather than resistance to cold.

Debihuman
2020-11-27, 04:01 PM
The 5e stats on this were pretty good so I merely converted this to 3e.

Tyrannohamsterus Rex
Huge Magical Beast
Hit Dice: 18d10+99 (198 hp)
Initiative: +0
Speed: 40 ft. (8 squares), Burrow 10 ft.
Armor Class: 13 (-2 Size, +5 Natural)
Base Attack Bonus/Grapple: +18/—
Attack: —
Full Attack: —
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample (3d6+12)
Special Qualities: Darkvision 60 ft., Easily Frightened, Immune to Disease
Saves: Fort+16 , Ref+11, Will+5
Abilities: Str 27, Dex 10, Con 20, Int 1, Wis 10, Cha 10
Skills: Listen +15, Spot +14
Feats: Alertness, Endurance, Run, Toughness x3, Track
Environment: Temperate hills and plains
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Neutral
Advancement: 19-36 HD (Huge), 37-54 HD (Gargantuan)

Easily Frightened (Ex): Any display of magic, fire, bright light, loud noise, etc. is sufficient to frighten a Tyrannohamsterus rex, causing it to flee from the source at maximum speed (200 ft.). These Tyrannohamsterus rex usually flee for 1d4 miles before they calm down. Anyone in the path of a fleeing Tyrannohamsterus rex risks being trampled.

Trample (Ex): Those in the path of a fleeing Tyrannohamsterus rex would do well to get out of the way. Any creature of large size or smaller is apt to be trampled by the Tyrannohamsterus rex, suffering 3d6+12 points of bludgeoning damage. Creatures may opt to make attacks of opportunity on the fleeing Tyrannohamsterus rex at a 4 penalty. Those who choose not to make attacks of opportunity may attempt a Reflex save (DC 27) for half damage. The save is Strength-based.

This immense hamster has no attacks unless it runs in fright and steps on someone. Most Tyrannohamsterus rex are very skittish. They will not attack other creatures, even if attacked themselves. Their only defense is their huge size and giant paws, with which they sometimes trample creatures in their attempts to flee whatever has most recently frightened them. This creature’s DNA seems more dinosaur than hamster.

Debihuman
2020-11-27, 04:12 PM
Wooly Rupert, The Giant Hamster of Ill-Omen
Gargantuan Magical Beast
Hit Dice: 20d10+140 (250 hp)
Speed: 80 ft. (16 squares), Burrow 10 ft.
Armor Class: 16 (-4 Size, +10 Natural), touch 10, flat-footed 16
Base Attack/Grapple: +20/+42
Attack: Bite +16 melee (4d8+15)
Full Attack: Bite +16 melee (4d8+15)
Space/Reach: 20 ft./15 ft.
Special Attacks: Curse of Ill Omen, Improved Grab, Swallow Whole
Special Qualities: Darkvision 60 ft., Immune to Disease, Wooly
Saves: Fort +19, Ref +12, Will +7
Abilities: Str 30, Dex 10, Con 25, Int 1, Wis 12, Cha 14
Skills: Climb +21, Listen +12, Search +6
Feats: Dodge, Deflect ArrowB, Improved Critical, Improved Grapple, Improved Initiative, Iron Will, Run,
Environment: Any
Organization: Solitary (Unique)
Challenge Rating: ?
Treasure: None
Alignment: Neutral
Advancement: By Class
Level Adjustment: —

Curse of Ill Omen (Su): Anyone to whom Wooly Rupert manifests first hears his hamster scream that curses the target (No save, see details below).

This curse causes the next 1d10 wounds the target takes to automatically be confirmed as critical hits. This curse does not activate special abilities or qualities relying on a critical hit (such as the vorpal special quality). Thus, a cursed target hit by a vorpal longsword would automatically take double damage but would not automatically suffer the effects of the vorpal special quality.

