dman11235
2008-04-16, 09:56 PM
I mean, come on, who doesn't want one? They're so cuddly and soft, and bite your enemies faces off!
Dire Penguin
Medium animal
HD: 4 HD (30 HP)
Speed: 20 ft. (4 squares); 60 ft swim
Init: -1
AC 14 (10, +5 natural, -1 dex); touch 9; flat-footed 14
BAB/Grapple: +3/+6
Attack: Bite +7 (1d4+3, 20x2)
Full-Attack: Bite +7 (1d4+3, 20x2)
Space/reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Hold Breath, Lowlight Vision
Saves: Fort +7 Ref +3 Will +4
Abilities: Str 16, Dex 9, Con 16, Int 1, Wis 11, Cha 6
Skills: Listen +3, Spot +4, Swim +11
Feats: Endurance, Weapon Focus (bite)
Environment: Cold aquatic
Organization: Flock (2-3, plus 11-30 penguins)
Challenge Rating: 2
Treasure: -
Alignment: Always neutral
Advancement: 3-4 HD medium, 5-8 HD large
Level Adjustment: -
Dire Penguins are flightless birds native to the icy regions of the frostfell's coasts.
Combat
Dire Penguins use their bite to inflict massive damage to opponents, and typically run if of land.
Hold Breath: A dire penguin may hold its breath for a number of round equal to 6x its constitution modifier before it risks drowning.
Skills: A dire penguin has a +8 racial bonus on swim checks to perform some special action or avoid a hazard. It can always take 10 on a swim check, even if distracted or endangered. It may perform a run action while swimming, provided it swims in a straight line.
Dire Walrus
Huge Animal
Hit Dice: 12d8+96 (150 HP)
Initiative: +1
Speed: 10 ft (2 squares), swim 40 ft
Armor Class: 18 (-2 size, +1 dex, +9 natural), touch 9, flat footed 17
Base Attack/Grapple: +9/+26
Attack: bite +16 (2d8+13)
Full Attack: bite +16 (2d8+13)
Space/Reach: 15 ft/10 ft
Special Attacks: Powerful Charge
Special Qualities: Hold Breath, Low-light Vision
Saves: Fort +15, Ref +9, Will +9
Abilities: Str 29, Dex 13, Con 24, Int 2, Wis 13, Cha 6
Skills: Listen +10, spot +11, swim +17
Feats: Awesome Blow, Endurance (b), Improved Bull Rush, Improved Natural (bite), Improved Toughness, Power Attack
Organization: solitary, pair, or herd (1-2 dire walruses and 3-8 walruses (Frostburn))
Challenge Rating: 8
Advancement: 13-18 HD (huge), 19-24 HD (gargantuan)
Level Adjustment: -
Dire walruses live in the cold arctic regions.
Combat
A dire walrus typically uses it large mass to slam into a foe while charging before biting.
Hold Breath (EX): A dire walrus may hold its breath for a number of rounds equal to 6x its con score before it risks drowning.
Powerful Charge (EX): When a dire walrus charges, it deals 4d8+27 points of bludgeoning damage. This is not with its bite, but using its whole body. Its bite deals normal damage on a charge.
Skills: A dire walrus has a +8 racial bonus on any swim check to perform some special action or avoid a hazard. It can always take 10 on swim checks, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Dire Penguin
Medium animal
HD: 4 HD (30 HP)
Speed: 20 ft. (4 squares); 60 ft swim
Init: -1
AC 14 (10, +5 natural, -1 dex); touch 9; flat-footed 14
BAB/Grapple: +3/+6
Attack: Bite +7 (1d4+3, 20x2)
Full-Attack: Bite +7 (1d4+3, 20x2)
Space/reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Hold Breath, Lowlight Vision
Saves: Fort +7 Ref +3 Will +4
Abilities: Str 16, Dex 9, Con 16, Int 1, Wis 11, Cha 6
Skills: Listen +3, Spot +4, Swim +11
Feats: Endurance, Weapon Focus (bite)
Environment: Cold aquatic
Organization: Flock (2-3, plus 11-30 penguins)
Challenge Rating: 2
Treasure: -
Alignment: Always neutral
Advancement: 3-4 HD medium, 5-8 HD large
Level Adjustment: -
Dire Penguins are flightless birds native to the icy regions of the frostfell's coasts.
Combat
Dire Penguins use their bite to inflict massive damage to opponents, and typically run if of land.
Hold Breath: A dire penguin may hold its breath for a number of round equal to 6x its constitution modifier before it risks drowning.
Skills: A dire penguin has a +8 racial bonus on swim checks to perform some special action or avoid a hazard. It can always take 10 on a swim check, even if distracted or endangered. It may perform a run action while swimming, provided it swims in a straight line.
Dire Walrus
Huge Animal
Hit Dice: 12d8+96 (150 HP)
Initiative: +1
Speed: 10 ft (2 squares), swim 40 ft
Armor Class: 18 (-2 size, +1 dex, +9 natural), touch 9, flat footed 17
Base Attack/Grapple: +9/+26
Attack: bite +16 (2d8+13)
Full Attack: bite +16 (2d8+13)
Space/Reach: 15 ft/10 ft
Special Attacks: Powerful Charge
Special Qualities: Hold Breath, Low-light Vision
Saves: Fort +15, Ref +9, Will +9
Abilities: Str 29, Dex 13, Con 24, Int 2, Wis 13, Cha 6
Skills: Listen +10, spot +11, swim +17
Feats: Awesome Blow, Endurance (b), Improved Bull Rush, Improved Natural (bite), Improved Toughness, Power Attack
Organization: solitary, pair, or herd (1-2 dire walruses and 3-8 walruses (Frostburn))
Challenge Rating: 8
Advancement: 13-18 HD (huge), 19-24 HD (gargantuan)
Level Adjustment: -
Dire walruses live in the cold arctic regions.
Combat
A dire walrus typically uses it large mass to slam into a foe while charging before biting.
Hold Breath (EX): A dire walrus may hold its breath for a number of rounds equal to 6x its con score before it risks drowning.
Powerful Charge (EX): When a dire walrus charges, it deals 4d8+27 points of bludgeoning damage. This is not with its bite, but using its whole body. Its bite deals normal damage on a charge.
Skills: A dire walrus has a +8 racial bonus on any swim check to perform some special action or avoid a hazard. It can always take 10 on swim checks, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.