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  1. - Top - End - #121
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    Dire Pelican
    Large Animal
    Hit Dice: 5d8+15 (37 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), Swim 30 ft., Fly 90 ft. (Average)
    Armor Class: 13 (-1 Size, +1 Dex, +3 Natural), touch 10, flat-footed 13
    Base Attack/Grapple: +3/+10
    Attack: Bite +5 melee (1d8+3)
    Full Attack: Bite +5 melee (1d8+3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Snatch, Swallow Whole
    Special Qualities: Low Light Vision
    Saves: Fort +7, Ref +5, Will +2
    Abilities: Str 16, Dex 13, Con 16, Int 2, Wis 12, Cha 4
    Skills: Listen +5, Spot +5, Swim +11
    Feats: Flyby Attack, Hover
    Environment: Any Warm or Temperate
    Organization: Solitary or Creche (20-100)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 6-10 HD (Large)
    Level Adjustment: ---


    "Hold still Bert."

    "It hzz ma hed in it's mouf."

    "Ah got a fish. The man down to the pier said they like fish. Heeeere birdie birdie birdie..."

    Dire Pelicans are evil fish eating monsters. Or at least that's what the fishermen say. Of course fishermen tend to drink a lot...

    Snatch (Ex): The Dire Pelican can use the Snatch Feat despite not qualifying for it on opponents up to 2 Size Classes Smaller than itself.

    Swallow Whole (Ex): A Dire Pelican can Swallow Whole any opponent it has grabbed if it is up to two size classes smaller than itself. The swallowed opponent takes 1d6+3 bludgeoning damage and 3 points of acid damage per round it is inside the Pelicans stomach. The victim may cut it's way out with a light slashing or piercing weapon by doing 15 points of damage to it (AC 11). Once the victim exits muscular action closes the hole, and other swallowed victims must cut their own way out. The Dire Pelicans stomach can hold 1 Small, 4 Tiny, or 16 Diminutive or smaller opponents.

    Skills: Dire Pelicans gain a +8 Racial Bonus on all Swim Checks.

    Combat: Dire Pelicans are pretty brave if their opponent is smaller than them. And composed of some sort of fishlike substance. But occasionally they go mean and attack bigger prey.



    Giant Pelicans
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom we'll be looking at one of nature's biggest nuisances."

    A Fisher's Competition
    "That was a little pointed Harlan..."

    "Yes, what have Pelicans ever done to you?"

    "They're thieves, they defecate everywhere, and they are rife with disease and parasites. One of them killed my pet fish, Binky."


    Gluttons

    "But eating fish is what they do Harlan..."

    "Indeed, that's why we use them to hit fisheries from the air."
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  2. - Top - End - #122
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    Default Re: Critters III! Now also in 5e!

    Dire Hagfish
    Large Animal (Aquatic)
    Hit Dice: 7d8+7 (38 hp)
    Initiative: +3
    Speed: Swim 60 ft. (12 squares)
    Armor Class: 15 (-1 Size, +3 Dex, +3 Natural), touch 12, flat-footed 12
    Base Attack/Grapple: +5/+11
    Attack: Bite +6 melee (1d8+3)
    Full Attack: Bite +6 melee (1d8+3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Torque
    Special Qualities: Slime Defense, Mindless, Sluggish Metabolism, Blindsense, Scent, Blind
    Saves: Fort +6, Ref +8, Will +3
    Abilities: Str 15, Dex 17, Con 13, Int -, Wis 12, Cha 2
    Skills: Escape Artist +7, Swim +10
    Feats: ---
    Environment: Cold Aquatic
    Organization: Solitary or Colony (10-30)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Advancement: 8-12 HD (Large), 13-24 HD (Huge)
    Level Adjustment: ---

    "Our one chance ta go fishin' in ages and it has ta be these 'bominations. I tell ya Abner I really do think were cursed."

    Hagfish are truly bizarre creatures, alone among the Animal Kingdom as the only creatures possessing a skull but no vertebral column. They are scavengers who scour the area of corpses, even feeding on injured creatures from the inside. Despite their disgusting nature they are often used as food and clothing.

    Torque (Ex): Hagfish use a twisting maneuver to rip prey open, to get inside them. If the Dire Hagfish makes a Full Attack, and succeeds with it's Bite attack, it automatically does maximum damage.

    Slime Defense (Ex): Once per Minute the Dire Hagfish can emit a 20 ft. x 20 ft. x 20 ft cloud of slime. The cloud provides Total Concealment, and all Grapple Checks made within it receive a -10 Circumstance Penalty. It also clogs the gills of other creatures with the Aquatic Subtype, who immediately begin to Suffocate (see the DMG). The Dire Hagfish itself is immune to this suffocation effect. The slime cloud persists for a number of rounds equal to the Dire Hagfishes Constitution score.

    Sluggish Metabolism (Ex): Unlike normal, a Dire Hagfish can go three months without food as opposed to three days.

    Blindsense (Ex): A Dire Hagfish can locate creatures underwater within a 30-foot radius. This ability works only when the Dire Hagfish is underwater.

    Blind (Ex): The Dire Hagfishes eyes are little used and extremely ineffective, making it all but blind. Attacks relying on vision such as purely visual illusions or flashes of light have no effect on them. They are used to being Blind, and take none of the penalties otherwise associated with the condition.

    Skills: Hagfish gain a +4 Racial Bonus on Escape Artist Checks. They also gain a +8 Racial Bonus on Swim Checks, and may always Take 10 on a Swim Check.

    Combat: Most Hagfish aren't particularly aggressive, and are perfectly content with carrion. Most will blast opponents with slime and flee, but there are a few stubborn ones.



    Giant Hagfish
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I will be showing you an abomination."

    Mostly Scavengers. Mostly.
    "I'm afraid I agree with Harlan on this one."

    "Gentlemen, open your minds please. They're great for clearing out the pools of dead matter."

    "They don't seem to be picky about living matter either."


    A Horrible Way To Die

    "I've never seen a fish devoured from the inside."

    "I'll admit, some of them are a tad aggressive..."
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  3. - Top - End - #123
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    Default Re: Critters III! Now also in 5e!

    Giant Polychaete Worm (Aquatic)
    Large Vermin
    Hit Dice: 4d8+8 (26 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares), Burrow 20 ft., Swim 10 ft.
    Armor Class: 13 (-1 Dex, +4 Natural), touch 9, flat-footed 13
    Base Attack/Grapple: +3/+9
    Attack: Bite +4 melee (1d10+4, 19-20, x4)
    Full Attack: Bite +4 melee (1d10+4, 19-20, x4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Bristles, Ambush, Deadly Jaws, Photoreceptive Reflexes
    Special Qualities: Blind, Vermin traits, Mindless, Amphibious, Tremor Sense 60 ft., Blindsense 20 ft.
    Saves: Fort +6, Ref +1, Will +2
    Abilities: Str 14, Dex 10, Con 14, Int -, Wis 12, Cha 1
    Skills: Hide +4 (+12 buried)
    Feats: -
    Environment: Any Aquatic
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral
    Advancement: 5-8 HD (Large), 9-16 HD (Huge)
    Level Adjustment: ---

    "Okay we won't have many chances to get these things. Bob will detonate the flash grenades when we're at a safe distance. Have your spearguns ready before he sets them off, we won't get a second chance. Once you fire, get the hell out of there whether you hit or not. We'll finish off the rest tomorrow"

    Polychaete worms (or at least this giant version) are ambush predators armed with poison bristles along their body that can cause permanent numbness. Some cryptids are suspected to be enormous Polychaetes.

    Bristles (Ex): Contact, DC 14 Fortitude Save, Initial and Secondary Damage is 1d8 Dex. If the victim rolls a natural 1 on the Saving Throw, the Dexterity loss is permanent instead of temporary (though it can still be healed by any spell curing ability damage). Any being attacking the Polychaete Worm with an Unarmed Strike, Grapple, or natural weapon must make a Save. Attacking with a melee weapon that doesn't have Reach gives the opponent a 20% chance each round he attacks of having to make a Save.

    Ambush (Ex): The Polychaete Worm can burrow in the bottom until virtually none of it is exposed, gaining Total Concealment. It waits until prey moves overhead and lunges, potentially doing mass damage. The Worm gains +3d6 Sneak Attack for that round, and if it successfully critically hits it automatically does maximum damage.

    Deadly Jaws (Ex): The Polychaete Worms bite attack does x4 damage on a successful critical hit. It threatens a critical hit on a Natural 19-20

    Photoreceptive Reflexes (Ex): The Polychaete Worm is attracted to light moving past it, which is it's signal to attack. Due to reflexive action the Worm gains an Attack of Opportunity against anything passing within 5 ft. of it with a light source.

    Blind (Ex): The Polychaete Worm is technically blind, and therefore immune to attacks/abilities that require sight to work.

    Skills: Polychaete Worms have a +8 Racial Bonus to Hide Checks. When fully buried within the bottom this increases to +16.

    Combat: Polychaete Worms are ambush predators that burrow in the ocean bed, and ambush prey traveling above them. They rarely stand and fight unless the initial strike was successful, retreating into the burrow.



    Giant Polychaete Worm
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom the abominations just keep coming!"

    Attracted By Light
    "And I thought the last one was terrifying."

    "Yes, these are definitely one of our more terrifying choices."

    "That's rather frightening coming from you, sir."


    Assassins of the Sea

    "Yes, you're usually more nonchalant about this sort of thing."