Until the target suffers the requisite number of wounds, no form of natural healing cures any damage the target takes. Likewise, any caster attempting to cast a healing spell on the cursed target must succeed on a DC 20 caster level check, or the spell has no effect on the cursed creature.

The victim receives no save to avoid the scream’s effects and it cannot be removed by any means short of a god’s magic, but if remove curse is cast on the target within 10 minutes after the howl, the effects of the curse are halved (i.e., only 1-5 wounds automatically confirm as critical hits).

Curse of Ill Omen
Type curse
Effect damage dealt to target are critical hits; natural healing does not heal; magical healing requires a DC 20 caster level check to succeed

Improved Grab (Ex): If a giant hamster successfully bites an opponent at least 2 Size Categories smaller than itself, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity. If it succeeds it may Swallow its opponent. Hamsters are fond of stuffing things in their mouths as it is. Optionally it may just store the offender in its cheek pouch. If it does this, all that is required to escape is a successful Grapple Check.

Swallow Whole (Ex): A giant hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of bludgeoning damage plus 4 points of acid damage per round from the hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 12 points of damage to the hamster’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Wooly Rupert’s gullet can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents.

Wooly (Ex): Wooly Rupert’s fur is extra coarse, granting him the Deflect Arrow feat as a bonus feat and giving him an additional +5 Armor Class bonus (in addition to the +4 he gained from his increase in size).

Skills: Giant hamsters have a +4 Racial Bonus on Climb, Listen and Search Checks (included in the stat block).

This possibly legendary creature is an individual rumored to be of unusual size, even larger than a Tyrannohamsterus rex. “Wooly Rupert” (as he is known among gnomes) is said to be highly intelligent and possess spellcasting and spelljamming abilities. Tales say he is not well disposed towards gnomes of any sort, preferring to squash them with his titanic paws. Gnomes everywhere fear the wrath of Wooly Rupert, though they laugh nervously and claim otherwise.

Wooly Rupert’s natural form is that of a gargantuan giant hamster (see stat block above). However, he’s been commandeered by one or more deities to deliver a powerful curse to anyone (usually a gnome) who has offended the God(dess) in question. When this occurs, Wooly Rupert manifests as his unearthly form, gaining the Outsider type, Extraplanar and Incorporeal subtypes. His intelligence, Wisdom and Charisma increase to 18 and he gains the ability to cast arcane spells equal to his hit dice. His spells are chosen by the deity in question. He also gains Eschew Materials and Silent Spell as bonus feats. Each deity may remodel Wooly Rupert for as long as he is need. If he "dies" in his manifested form, he is born anew within one week. Any special abilities, bonus feats, templates, etc. that a deity bestows upon Wooly Rupert last until the Curse of Ill Omen has been fulfilled. Wooly Rupert has no recollection of ever being used in such manner nor does he bear any gnomes (to whom he only manifests in this manner when they’ve acted egregiously against a gnomish deity) any ill will.

Note to DMs: feel free to modify Wooly Rupert as you see fit.

That's all for now. I hope you enjoy these.

Debihuman
2020-12-12, 09:21 PM
Now I'm creating custom giant hamsters for my homebrew campaign. First up is Charlotte, a shining example of how gnomes breed special giant hamsters. I don't remember where the Faerie Creature template is from. I am not entirely happy with this template. Charlotte won't come into play for another few days so I have time to contemplate another version of her.

Charlotte
Hamster, Giant Faerie Hamster
Large Fey
Hit Dice: 6d6+24 (45 hp)
Initiative: +5
Speed: 40 ft. (8 squares), Burrow 10 ft.
Armor Class: 17 (-1 Size, +1 Dex, +7 Natural, touch 10, flat-footed 16
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (2d4+7)
Full Attack: Bite +10 melee (2d4+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Fascinate, Improved Grab, Swallow Whole
Special Qualities: Anti-Magic Susceptibility, Damage Reduction 2/cold iron or magic, Wild Magic Susceptibility, Darkvision 60 ft., Immune to Disease, SR 14
Saves: Fort +10, Ref +6, Will +5 (+8 to disbelieve illusion)
Abilities: Str 20, Dex 12, Con 18, Int 6, Wis 12, Cha 18
Skills: Bluff +6, Climb +11, Hide + 4, Listen +7, Move Silently +3, Search +4, Sense Motive +3, Spot +3, Survival +3
Feats: Improved Initiative, Iron Will, Run
Environment: Temperate Plains and Hills (domestication has spread them further)
Organization: Solitary (Unique)
Challenge Rating: 4
Treasure: None
Alignment: Neutral
Advancement: 7-9 HD (Large), 10-18 HD (Huge) or by Class
Level Adjustment: —

Charlotte was bred by Iggy at the Hamster Ranch because he wanted to see what kind of faerie creature he could create with his giant hamsters. Charlotte is shy around strangers. She rarely speaks to anyone other than Iggy. Her pink and lavender fur is extremely soft and she has dark purple eyes.

Anti-Magic Susceptibility (Su): Loses template while in an anti-magic zone but may attempt a spell resistance roll. As long as the roll succeeds (attempted each round), the creature keeps the template, but acts as staggered. Once the SR roll fails, the creature only regains the template by leaving the zone.

Wild Magic Susceptibility (Su): Alignment changes to Chaotic while in a wild magic zone, and creature acts as if under the effects of a confusion spell. It can resist the confusion effect with a successful spell resistance roll. As long as the roll succeeds (attempted each round), the creature acts normally. Once the SR roll fails, the creature only loses the confusion effect (and regain its original alignment) by leaving the zone.


All faerie creatures understand and speak Sylvan. If they have an INT of 6 or higher, they may also understand Common (DM’s discretion). The ability to speak is a Supernatural ability if the base creature is physically incapable of reproducing human speech.
Faerie plants gain tremorsense to a range equal to 10' per Hit Die, as well as the ability to see (including Low-Light Vision) and hear. Few faerie plants can move beyond the spot where they are rooted.


Saving Throw Bonus: Fey are very hard to fool with illusions. Fey may attempt a saving throw to disbelieve an illusion it sees even if it has not interacted with the effect, in the same manner as an elf may attempt to find secret doors merely by passing one. Furthermore, fey gain a bonus on such saving throws equal to half their HD.

Abilities: Chr +4, other abilities are the same as base creature, but Int is always at least 3, and frequently higher (DM’s discretion).

Skills: Giant space hamsters have a +4 Racial Bonus on Climb, Listen and Search Checks, included in the statistics block above. Faerie creatures gain (4 + Int modifier; minimum of 1) skill points per HD. Add the following to class skills: Bluff, Hide, Listen, Move Silently, Sense Motive, Spot and Survival, in addition to any class skills the base creature may already possess. Those creatures with class levels use their class skills in place of these skills.

Fascinate (Su): The faerie creature has the power to cause other, non-fey creatures to become fascinated with it. Normally, the power works continuously and unconsciously as a free action, and is an enchantment (compulsion), mind-affecting ability. Each creature within 30 feet that is able to see the faerie and able to pay attention to it can fall subject to this effect. The faerie must not be disguising its nature as a fey creature (with spells such as disguise self, alter self, invisibility, or even mundane disguises). The distraction of a nearby combat or other dangers prevents the ability from working.

Susceptible victims are allowed a Will saving throw, with a DC equal to 10 + ½ the faerie creature’s HD + Charisma modifier. If the saving throw succeeds, that subject is immune to that particular fey’s fascinate power for the next 24 hours. If its saving throw fails, the affected creature stays still and quiet, staring at the faerie, taking no other action for as long as the fey is visible and behaves in a peaceful manner (1 hour maximum) and for an additional 1d3 rounds after the fey has left its line-of-sight.