    "True, but these things keep getting loose unexpectedly."
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  4. - Top - End - #124
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    Default Re: Critters III! Now also in 5e!

    Giant Urchin
    Medium Vermin (Aquatic)
    Hit Dice: 3d8+9 (22 hp)
    Initiative: -2
    Speed: 10 ft. (2 squares), Climb 10 ft.
    Armor Class: 16 (-2 Dex, +8 Natural), touch 8, flat-footed 16
    Base Attack/Grapple: +2/+4
    Attack: Spine Jab +4 melee (1d6+2 plus poison)
    Full Attack: Spine Jab +4 melee (1d6+2 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spiny Defense, Poison
    Special Qualities: Vermin traits, 360 degree sight, Immunities, Mindless, Recuperate
    Saves: Fort +5, Ref -1, Will +0
    Abilities: Str 14, Dex 6, Con 16, Int -, Wis 10, Cha 2
    Skills: -
    Feats: -
    Environment: Any Aquatic
    Organization: Solitary or Colony (5-10)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral
    Advancement: 4-6 HD (Medium)
    Level Adjustment: ---


    "Bert? Let me make sure Ah got this straight. We're diving into the water nekkid, attacking a poisonous spiny ball, and if we survive we have to haul the damn thing up to the surface and repeat. All while avoidin' bein' eaten by sharks."

    "Yup."

    "Howcum we never get normal assignments like killing a buncha Kobolds?"

    "Have you forgotten the M.A.D.D. lawsuit?"

    Apparently even Sea Urchins have Dire forms. Often harvested as food and for other purposes, divers who confront them have definite problems killing them and bringing them to the surface. After all they're basically a 200 pound ball of poison spikes. And when cut up they become new Sea Urchins eventually, making them a plague on some communities. Even worse Sea Urchins appear to be effectively immune to disease, and don't really age. So they're effectively immortal unless killed. Unfortunately they are also quite hyperactive compared to their smaller cousins.

    Spiny Defense (Ex): Being covered in spikes, Sea Urchins are difficult to attack. Anything attacking the Urchin in melee without using a Reach weapon takes 1d6 plus it's own Strength Modifier in piercing damage, and is possibly poisoned.

    Poison (Ex): Injury or Ingestion, Fort Save DC 14, Initial and Secondary damage is 1d6 Dexterity.

    360 Degree Sight (Ex): Sea Urchins can only really detect variations in light and dark as opposed to actual images. Nevertheless they can see in pretty much all directions and thus cannot be flanked. Due to their poor vision they are invulnerable to all attacks/effects requiring them to be able to see.

    Immunities (Ex): Sea Urchins are immune to aging effects, disease, flanking, and critical hits.

    Recuperate (Ex): A Sea Urchin Regenerates 1 hit point per hour, and can regenerate any significant amount of lost bodily material. If a significant chunk of it's body is cut away (at least 20%), the piece will heal 1 hit point per hour until it becomes an entirely new Sea Urchin.

    Combat: Sea Urchins generally jab opponents and let their venom do the rest of the work. Once they finally succumb to it the Urchin brings it's grinding mouthplates to bear and devours them.



    Giant Sea Urchins
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Farmer Brown is showing us his latest: an animal that can be raised as food or to sabotage your enemies!"

    As Close To Immortal As It Gets
    "These seem fairly innoffensive."

    "They are voracious bottom feeders. We use them for invertebrate farms, and even in the fisheries many of their attackers sometimes die from their venom."

    "Hardly seems worth the effort. Which I imagine is why you also eat them"


    You Eat What?

    "Who would want to eat a giant, spiny ball?"

    "The truly wealthy. They'll eat anything if you refer to it as a delicacy."
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  5. - Top - End - #125
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    Default Re: Critters III! Now also in 5e!

    Giant Pistol Shrimp
    Huge Vermin (Aquatic)
    Hit Dice: 8d8+24 (60 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares), Swim 30 ft., Burrow 5 ft.
    Armor Class: 20 (-2 Size, +2 Dex, +10 Natural), touch 10, flat-footed 18
    Base Attack/Grapple: +6/+20
    Attack: Claw +10 melee (1d8+6)
    Full Attack: Claw +10 melee (1d8+6) or Pistol +6 Ranged Touch (3d6 Sonic)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Pistol Claw
    Special Qualities: Dark Vision 60 ft., Vermin traits, Limb Regeneration
    Saves: Fort +9, Ref +4, Will +3
    Abilities: Str 22, Dex 14, Con 16, Int -, Wis 12, Cha 2
    Skills: Hide -2, Spot +5, Swim +14
    Feats: ---
    Environment: Any Aquatic
    Organization: Solitary or Colony (6-30)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 9-13 HD (Huge), 14-16 HD (Gargantuan)
    Level Adjustment: ---

    "Were goin' fishin' Abner!"

    "Awright! It's about time Bert!"

    "Here's your ring of water breathing."

    "What the hell are these for?"

    "We're goin' fishin' underwater."

    "For what?"

    "Shrimp..."

    Giant Pistol Shrimp are truck sized crustaceans with an odd claw that allows them to shoot a sonic blast in t he form of a stream of bubbles. It is capable of killing small prey and stunning larger opponents. There are several kinds of Pistol Shrimp. Some live in large colonies, and some live in a symbiotic relationship in a burrow with Giant Goby fish.

    Pistol Claw (Ex): When making a Full Attack the Pistol Shrimp can use it's special claw. When it snaps together it creates a bubble which momentarily reaches temperatures similar to the sun causing a shockwave. It makes a Ranged Touch Attack on any square within 60'. Anything within the square takes 3d6 Sonic damage and make a DC 17 Fortitude Save or be both Stunned and Deafened for 1d3 rounds.

    Limb Regeneration (Ex): If a Pistol Shrimp loses a limb it regenerates within 1d4 weeks.

    Skills: Giant Pistol Shrimp get a +8 Racial Bonus on Swim checks, and may always Take 10 on a Swim Check. They also have a +4 Racial Bonus on Hide and Spot Checks.

    Combat: Giant Pistol Shrimp generally fire off their pistol attack to stun or kill prey before finishing it off with their claw.



    Giant Pistol Shrimp
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, Jim and I witness an ill fated idea."

    A Miracle of Nature
    "Is it wise ti give giant form to a creature with a ranged weapon?"

    "They only use it in the water, we just have to stay on land."

    "You should have learned from bitter experience that's not the way it works by now."


    Symbiotic Relationship

    "What's that fish in it's burrow?"

    "Why, that's it's minion of course."
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  6. - Top - End - #126
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    Default Re: Critters III! Now also in 5e!

    Goby Minion
    Huge Animal (Aquatic)
    Hit Dice: 8d8+16 (52 hp)
    Initiative: +3
    Speed: Swim 50 ft. (10 squares)
    Armor Class: 16 (-2 Size, +3 Dex, +5 Natural), touch 11, flat-footed 13
    Base Attack/Grapple: +6/+15
    Attack: Bite +9 melee (1d8+5)
    Full Attack: Bite +9 melee (1d8+5)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: -
    Special Qualities: Low Light Vision, Blindsense 60 ft., Enhanced Sight
    Saves: Fort +8, Ref +9, Will +4
    Abilities: Str 20, Dex 16, Con 14, Int 2, Wis 14, Cha 6
    Skills: Hide -2, Listen +9, Spot +10
    Feats: Alertness, Endurance, Skill Focus: Hide
    Environment: Any Aquatic
    Organization: Solitary (usually shares cave burrow with Giant Pistol Shrimp)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 9-16 HD (Huge)
    Level Adjustment: ---

    "Bert is that giant shrimp petting that giant fish?"

    "I'll be damn glad when we retire Abner. Things just ain't the same anymore as when we started."

    Goby Minions are an odd species of fish living in a symbiotic relationship with Giant Pistol Shrimp. The Shrimp builds and excavates a burrow, and the Goby (which has much better vision) maintains guard and warns it of danger so they can both hide. Although good lord knows what the combo has to hide from. Krakens maybe. Goby Minions are oddly somewhat trainable, and many would be evil madmen keep them as warning systems.

    Enhanced Sight (Ex): Goby Minions can see normally in clear water, and 2d8x10 ft. in murky water.

    Combat: Gobies hate fighting and prefer to hide in their shared burrows. If necessary they will bite and usually flee unless their benefactor shrimp is threatened.



    Giant Goby
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, Jim and I witness a clear violation of union rules."

    Loyal For A Fish
    "You are aware Statute 12 of the Guild of Evil Minions states that Minions are not allowed Minions of their own?"

    "That only applies to intelligent Minions."

    "I'd double check that with an attorney if I were you."


    Easily Trained

    "What does ti do anyway?"

    "Lookout and early warning system mostly. Occasionally a tag team partner."
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  7. - Top - End - #127
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    Default Re: Critters III! Now also in 5e!

    Giant Man o' War
    Medium Vermin (Aquatic)
    Hit Dice: 5d8 (22 hp)
    Initiative: -5
    Speed: Swim 0 ft. (0 squares), but see below
    Armor Class: 6 (-5 Dex, +1 Natural), touch 5, flat-footed 6
    Base Attack/Grapple: +3/+3
    Attack: See Special attacks
    Full Attack: See Special attacks
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison strands, Digestive Polyps
    Special Qualities: Blind, Wind Powered Movement, Deflate, Mindless
    Saves: Fort +4, Ref -4, Will +1
    Abilities: Str 11, Dex -, Con 11, Int -, Wis 11, Cha -
    Skills: ---
    Feats: ---
    Environment: Warm Aquatic
    Organization: Solitary, Pod (5-10), Mass (100-1000)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 6-7 HD (Medium), 8-15 HD (Large)
    Level Adjustment: ---

    This is a gigantic version of the Man o' War, a floating siphonophore collective.