While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as an ally of the fey approaching the fascinated creature, allows the target to make a new WILL saving throw. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. This ability will not work on targets that have more hit dice than the faerie, nor any other fey with more than ½ the hit dice of the faerie creature.

Debihuman
2021-01-20, 07:27 PM
Another Giant Hamster. I'm using Charlotte II in my own campaign (eventually). Iggy is a gnome NPC.

Charlotte II
Hamster, Giant, Winged, Faerie
Large Magical Beast
Hit Dice: 6d10+24 (57 hp)
Initiative: +5
Speed: 50 ft. (8 squares), Burrow 10 ft., Fly 60 ft. (average)
Armor Class: 16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Bite +9 melee (2d4+6)
Full Attack: Bite +9 melee (2d4+6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Darkvision 60 ft., Immune to Disease Invisibility, Low-Light Vision, See Invisible, SR 17
Saves: Fort +10, Ref +6, Will +5
Abilities: Str 18, Dex 14, Con 18, Int 3, Wis 12, Cha 16
Skills: Climb +11, Listen +9, Search +4, Spot +3
Feats: Improved Initiative, Iron Will, Run
Environment: Temperate Plains and Hills (domestication has spread them further)
Organization: Solitary (Unique)
Challenge Rating: 5
Treasure: None
Alignment: Chaotic Neutral with Neutral Tendencies
Advancement: 7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment: —

Charlotte is a specially bred hamster hand raised by Iggy that has both the Faerie Template and Wings. Her only goal is to protect the hamsters on the farm. She does not take kindly to strangers and will only listen to the gnomes that raised her. She prefers to stay visible to the other hamsters at the ranch because they tend to bump into her if they do not see her. Hamsters, even giant ones, are not terribly bright and fear almost everything. It has taken the hamsters a long time to grow accustom to her coloration (pink) and to her wings which have a 15-foot wingspan. She is limited to a light load when flying (300 lbs.).

The gnomes have created a special saddle in pink leather to match Charlotte’s coloration that allows all three of them to ride her at the same time, usually to survey their property. Charlotte is not fond of carrying passengers and frequently has to be bribed to carry even the gnomes. She is particularly fond of cheese but only gets it as a special treat or as a bribe.

Charlotte can speak the language of woodland creatures and can understand commands in Gnome.

Cold Iron Vulnerability (Ex): Faerie creatures with this vulnerability take double damage from weapons made of cold iron. Also, whenever such a faerie is within five feet of cold iron it is always considered flat footed. A Faerie creature bound with iron cannot become invisible nor cast spells.

Improved Grab (Ex): If a giant hamster successfully bites an opponent at least 2 Size Categories smaller than itself, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity. If it succeeds it may Swallow its opponent. Hamsters are fond of stuffing things in their mouths as it is. Optionally it may just store the offender in its cheek pouch. If it does this, all that is required to escape is a successful Grapple Check.

Invisibility (Ex): Faerie creatures can become invisible at will, and can even remain so while in combat. It is because of this ability that large numbers of faerie creatures can exist quite close to human communities without being detected.

Low Light Vision (Ex): Faerie creatures can see twice as far as a human in starlight, moonlight, and other situations of poor illumination.

See Invisible (Ex): Faerie creatures can see invisible creatures and objects at will.

Spell Resistance (Ex): Faerie creatures possess spell resistance equal to 11+the base creatures Hit Dice.

Swallow Whole (Ex): A giant hamster can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent takes 1d6+4 points of bludgeoning damage plus 4 points of acid damage per round from the hamster’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 12 points of damage to the hamster’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A giant hamster’s gullet can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.

Winged (Ex): Charlotte has large feathery purple wings that grant her the ability to fly at the speed indicated.

Skills: Giant hamsters have a +4 Racial Bonus on Climb, Listen and Search Checks included in the statistics block above. Faerie creatures receive a +2 to all Listen and Spot checks, and Animal Empathy is always a class skill. Otherwise, they have all of the skills of the base creature.