    Poison strands (Ex): The Man o' War has poison strands hanging in a 90 ft. Line below it. Anything entering this area is stung and must make a Save vs Poison. Anything attacking the Man o' War in melee (unless they have a Reach Weapon) must also make a Save vs Poison. Contact, DC 16 (Save DC is Con based with a +4 Racial Bonus). Initial damage is a -4 penalty on attack rolls, skill checks, and ability checks. Secondary damage is Paralysis.

    Digestive Polyps (Ex): Anything that is paralyzed within the Man o' Wars poison tendrils is slowly reeled up to the main body at a rate of 5 ft. per round. Once it arrives digestive polyps do 1d8 acid damage per round.

    Blind (Ex): The Man o' War has no eyes, and is therefore immune to spells, attacks, or effects (such as bright light) that require an opponent to have eyesight to be effective.

    Wind Powered Movement (Ex): If it's air bladder is inflated, the Man o' War travels at the mercy of the winds, going in whichever direction the winds are blowing. Travel speed is the winds mph as feet. i.e if the winds are 10 mph, swim speed is 10 ft. If it's 50 mph, swim speed is 50 ft.

    Deflate (Ex): If attacked at the surface the Man o' War can deflate it's airbag, sinking at a rate of 10 ft. per round.

    Combat: Man o' Wars are incapable of initiating combat. The only significant danger they present is accidentally blundering into one, or being foolish enough to attack it.



    Giant Man O' War
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, Jim and I are seeing new ideas for marine warfare."

    Living Mines
    "These things don't even move under their own power."

    "They don't need to. You whip up a wind and send them barreling towards your opponents."

    "And afterwards?"


    Surprisingly Resilient

    "Yes, what happens after the fight, and you've littered the area with toxic beasts?"

    "You leave, and never go back. And wall the area off, if you can afford it."
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  8. - Top - End - #128
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    Default Re: Critters III! Now also in 5e!

    Dire Stingray
    Huge Animal (Aquatic)
    Hit Dice: 12d8+72 (126 hp)
    Initiative: +2
    Speed: Swim 50 ft. (10 squares)
    Armor Class: 18 (-2 Size, +2 Dex, +8 Natural), touch 10, flat-footed 16
    Base Attack/Grapple: +8/+23
    Attack: Tail Lash +17 melee (1d8+11 plus poison)
    Full Attack: Tail Lash +17 melee (1d8+11 plus poison)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Poison Sting
    Special Qualities: Low Light Vision, Blindsense 30 ft.
    Saves: Fort +14, Ref +12, Will +6
    Abilities: Str 32, Dex 14, Con 22, Int 2, Wis 14, Cha 2
    Skills: Hide -2 (+2 underwater), Listen +6, Search +3, Spot +6, Swim +19
    Feats: Ability Focus (Poison), Alertness, Blind-Fight, Combat Reflexes, Lightning Reflexes
    Environment: Warm Aquatic
    Organization: Solitary
    Challenge Rating: 9
    Treasure: None
    Alignment: Always Neutral
    Advancement: 13-19 HD (Huge), 20-24 HD (Gargantuan)
    Level Adjustment: ---

    "What fool through a perfectly good tent in the river?"

    "Abner! Abner that ain't no tent! Abner!!"

    Dire Stingrays are unusually large stingrays that are much of concern to any tribes dependent on the jungle rivers they occupy.

    Poison Sting (Ex): The sting in a Dire Stingrays tail is far more deadly than it's smaller cousins. Injury, DC 24 Fort Save (Save DC is Constitution based), Initial Damage is 2d4 Constitution and Secondary Damage is Paralysis for 2d4 rounds. Probably not a good thing since you'll be in the water.

    Blindsense (Ex): While underwater the Dire Stingray can sense any creature within 30 ft.

    Skills: Dire Stingrays have a +8 Racial Bonus on all Swim Checks, and can Always Take 10 on a Swim Check. Due to being largely the same color as the muddy river waters they live in, Dire Stingrays gain a +4 Racial Bonus to Hide Checks underwater.

    Combat: Dire Stingrays attack pretty much the way regular Stingrays do, by charging and lashing with their tail. Well okay usually regular Stingrays are more subtle or likely to swim away, but these suckers are huge.



    Giant Stingrays
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, we continue with Farmer John's obsession with venom."

    Badly Damaging To Shellfish Beds
    "I can see these being dangerous, but saboteurs?"

    "They are a shrimpery's worst nightmare"

    "Does that make up for the immense danger in raising them?"

    "Mostly."


    Surprisingly Stealthy

    "That doesn't sound encouraging."

    "Clearly, sir, you have never randomly been under assault by packs of heavily armed drifters."
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    Dire Piranha
    Small Animal (Aquatic)
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +1
    Speed: Swim 40 ft. (8 squares)
    Armor Class: 14 (+1 Size, +1 Dex, +2 Natural), touch 12, flat-footed 13
    Base Attack/Grapple: +1/-4
    Attack: Bite +2 melee (1d6-1)
    Full Attack: Bite +2 melee (1d6-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Shearing Bite
    Special Qualities: Low Light Vision, Blindsense 30 ft.
    Saves: Fort +5, Ref +4, Will +2
    Abilities: Str 8, Dex 13, Con 14, Int 1, Wis 14, Cha 2
    Skills: Hide +6, Listen +4, Spot +4, Swim +7
    Feats: Weapon Finesse
    Environment: Warm Aquatic
    Organization: Solitary or School (2-4)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-4 HD (Medium)
    Level Adjustment: ---

    "Ah don't like this river Bert."

    "Oh quit complainin' and help me look fer that missin' woman..."

    "The waters too dark. I can't see whats swimmin' in it with us. It makes me feel all twitchy like..."

    "Just relax Abner."

    "Bert...something has my toe...and not in a good way..."

    Dire Piranha are perhaps more vicious than their smaller brethren. Thankfully there aren't quite as many of them, or the rivers would be stripped of life...

    Shearing Bite (Ex): The Bite of a Piranha does x4 damage on a successful critical hit.

    Blindsense (Ex): While underwater the Dire Piranha can sense any creature within 30 ft.

    Skills: Dire Piranhas have a +8 Racial Bonus on all Swim Checks, and can Always Take 10 on a Swim Check. They may use the Run Action while swimming in a straight line.

    Combat: Dire Piranhas tend to bite and retreat, repeating until their victim is dead.



    Giant Piranha
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, we find ourselves amidst a cliche of horror tales."

    Worse Than Regular Piranha
    "Are you insane?"

    "I think we all know the answer to that by now."

    "You know these things always get loose right?"


    Actually Quite Omnivorous

    "Do you have the appropriate precautions? These are the shrews of the fish world."

    "Gentleman, I can assure you we are fine. They can't get loose."

    WOOT! WOOT! WOOT!

    "Sir, the piranha are loose."

    "Gentlemen, perhaps we should retire to my private zoo. We have a new marsupial exhibit."

    "I'm always a sucker for a good marsupial."
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    Dire Tree Kangaroo
    Large Animal
    Hit Dice: 5d8+10 (32 hp)
    Initiative: +4
    Speed: 20 ft. (4 squares), Climb 40 ft.
    Armor Class: 16 (-1 Size, +4 Dex, +3 Natural), touch 13, flat-footed 12
    Base Attack/Grapple: +3/+11
    Attack: Claw +6 melee (1d4+4)
    Full Attack: 2 Claws +6 melee (1d4+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Pounce from Above!
    Special Qualities: Low Light Vision, Tree Travel, Scent
    Saves: Fort +6, Ref +8, Will +2
    Abilities: Str 18, Dex 18, Con 15, Int 2, Wis 12, Cha 6
    Skills: Balance +13, Climb +14, Hide +2, Jump +25, Listen +5, Move Silently +6, Spot +5
    Feats: Alertness, Stealthy
    Environment: Warm Forest
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement:
    Level Adjustment: ---

    "GIT IT OFF MEEEEEEE...aww it's all cute and fuzzy like...BUT ITS EVIL!! GITITOFFMEEEEEEE"

    Dire Tree Kangaroos are fuzzy marsupial critters almost the size of tigers, with a sense of humor (they enjoy pouncing on people from out of trees). They are otherwise fairly adorable.

    Pounce from Above (Ex): When leaping from a tree onto an opponent below the Dire Tree Kangaroo is considered to be doing a Charge Attack and does +2d6 damage as it lands on the opponent. Both the Kangaroo and the opponent end the round Prone.

    Tree Travel (Ex): Dire Tree Kangaroos may move through the trees quicker than they can on the ground. A Dire Tree Kangaroo may move at 40 ft. while leaping through the trees.

    Skills: The Dire Tree Kangaroo has a +8 Racial Bonus to Climb and Balance checks, and a +20 Racial Bonus to Jump checks.

    Combat: Dire Tree Kangaroos generally aren't all that offensive, but they are sometimes a bit territorial. Hence they tend to drop from the sky on unsuspecting adventurers every so often.



    Giant Tree Kangaroo
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom we'll be looking at adorable zoo animals."

    Slow On The Ground
    "Harlan, it's huge. And I don't like the twinkle in it's eye."

    "We have had issues with them pouncing on people, but they're just playing mostly.."

    "Does it still hurt?"

    "Well...yes."

    They Spend Most Of Their Life In Trees

    "So it can be dangerous?"

    "No! No they're folivores. Perfectly harmless."
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    Dire Kangaroo
    Large Animal
    Hit Dice: 5d8+15 (37 hp)
    Initiative: +3
    Speed: 50 ft. (10 squares)
    Armor Class: 16 (-1 Size, +3 Dex, +4 Natural), touch 12, flat-footed 13
    Base Attack/Grapple: +3/+10
    Attack: Paw +9 melee (1d8+6)
    Full Attack: 2 Paws +9 melee (1d8+6)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved Grab, Spring Kick
    Special Qualities: Low Light Vision, Short Term Speed, Scent
    Saves: Fort +7, Ref +7, Will +2
    Abilities: Str 22, Dex 16, Con 16, Int 2, Wis 12, Cha 10
    Skills: Jump +14, Listen +5, Spot +5
    Feats: Improved Bull Rush, Power Attack
    Environment: Warm Plains
    Organization: Solitary, Pair, Troop (5-12)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Advancement: 6-10 HD (Large)
    Level Adjustment: ---

    "You hired us ta fight mice? Bert we can't fight mice. The other adventurers will make fun of us. Wtf man?"

    "No no, I said they look like mice. Kind of. But not really."

    "We're fightin' some horrifyin' abomination of nature agin aren't we?"

    Dire Kangaroos are mischievous roos about 13 foot tall that like to grapple and box the humanoid races for sport. They're kinda mean. But the locals say they taste pretty good. Of course the locals may be biased because the roos beat the crap out of them on a daily basis.

    Improved Grab (Ex): If a Dire Kangaroo hits with it's Paw attack, it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it does it's Paw damage each round as it continues to wail on it's grappled victim.

    Spring Kick (Ex): As a Full Attack Action the kangaroo jumps up and slams both back claws into it's opponents mid section. It does 4d6+6 damage.

    Short Term Speed (Ex): Once per hour, a Kangaroo can move ten times its normal speed (500 feet) for a number of rounds equal to it's Constitution modifier.

    Skills: Dire Kangaroos have a +8 Racial Bonus to Jump Checks.

    Combat: Dire Kangaroos open with a charge if the opponent isn't close, and immediately close to begin grappling if they are.



    Giant Kangaroo
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom we'll be...Oh hell, not these things."

    Surprisingly Aggressive
    "Bad experience with Kangaroos, Harlan?"

    "In his defense, they can be creepy."

    "Look at that one. Look at how it's just setting there. Looming."

    "Yeah, that's normal for him. We think he's a serial killer."

    Few Natural Predators

    "And you keep him around?"

    "Jim, he punched a Dragon once."

    "And he's still alive?"
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    Dire Rock Wallaby
    Medium Animal
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), Climb 30 ft.
    Armor Class: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
    Base Attack/Grapple: +1/+3
    Attack: Paw +4 melee (1d6+2)
    Full Attack: 2 Paws +4 melee (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved Grab
    Special Qualities: Low Light Vision
    Saves: Fort +4, Ref +6, Will +1
    Abilities: Str 14, Dex 16, Con 12, Int 2, Wis 12, Cha 5
    Skills: Climb +11, Jump +6, Listen +6, Spot +5
    Feats: Alertness, Weapon Finesse (B)
    Environment: Warm Hills or Mountains
    Organization: Solitary, Pair, or Colony (6-100)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-4 HD (Medium)
    Level Adjustment: ---

    "These lil not mouse critters seem nicer than the bigger ones."

    "Uh...Abner the tall male is lookin' at you kinda funny like...like he's mad or somethin'..."

    Dire Rock Wallabies are almost the size of regular kangaroos. Meaning they look like...kangaroos. Kangaroos with attitude who look like they want to kick your behind. For no better reason than that you're there.

    Improved Grab (Ex): If a Dire Wallaby hits with it's Paw attack, it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it does it's Paw damage each round as it continues to wail on it's grappled victim.

    Skills: Dire Rock Wallabies gain a +8 Racial Bonus to Climb Checks and a +4 Racial Bonus to Jump Checks. Wallabies can always Take 10 on a Climb Check, and can use their Str or Dex modifier for Climb Checks (whichever is higher).

    Combat: Unexpectedly feistier than their larger kin, Wallabies charge en masse and begin wailing on everything in their path.



    Giant Rock Wallaby
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom we'll be reviewing Kangaroos again."

    Born Wrong
    "These are Wallabies Harlan."

    "Perhaps he's had bad experiences with them too."

    "A group of them beat me like a rag doll once."

    "Really? We thought their mind-numbing aggression was a flaw in the magical process."

    They Really Do Live On Rocks

    "Um...how aggressive?"

    "They beat me once too. I think they sensed I was out of spells."
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    Dire Platypus
    Medium Animal
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares), Swim 30 ft.
    Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
    Base Attack/Grapple: +1/+2
    Attack: Spur +3 melee (1d6+1 plus poison)
    Full Attack: 2 Spurs +3 melee (1d6+1 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Low Light Vision, Hold Breath, Blindsense 30 ft.
    Saves: Fort +4, Ref +5, Will +1
    Abilities: Str 13, Dex 15, Con 13, Int 2, Wis 12, Cha 10
    Skills: Escape Artist +6, Listen +2, Search +2, Spot +2, Swim +10
    Feats: Blind-Fighting, Ability Focus (Poison)(B), Weapon Finesse (B)
    Environment: Warm Aquatic
    Organization: Solitary, Pair, or Group (3-5)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: 3-4 HD (Medium)
    Level Adjustment: ---

    "Abner...the ducks here got fur..."

    "Thems not ducks, thems Beavers."

    "Beavers ain't got bills Abner..."

    Dire Platypi are (almost) harmless water dwelling critters that simply wish to be left in peace. And if they aren't, their venom will soon ensure that others DO leave them (perhaps not necessarily in peace). Do not try to pet the fluffehs in the water childrens...

    Poison (Ex): Injury, DC 14 Fortitude Save (Save DC is Constitution based), Initial damage is Paralysis for 1d4 minutes, Secondary damage is a -4 Penalty to all rolls for 24 hours, and a -2 to all Fortitude Saves for 1d6 days.

    Hold Breath (Ex): The Dire Platypus can hold it's breath for (8x Con modifier) rounds before it risks drowning.

    Blindsense (Ex): Dire Platypi can sense anything within 30 ft. as long as they are underwater.

    Skills: Dire Platypi get a +8 Racial Bonus to Swim Checks, and may always take 10 on a Swim check. They may take the Run Action while swimming in a straight line. They also gain a +4 Racial Bonus to Escape Artist and Search Checks.

    Combat: Dire Platypi usually swat their opponents with their spurs and hope the venom takes effect. If it doesn't they may repeat a round or two before fleeing. Considering it's effects, opponents had really better hope they make that Fort Save.



    Giant Platypus
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom we'll be looking at the Gawds sense of humor."

    Aw, It's So Cute!
    "Oh Jebus, I remember these."

    "Bad experience Jim?"

    "The first time Jim met a regular Platypus no one told me about the spurs."

    "Oh, ouch. I hope you had a good cleric."

    Clerics Can't Help

    "They kept trying to find spells to soothe pain. For some reason no one thought of poison."

    "That's how you tell your cleric is a rookie."
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    Dire Echidna
    Medium Animal
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares), Burrow 20 ft.
    Armor Class: 16 (+6 Natural), touch 10, flat-footed 16
    Base Attack/Grapple: +1/+3
    Attack: Claw +3 melee (1d6+2)
    Full Attack: 2 Claws +3 melee (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Low Light Vision, Scent, Spiny Defense, Swarm Defense, Blindsight 10 ft.
    Saves: Fort +4, Ref +3, Will +1
    Abilities: Str 14, Dex 10, Con 12, Int 2, Wis 12, Cha 8
    Skills: Hide +5, Listen +2, Spot +2, Survival +2
    Feats: Skill Focus (Hide)
    Environment: Warm Plains, Forests or Hills
    Organization: Solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: Usually Neutral
    Advancement: 3-4 HD (Medium)
    Level Adjustment: ---


    "Awright lookee here Bert! You and Abner wuz paid to kill this damn thing so get to killin'."

    "Joseph you really shouldn't mention killin' critters right now we got our niece Sandy with us. She's ... partial to critters.

    "Ah don' give a damn if she braids their hair and shampoos their buttcheeks, I want this thang gone."

    "HEED MAH CALL, OH WARRIORS OF THA FUR!"

    "Aw crap...here we go..."

    Y'all pretty much know what an Echidna is. The Blindsight if from it's snouts ability to sense electrical impulses.

    Spiny Defense (Ex): Anyone attacking the Dire Echidna with an Unarmed Strike, Grapple, or Natural Weapon takes (1d6 plus their own Str modifier) piercing damage. When fighting using the Total Defense option it rolls into an armored ball raising it's Natural AC Bonus to +8.

    Swarm Defense (Ex): Echidnas have DR 6/-, but only against Swarm attacks.

    Skills: +4 Racial Bonus to Survival Checks to Track by Scent. They gain a +4 Circumstance Bonus to Hide Checks in areas of thick undergrowth or if they are half buried near them.

    Combat: Generally Echidnas flee, burrow, roll into a ball, or some other defensive tactic. But their claws are quite strong if you are careless...




    Giant Echidna
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom we'll be looking at ... what is this exactly?"

    Voted Most Likely To Survive A Bushfire
    "I thught you knew your marsupials Harlan?"

    "Echidnas are famous after all."

    "Famous for what?"

    "Ant killers. I actually made these to help with our giant ant problem a while back."

    The Can Sense Electrical Fields

    "But giant ants are as big as this Echidna is."

    "They were more 'biggie-sized' ants than true giants."
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    Wombat
    Small Animal
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +3
    Speed: 30 ft. (3 squares), Burrow 5 ft.
    Armor Class: 15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
    Base Attack/Grapple: +0/-3
    Attack: Claw +4 melee (1d3+1)
    Full Attack: 2 Claws +4 melee (1d3+1) and 1 bite -1 melee (1d3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Tunnel Fighting
    Special Qualities: Low-light Vision, Speed Burst, Armored Butt
    Saves: Fort +4, Ref +5, Will +1
    Abilities: Str 12, Dex 17, Con 15, Int 2, Wis 12, Cha 6
    Skills: Hide +7, Listen +6, Move Silently +3, Search -3, Spot +2, Survival +2
    Feats: Weapon Finesse
    Environment: Warm Plains and Forest
    Organization: Solitary
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 2 HD (Small)
    Level Adjustment: ---

    Wombats are adorable little Australian critters that are deceptively strong for their size.

    Tunnel Fighting: The Wombat's penalties for fighting in restricted spaces (see Underdark page 112) are lowered by an additional -2.

    Speed Burst: If scared, or it wishes to leave, once per hour the Wombat may move up to ten times it's base Land Speed for 1 full round as long as it takes the Run action.

    Armored Butt: Wombats have thick smooth hide on their behinds to prevent predators from pulling them from burrows, giving them DR 3/- against opponents they are unaware of.

    Skills: Wombats gain a +4 Racial Bonus on Listen Checks.

    Combat: Normally shy and retiring, Wombats can be utterly vicious if cornered or scared.




    Dire Wombat
    Large Animal
    Hit Dice: 8d8+40 (76 hp)
    Initiative: +5
    Speed: 50 ft. (5 squares), Burrow 10 ft.
    Armor Class: 16 (-1 Size, +1 Dex, +6 Natural), touch <#>, flat-footed <#>
    Base Attack/Grapple: +6/+17
    Attack: Claw +12 melee (1d6+7)
    Full Attack: 2 Claws +12 melee (1d6+7) and 1 Bite +10 melee (1d6+3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Tunnel Fighting
    Special Qualities: Low-light Vision, Speed Burst, Armored Butt
    Saves: Fort +11, Ref +7, Will +3
    Abilities: Str 25, Dex 13, Con 20, Int 2, Wis 12, Cha 6
    Skills: Hide +1, Listen +6, Move Silently +3, Search -2, Spot +3, Survival +4
    Feats: Dodge, Improved Initiative, Multiattack
    Environment: Warm Plains and Forest
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 9-12 HD (Large), 13-24 HD (Huge)
    Level Adjustment: ---

    Most Wombats are pet sized, despite not making very good pets. Dire Wombats are rhinoceros sized. They're also a tad more persnickety and less easily intimidated.

    Tunnel Fighting: The Wombat's penalties for fighting in restricted spaces (see Underdark page 112) are lowered by an additional -2.

    Speed Burst: If scared, or it wishes to leave, once per hour the Wombat may move up to ten times it's base Land Speed for 1 full round as long as it takes the Run action.

    Armored Butt: Wombats have thick smooth hide on their behinds to prevent predators from pulling them from burrows, giving them DR 6/- against opponents they are unaware of.

    Skills: Wombats gain a +4 Racial Bonus on Listen Checks.

    Combat: Dire Wombats will run for brief periods of time to convince opponents they are fleeing. Then the little fluffy jerks circle back around and charge you from behind.




    Giant Wombats
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I will be fangirling over Wombats "

    Adorable, But Temperamental
    "I love these things, but you probably shouldn't have made them giant"

    "On that we agree. They are spectacularly stubborn."

    "And adorable!"

    "They're pretty popular."

    They Poop Cubes

    "How do you keep them here?"

    "We have stone floors under the dirt. Somehow they still get out. We found one in the Aviary last week."

    "The Aviary?"
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    Dire Ibis
    Medium Animal
    Hit Dice: 4d8+8 (26 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares), Fly 80 ft. (Average)
    Armor Class: 14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
    Base Attack/Grapple: +3/+5
    Attack: Bite +5 melee (1d6+2)
    Full Attack: Bite +5 melee (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Low Light Vision, Hold Breath
    Saves: Fort +6, Ref +5, Will +2
    Abilities: Str 14, Dex 13, Con 14, Int 2, Wis 12, Cha 8
    Skills: Listen +5, Search +3, Spot +5, Swim +10
    Feats: Alertness, improved Initiative
    Environment: Warm Marsh or Forest
    Organization: Solitary, Pair, or Colony (5-30)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 5-6 HD (Medium), 7-8 HD (Large)
    Level Adjustment: ---

    "Swamps. Ah hate swamps."

    "Calm down Abner."

    "Ain't nuthin' good comes out of swamps..."

    "We've done worse..."

    "Ah was sued by thet Medusa last time we went into a swamp..."

    Ibis are wading birds that are normally harmless to people, but Dire Ibis flocks can wipe out fish supplies if left unchecked.

    Hold Breath (Ex): Dire Ibis may hold their breath for (4 times Constitution modifier) before it risks drowning.

    Skills: Dire Ibis gain a +8 Racial Bonus to all Swim Checks, and a +4 Racial Bonus to all Search Checks.

    Combat: Ibis normally peck at opponents, and retreat if they are troublesome.



    Giant Ibis
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom we'll be visiting Farmer Johns birdhouse."

    Highly Territorial When Nesting or Feeding
    "I'm surprised you didn't use these to sabotage shrimp farmers."

    "We did. But they did nothing but fight each other."

    "They can be aggressive."

    "Then there were the cultists..."

    Religious Symbols
    "Cultists?"

    "A lot of religions use them as symbols. Ever wake up to a bunch of hooded weirdos standing over your bed yammering about their Great Bird God?."

    "That would be a hard no."
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    Dire Flamingo
    Huge Animal
    Hit Dice: 10d8+30 (75 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares), Fly 100 ft. (Average)
    Armor Class: 14 (-2 Size, +2 Dex, +4 Natural), touch 10, flat-footed 12
    Base Attack/Grapple: +7/+23
    Attack: Bite +13 melee (2d6+12)
    Full Attack: Bite +13 melee (2d6+12)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Swallow Whole, Boiling Sneeze
    Special Qualities: Low Light Vision, Hold Breath, Water Resistance
    Saves: Fort +10, Ref +9, Will +5
    Abilities: Str 26, Dex 15, Con 16, Int 2, Wis 14, Cha 10
    Skills: Listen +5, Search +5, Spot +5
    Feats: Alertness, Endurance, Multisnatch, Snatch
    Environment: Warm Marshes
    Organization: Solitary, Pair, or Flock (10-100)
    Challenge Rating: 7
    Treasure: None
    Alignment: Always Neutral
    Advancement: 11-20 HD (Huge)
    Level Adjustment: ---

    "More friggin' birds...whut the hell are they doin' anyways?"

    "They's eatin' the shrimp in this here marsh were wadin' in. It's how they get their pink feathers.

    "WHUT? Lookit the size of them things! How big are the shrimp theys eatin?"

    "...uuhh..."

    Let's git tha hell outta this water Bert!"

    Swallow Whole (Ex): If a Dire Flamingo successfully uses it's Snatch Feat it may attempt to Swallow Whole it's victim the next round with a successful Grapple Check. A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage each round it remains swallowed. It can escape by doing 25 points of damage to the Flamingos stomach (AC 12) wit ha light piercing or slashing weapon. Once the victim exits muscular action closes the hole, and additional swallowed opponents must cut their own way out.

    Boiling Sneeze (Ex): When wading in the boiling salt pools in their native habitat, the flamingo has an additional defense. As a Full Attack Action it can take a drink of the boiling water, and sneeze it at opponents. This is a ranged touch attack with a range of 15 feet, and is +9 to hit. If successful the opponent takes 6d6 fire damage.

    Hold Breath (Ex): A Dire Flamingo can hold it's breath for (Constitution Modifier times 6) turns before it risks drowning.

    Water Resistance: Flamingos can submerge any part of themselves in boiling water, and thus have Fire Resistance 10 to such effects. Actual fire still hurts them.

    Combat: Dire Flamingos rarely attack in flight. Usually they land to peck, and take off only if they're losing or their opponents can fly.



    Giant Flamingos
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I will be ... looking at some truly huge, pink birds."

    Pink because They Eat Plankton
    "These are fairly impractical sir. Maintaining the boiling pools of water alone must be a fortune."

    "No worries, the staff has protective suits."

    "Protective suits?"

    "They cough up the water after they feed from it."

    They Feed Their Young 'Blood Milk'. Not As Terrifying As It Sounds.

    "So why is that one coughing up blood into the other one's mouth?"

    "Oh that's just how they feed their young. No worries, it isn't really blood."
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    Dire Ostrich
    Large Animal
    Hit Dice: 6d8+24 (51 hp)
    Initiative: +1
    Speed: 80 ft. (16 squares)
    Armor Class: 15 (-1 Size, +1 Dex, +5 Natural), touch 10, flat-footed 14
    Base Attack/Grapple: +4/+15
    Attack: Kick +10 melee (1d8+7)
    Full Attack: 1 Kick +10 melee (1d8+7) and 1 Peck +5 melee (1d4+3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: -
    Special Qualities: Low Light Vision
    Saves: Fort +9, Ref +6, Will +3
    Abilities: Str 24, Dex 12, Con 18, Int 2, Wis 12, Cha 10
    Skills: Listen +9, Spot +10
    Feats: Endurance, Power Attack, Run
    Environment: Warm Plains or Desert
    Organization: Solitary, Pair or Herd (5-50)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Advancement: 7-12 HD (Large)
    Level Adjustment: ---

    "Maaaan, ah liked the deer huntin'. Howcum we gotta be out here huntin' birds again?"

    "Ah never liked me no birds. Nossir."

    "Just ain't no sport in it"

    "WAAAAAK"

    "Abner...thet ain't no pigeon..."


    Dire Ostriches are occasionally farmed for food. Mostly they're avoided as too dangerous though. One kick does a serious amount of damage.

    Hardy (Ex): Ostriches have a +2 Racial bonus on Fortitude checks to avoid dehydration, or to avoid ill effects from exposure to the elements.

    Skills: Ostriches gain a +8 Racial Bonus to Hide checks when lying still in the tall grasses of their native savanna habitat. They also have a +4 Racial Bonus to Listen and Spot checks.

    Combat: Ostriches usually kick their opponents till they stop moving, or flee if they seem too troublesome.





    Giant Ostrich
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom we've apparently gone back to farm animals."

    The Devil's Chickens
    "Aren't the regular versions of these dangerous enough?"

    "Oh yes, quite. That's why we stopped farming them for Rheas. Couldn't turn the remaining birds loose though. They might breed in the wild and take over."

    "Compassion and mercy? From a Wizard?"

    "Don't you judge me."

    Unusually Fast
    "So what do you do with the eggs?"

    "We have a lot of critters who aren't picky eaters..."
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    Dire Rhea
    Medium Animal
    Hit Dice: 3d8+3 (16 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
    Base Attack/Grapple: +2/+5
    Attack: Kick +5 melee (1d6+3)
    Full Attack: Kick +5 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Low Light Vision
    Saves: Fort +4, Ref +5, Will +2
    Abilities: Str 16, Dex 15, Con 13, Int 2, Wis 12, Cha 6
    Skills: Listen +4, Spot +4
    Feats: Endurance, Run
    Environment: Warm Plains
    Organization: Solitary, Pair, or Flock (10-100)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 4-6 HD (Medium)
    Level Adjustment: ---

    "More birds? Dammit Abner I thought we wuz done with birds after the last fiasco."

    "They said these birds wuz smaller."

    "The last birds were almost elephant size dammit!"

    "You hear a rumblin' sound like a herd of cattle or somethin'?"

    Dire Rheas are smaller than Dire Ostriches, but no less dangerous. Especially during the breeding season when their flocks break up and scatter...

    Combat: Rheas fight similar to Ostriches. Kick and run.



    Giant Rhea
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom we'll be watching a flock of birds launch themselves chest first at Jim's forcewall."

    Aggressive During The Snuggle Season
    "They are quite angry, aren't they?"

    "Only during mating season. The rest of the year, they're fine."

    "How do farmhands survive the mating season?"

    "They don't, so we stopped farming the Rheas too."

    Not As Fast As Ostriches, For Which We Are Thankful
    "So what do you do with the eggs?"

    "The same as the Ostriches."
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  20. - Top - End - #140
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    Dire Penguin
    Gargantuan Animal
    Hit Dice: 12d8+96 (150 hp)
    Initiative: -1
    Speed: 20 ft. (4 squares), Swim 80 ft.
    Armor Class: 20 (-4 Size, -1 Dex, +15 natural), touch 5, flat-footed 20
    Base Attack/Grapple: +9/+33
    Attack: Beak +17 melee (2d6+12)
    Full Attack: 1 Beak +17 melee (2d6+12) and 2 Flipper Slaps +12 melee (1d8+6)
    Space/Reach: 20 ft./20 ft.
    Special Attacks: Belly Flop, Improved Grab, Swallow Whole
    Special Qualities: Low Light Vision, Hold Breath
    Saves: Fort +16, Ref +7, Will +5
    Abilities: Str 35, Dex 9, Con 26, Int 2, Wis 12, Cha 18
    Skills: Listen +8, Spot +9, Swim +20
    Feats: Cold Endurance, Endurance, Improved Cold Endurance, Large and in Charge, Swim By Attack
    Environment: Cold Aquatic
    Organization: Solitary, Pair, Flock (11-30), or Colony (31-100)
    Challenge Rating: 8
    Treasure: None
    Alignment: Always Neutral
    Advancement: 13-24 HD (Gargantuan)
    Level Adjustment: ---

    "Screw this Bert. It's cold, Ah'm hungry, and you didn't tell me we wuz goin' after birds agin. Ah'm beginnin' to develop a complex bout birds dammit."

    Dire Penguins are simply enormous versions of their more traditional cousins. They're loud, stinky, and wonderful to watch. As long as you're far away. Especially during mating or nesting season.

    Belly Flop (Ex): The Dire Penguin can fall on any creature two sizes smaller than itself doing 2d8+24 damage (DC 28 Reflex Save for half Damage, Save DC is Strength Based). This works like Trample in every way but one: If the opponent fails to make his Saving Throw, he is considered Pinned in a Grapple. Each round the DP can make a Grapple Check to successfully move him 10 feet, simultaneously doing 1d8+12 damage as it grinds it's opponent into the ground.

    Improved Grab (Ex):
    To use this ability, the Dire Penguin must hit a Large or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

    Swallow Whole (Ex): The Dire Penguin can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the Dire Penguin’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the Dire Penguin’s digestive tract (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Dire Penguin’s gullet can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller creatures.

    Skills: Dire Penguins have a +8 Racial Bonus to Swim Checks, and may Always Take 10 on a Swim Check. They may use the Run Action when swimming in a straight line.

    Combat: Dire Penguins will bite and slap opponents of similar size. Against smaller opponents, they fall on them pinning them to the ground before dragging them across the ice.



    Giant Penguin
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom we'll be ..."

    Surprisingly Mean
    "Cat got your tongue Harlan??"

    "It's only a Penguin."

    "How man of these are there?"

    "Just the one, they're too expensive to feed."

    Fun To Watch Though
    "How do you feed all these animals anyway?"

    "A very aggressive program of blackmail..."
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    Dire Toucan
    Medium Animal
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), Fly 60 ft. (Average)
    Armor Class: 14 (+2 Dex, +2 Natural), touch 12, flat-footed 12
    Base Attack/Grapple: +1/+2
    Attack: Beak +3 melee (1d8+2/19-20, x3)
    Full Attack: Beak +3 melee (1d8+2/19-20, x3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Crushing Beak
    Special Qualities: Low Light Vision,
    Saves: Fort +4, Ref +5, Will +1
    Abilities: Str 12, Dex 15, Con 12, Int 2, Wis 12, Cha 10
    Skills: Intimidate +2, Listen +2, Spot +3
    Feats: Weapon Finesse
    Environment: Warm Forest
    Organization: Solitary, or Pair
    Challenge Rating: 1
    Treasure: Standard
    Alignment: Always Neutral
    Advancement: 3-4 HD (Medium)
    Level Adjustment: ---

    "Bert...I can't help but notice we're in a jungle. Which means we're hunting birds or bugs or snakes."

    "It's birds."

    "DAMMIT BERT, WE AGREED NO MORE BIRDS!"

    "But the poison critters are okay?"

    "YES! I MEAN NO! Look you owe me a big one for this! Everytime we go after birds bad things happen."

    Dire Toucans are slightly more aggressive (and much larger) versions of their smaller relatives. While they primarily eat fruit they are opportunistic omnivores, so adventurers shouldn't let their guard down.

    Crushing Beak (Ex): A Dire Toucans beak criticals on a 19-20 and does x3 damage.

    Combat: Dire Toucans rarely see the need to fight unless PC's are close to their nest or food sources. Then it's Beak Time. Preferably on the back of your head if Intimidation doesn't work.




    Giant Toucans
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom we'll be wishing we'd lost our hearing."

    Opportunistic Omnivores
    "They are quite loud."

    "Try not to mention it out loud, they may get bitey."

    "I thought they ate fruit?"

    "They usually do, but they're quick to take advantage if you aren't paying attention."

    The Beak Helps Regulate Their Body Temperature
    "Wait those aren't bird noses..."

    "That must be the Megafauna wing, it's just next door."
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    Dire Ankylosaur
    Colossal Animal
    Hit Dice: 45d8+600 (960 hp)
    Initiative: -3
    Speed: 30 ft. (6 squares)
    Armor Class: 30 (-8 Size, -3 Dex, +31 Natural), touch 0, flat-footed 30
    Base Attack/Grapple: +33/+66
    Attack: Tail Slap +43 melee (4d6+25/19-20)
    Full Attack: Tail Slap +43 melee (4d6+25/19-20)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: Trample 8d6+17 (DC 51), Spiny Shell, Tail Slap
    Special Qualities: Dark Vision, Low Light Vision, Scent, Thick Armor
    Saves: Fort +42, Ref +21, Will +27
    Abilities: Str 45, Dex 5, Con 35, Int 2, Wis 10, Cha 10
    Skills: Listen +24, Spot +24
    Feats: Awesome Blow, Cleave, Devastating Critical (Tail Slap), Diehard, Epic Fortitude, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Tail Slap), Improved Toughness, Large and in Charge, Overwhelming Critical (Tail Slap), Power Attack, Power Critical (Tail Slap), Steadfast Determination, Weapon Focus (Tail Slap)
    Environment: Warm Hills and Plains
    Organization: Solitary
    Challenge Rating: 23
    Treasure: None
    Alignment: Always Neutral
    Advancement: 46-92 HD (Colossal)
    Level Adjustment: ---

    "The good news is it's not a Tarrasque. The bad news is it still looks pretty darn mean..."

    Dire Ankylosaurs are pretty rare, and the occasion when two individuals of the opposite sex meet to mate are even rarer. So the good thing is the world isn't exactly overrun with them. On the other side they're just too darn stubborn to die.

    Thick Armor (Ex): Dire Ankylosaurs are immune to criticals and may not be flanked. They also gain maximum hit points per hit die.

    Trample (Ex): 8d6+17 (DC 51).

    Spiny Shell (Ex): The armored shell of the Dire Ankylosaur is covered in bony spikes, and opponents of Gargantuan Size Class or bigger that attack them with an unarmed strike or a natural weapon take 1d6 plus their own Strength Modifier in damage.

    Tail Slap (Ex): Any living creature that is not immune to criticals struck by the Dire Ankylosaurs tail must make a DC 51 Fortitude Save (Save DC is Strength based) or be Stunned for 1d3 rounds.

    Combat: Ankylosaurs immediately wade in with the tail if surprised, otherwise they wait for an opponent to charge and lash out.



    Giant Ankylosaur
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom I begin to question Farmer Johns state of mind."

    Holy Mother off Gawd!
    "Are you sure you're legally allowed to walk around free?"

    "Jim, you wound me."

    "The Guild will know of this..."

    "Shove It Harlan."

    Living Wrecking Ball
    "What is thing for?"

    "Proof of concept. A matter of pride. Vengeance.."
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    Okapi
    Large Animal
    Hit Dice: 5d8+15 (37 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (-1 Size, +1 Dex, +5 Natural), touch 10, flat-footed 14
    Base Attack/Grapple: +3/+14
    Attack: Hoof +9 melee (1d8+7)
    Full Attack: 2 Hooves +9 melee (1d8+7)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Overrun
    Special Qualities: Low Light Vision
    Saves: Fort +7, Ref +5, Will +2
    Abilities: Str 24, Dex 12, Con 16, Int 2, Wis 13, Cha 6
    Skills: Listen +5, Spot +5
    Feats: Endurance, Run, Improved Overrun (B)
    Environment: Warm Forest
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 6-7 HD (Large)
    Level Adjustment: ---

    "Okay...seriously Abner what is this thing?"

    Overrun (Ex): When successfully performing an Overrun you also do 1d8+7 damage to the opponent.

    Skills: Okapi have a +6 Racial Bonus to Hide checks in Jungle settings.

    Combat: Okapis are shy, and usually hit attackers a round or two with hooves before fleeing (sometimes fleeing through the attackers).



    Okapi
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, Jim and I witness one of nature's rare wonders."

    Originally A Cryptid!
    "How did you find one of these?"

    "Stumbled across a few in the forest, and decided to bring them back for study and preservation."

    "Are they really related to Giraffes?"

    "As best we can determine yes."

    First Thought To Be A Subspecies of Unicorn
    "You Gargantua'd them didn't you?"

    "Of course."



    Dire Okapi
    Huge Animal
    Hit Dice: 12d8+72 (126 hp)
    Initiative: +0
    Speed: 50 ft. (10 squares)
    Armor Class: 18 (-2 Size, +10 Natural), touch 8, flat-footed 18
    Base Attack/Grapple: +9/+28
    Attack: Hoof +18 melee (2d6+11)
    Full Attack: 2 Hooves +18 melee (2d6+11)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Trample (2d8+11)
    Special Qualities: Low Light Vision
    Saves: Fort +14, Ref +8, Will +5
    Abilities: Str 32, Dex 10, Con 22, Int 2, Wis 13, Cha 8
    Skills: Listen +9, Spot +8
    Feats: Endurance, Improved Bull Rush, Improved Overrun, Power Attack, Run
    Environment: Warm Forest
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: Always Neutral
    Advancement: 13-16 HD (Large); 17-36 HD (Huge)
    Level Adjustment: ---

    "Crap it has an uncle..."

    Dire Okapi are shy forest dwellers who apparently like stomping on anything that spooks them.

    Trample (Ex): DC 27 Reflex Save for half damage.

    Skills: Okapi have a +6 Racial Bonus to Hide checks in Jungle settings.

    Combat: Dire Okapis are a little tougher mentally than their regular brethren, and willingly stand toe to toe with opponents, usually trying to trample them.



    Giant Okapi
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, nature is somewhat less wonderful."

    Weren't They Already Good Enough?
    "Why was this necessary?"

    "Necessary has nothing to do with it."

    "I would have thought farming Wizards would be more...pragmatic..."

    "Look, we biggie-size everything. It's what we do here."

    Very Shy For Their Size
    "Well at least you didn't expand regular Giraffes. They're more than big enough."

    "Funny you should mention that..."
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    Dire Giraffe
    Huge Animal
    Hit Dice: 18d8+90 (171 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 17 (-2 Size, +9 Natural), touch 8, flat-footed 17
    Base Attack/Grapple: +13/+31
    Attack: Head Butt +21 melee (2d8+10)
    Full Attack: 1 Head Butt +21 melee (2d8+10) and 2 Stamps +16 melee (2d6+5)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Trample (2d8+10), Increased Reach
    Special Qualities: Low Light Vision
    Saves: Fort +16, Ref +11, Will +7
    Abilities: Str 30, Dex 10, Con 20, Int 2, Wis 13, Cha 10
    Skills: Listen +13, Spot +14
    Feats: Alertness, Awesome Blow, Brutal Strike, Endurance, Improved Bull Rush, Power Attack, Run
    Environment: Warm Plains
    Organization: Solitary, or Herd (4-12)
    Challenge Rating: 9
    Treasure: None
    Alignment: Always Neutral
    Advancement: 19-27 HD (Huge), 28-36 HD (Gargantuan)
    Level Adjustment: ---

    "Bert?"

    "Yeah Abner?"

    "What the ____ is that?"

    "Who cares, it's seen us! Run!

    The Gods alone know where Dire Giraffe's came from. Some people think of them as proof of a Divine sense of the absurd. Or that maybe the Creators do illicit substances when no one is looking. It would certainly explain the existence of other things like Ethereal Filchers.

    Trample (Ex): DC 26 Reflex Save for half damage.

    Increased Reach (Ex): Due to the length of it's neck and limbs the Giraffe has a range of 15 feet.

    Combat: Dire Giraffe's are more interested in mating or chewing grass than anything else, but on occasion they get hold of some rotten fruit that's been fermenting into alcohol and decide the small people things would be fun to run over or headbutt.




    Giant Giraffe
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, we get what we were expecting."

    They Like To Play Golf. You Are The Ball.
    "Your little friend doesn't appear to like us."

    "Oh no, that's normal. They like to swing their heads at smaller creatures like they were playing golf using their heads as clubs."

    "This is normal behavior?"

    "It is for Giraffes. Giraffes are (beep)."

    Marvels of biology
    "When did we get a censor?"

    "The Gnomes built one into your Cube of Force, just in case it was needed."

    "(beep) Gnomes..."
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    Dire Butterfly
    Huge Vermin
    Hit Dice: 15d8+30 (97 hp)
    Initiative: +4
    Speed: 20 ft. (4 squares), Fly 60 ft. (Good)
    Armor Class: 18 (-2 Size, +4 Dex, +6 Natural), touch 12, flat-footed 14
    Base Attack/Grapple: +11/+23
    Attack: Proboscis +13 (1d8+4)
    Full Attack: Proboscis +13 (1d8+4)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: -
    Special Qualities: Dark Vision 60 ft., Vermin traits, Scent, Toxic flesh
    Saves: Fort +11, Ref +9, Will +7
    Abilities: Str 18, Dex 18, Con 14, Int -, Wis 14, Cha 14
    Skills: Spot +10, Survival +2 (+10 Tracking or Orientation)
    Feats: -
    Environment: Temperate Plains or Forests
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 16-32 HD (Gargantuan)
    Level Adjustment: ---

    "What are we being paid for this Abner?"

    Dire Butterflies are elephant sized. No one knows how or why they came into existence, but drunkenness and Gawds are mentioned often. Color and appearance varies, but they tend to suck down a lot of poisonous plants as young un's so biting one is a baaad idea. They're fairly inoffensive as long as you don't get between them and food.

    Toxic Flesh: Many of the plants commonly eaten by Dire Butterflies are quite toxic. Anything attempting to bite or swallow (!) the Dire Butterfly that hits successfully must make a DC 19 Fortitude Save (Save DC is Constitution based) or be poisoned. Initial and Secondary damage is 1d6 Con.

    Skills: Dire Butterflies get a +8 Racial Bonus to Spot Checks, and to Survival Checks to track via scent or orient themselves.

    Combat: Dire Butterflies ten to whack opponents with their proboscis once and then leave if their persistent in fighting back.



    Giant Butterfly
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, we visit 'The Hall of Miscellaneous Bug Things'."

    Poisonous Due To Their Diet
    "Very scientific of you."

    "Hey you two (beeps) can leave anytime..."

    "No insult meant. Surely men of our profession can indulge in some light ribbing?"

    "You've been ribbing a little too much lately."

    Caterpillars of Devastation
    "When did we get a censor?"

    "Why enlarge these? You'd also have to enlarge their food sources."

    "I had a client who was tired of people killing her beloved butterflies for their collections. We forgot to consider what the caterpillars would be like..."
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  26. - Top - End - #146
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Critters III! Now also in 5e!

    Dire Tardigrade
    Fine Magical Beast (Aquatic, Amphibious)
    Hit Dice: 1/4d10+2 (3 hp)
    Initiative: +0
    Speed: 10 ft. (2 squares), Climb 10 ft., Swim 10 ft.
    Armor Class: 19 (+8 Size, +1 Natural), touch 18, flat-footed 19
    Base Attack/Grapple: +1/-19 (+1 when attached)
    Attack: Grapple +1 melee touch (attach)
    Full Attack: Grapple +1 melee touch (attach)
    Space/Reach: 1/2 ft./0 ft.
    Special Attacks: Attach, Stylets
    Special Qualities: Blind, Deaf, Blindsense 10 ft., Mindless, Scent, Suspended Animation, Tremorsense 10 ft., Energy Resistance 5 (Acid, Cold, Desiccation and Fire), Hardiness, DR 5/slashing and piercing
    Saves: Fort +4, Ref +2, Will +1
    Abilities: Str 1, Dex 11, Con 15, Int -, Wis 12, Cha 2
    Skills: Climb +3, Swim +3
    Feats: ---
    Environment: Any
    Organization: Solitary
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always Neutral
    Advancement: 1/2d10 (Diminutive)
    Level Adjustment: ---

    "Jebediah, what the hell are these?"

    "Dunno, but I need you and Abner to get rid of 'em. Thays eatin' mah oozes!"

    "What the hell do you have oozes for?"

    "...reasons..."

    The mighty, mighty Dire Tardigrade is a whole 3 inches long.

    Attach (Ex): If a Tardigrade hits with a touch attack, it uses its many legs to latch onto the opponent’s body. An attached Tardigrade is effectively grappling its prey. The Tardigrade loses its Dexterity bonus to AC and has an AC of 19, but holds on with great tenacity. Tardigrades have a +20 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

    An attached Tardigrade can be struck with a weapon or grappled itself. To remove an attached Tardigrade through grappling, the opponent must achieve a pin against the Tardigrade.

    Stylets (Ex): A Tardigrade drains bbodily fluids, dealing 1 point of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 2 points of Constitution damage, it detaches and scurries off to digest the meal. If its victim dies before the Tardigrades appetite has been sated, the Tardigrade detaches and seeks a new target.

    Blind (Ex): Tardigrades are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

    Deaf (Ex): Tardigrades are immune to aural effects, illusions, and other attack forms that rely on hearing.

    Suspended Animation (Ex): If a Tardigrade fails a Save against any of the effects listed under Hardiness that would cause it to take lethal damage or ability damage, it instead desiccates itself and goes into suspended animation. While in this state it is immune to poison, disease, suffocation, pressure, starvation/thirst, extreme temperatures, dehydration and any spell/effect or ability requiring a Fortitude Save. It's Energy Resistance and DR increase to 10. It is unaware, and cannot move (it is considered helpless). Sufficient water will rehydrate the Tardigrade, and restore it in 1d6 rounds. It may survive in this state for (Con score x2) years.

    Hardiness (Ex): Tardigrades have a +4 Racial Bonus to pressure, and cold/warm water (see Stormwrack page 10). They likewise have a +4 Racial Bonus on Saves against poison and disease. They have a +4 Racial Bonus on Saves against Altitude Sickness and extreme cold (DMG page 90 and Frostburn page 10), as well as extreme heat, heatstroke and dehydration (see Sandstorm page 12+). They have a +4 Racial Bonus on Saves against suffocation, thirst and starvation (see DMG). If using d20 Modern rules, the Tardigrade also gains this +4 Bonus on Saves against Radiation, decompression, and exposure to vacuum (see D20 Future). A Tardigrade can resist unusual attacks with great fortitude. If it makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect.

    Skills: Dire Tardigrades have a +8 Racial Bonus on Climb and Swim Checks, and can always Take 10 on a Climb or Swim Check.

    Combat: Dire Tardigrades attach themselves to whatever blunders near, feed and leave. Circumstances permitting, mind you.




    Giant Tardigrade
    "Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom, we...What in the Nine Hells is that?."

    Virtually Immortal
    "Fascinating."

    "I'm not really sure what they are, we found a bunch of them in the vats the day after we enlarged the elephants. They seem resistant to just about everything, and are hardy survivors."

    "What do they eat?"

    "Plants and oozes mostly. We had to confine them to stop them from ambushing the Gelatinous Cubes on the cleaning staff."

    Cults Worship Them
    "Have they been any trouble since?"

    "Only if you consider some religious nut screaming 'our Messiah has come at last' like a Banshee, and repeatedly bowing before it while asking for it to command him."


    "Where is he now?"

    "In our dungeon, screaming about the coming of Gozer."
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  27. - Top - End - #147
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Critters III! Now also in 5e!

    I haven't forgotten thiss thread, I'm just running late.
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  28. - Top - End - #148
    Dwarf in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    If I may make an observation...

    Dire dire dire dire giant giant giant. Some cryptids and legendary animals, and many critter
    combos such as octopus bears.

    But AFAICS, not one pygmy tarrasque, no dwarf dragons, no mimmoths, no carnivorous
    flying mice, no cute and harmless swarms within which one deadly critter can lurk. If it's a
    deadly swarm, it's always the whole swarm that's deadly. There's not one instance of that
    most dangerous of animals, a clever sheep. Very few plant or mushroom critters, and no
    clockwork automata to speak of. You want more things that steal stuff, corrode stone,
    drain magic items, attack wood or leather, cause landslides, transmute materials in
    undesirable ways...

    As a general trend the vast, vast majority of everyday critters are made deadlier by making
    them bigger and/or meaner. And most things are deadly because they bite or kick or
    whatever, and it's far rarer that they trigger rot or disease, or collapse buildings by
    undermining them. Venom, breathing fire, bringing ill luck to spellcasters, accelerating decay,
    attracting Hounds of Tindalos from the other edge of reaility, eating the fabric of reality like
    a caterpillar eating a leaf, debuffing with subsonic groans or driving people to madness
    through a magically enforced lack of sleep, and so forth are hardly represented at all! IJS. :-)
    Last edited by Simons Mith; 2022-09-05 at 03:27 PM. Reason: forgot a few bits
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  29. - Top - End - #149
    Firbolg in the Playground
     
    Metastachydium's Avatar

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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Simons Mith View Post
    no mimmoths
    Heh. Something like the Cretan dwarf mammoth, pygmy elephant or Cyprus dwarf elephant (in their astonishing 1 m tall glory) could be fun.

    no carnivorous flying mice
    I'm getting skiurid vibes here.

    corrode stone,
    I mean, many oozes do that.

    drain magic items (…) transmute materials in undesirable ways...
    Dunno about that. Folugubs and disenchanters are not super-popular for a reason (even though they look cute).

    Venom,
    Common enough.

    breathing fire,
    Breath weapons are freakin' everywhere (too few of them deal sonic damage, on the other hand).

    attracting Hounds of Tindalos from the other edge of reaility, eating the fabric of reality like a caterpillar eating a leaf,
    Oh, yes please!

    (Also: Bhu is really nice and a real pro; if you want something specific, he's known to take requests!)
    Last edited by Metastachydium; 2022-09-05 at 03:42 PM. Reason: Tags, tags, taggin' tags.

  30. - Top - End - #150
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Simons Mith View Post
    If I may make an observation...

    Dire dire dire dire giant giant giant. Some cryptids and legendary animals, and many critter
    combos such as octopus bears.

    But AFAICS, not one pygmy tarrasque, no dwarf dragons, no mimmoths, no carnivorous
    flying mice, no cute and harmless swarms within which one deadly critter can lurk. If it's a
    deadly swarm, it's always the whole swarm that's deadly. There's not one instance of that
    most dangerous of animals, a clever sheep. Very few plant or mushroom critters, and no
    clockwork automata to speak of. You want more things that steal stuff, corrode stone,
    drain magic items, attack wood or leather, cause landslides, transmute materials in
    undesirable ways...

    As a general trend the vast, vast majority of everyday critters are made deadlier by making
    them bigger and/or meaner. And most things are deadly because they bite or kick or
    whatever, and it's far rarer that they trigger rot or disease, or collapse buildings by
    undermining them. Venom, breathing fire, bringing ill luck to spellcasters, accelerating decay,
    attracting Hounds of Tindalos from the other edge of reaility, eating the fabric of reality like
    a caterpillar eating a leaf, debuffing with subsonic groans or driving people to madness
    through a magically enforced lack of sleep, and so forth are hardly represented at all! IJS. :-)
    There's more varied stuff common. I just had a lot of giant critter stuff to revise and it's been a bit of a slog.

    Also I'll be doing a horror special for October.
    Last edited by Bhu; 2022-09-05 at 04:23 PM.
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