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« Reply #360 on: September 05, 2009, 06:30:35 AM » |
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Catfish God Large Animal (Aquatic) Hit Dice: 8d8+24 (60 hp) Initiative: +1 Speed: Swim 50 ft. (10 squares) Armor Class: 16 (-1 Size, +1 Dex, +6 Natural), touch 10, flat-footed 15 Base Attack/Grapple: +6/+14 Attack: Bite+9 melee (1d8+4) Full Attack: Bite+9 melee (1d8+4) Space/Reach: 10 ft./5 ft. Special Attacks: Improved Grab, Swallow Whole, Spine Lash Special Qualities: Low Light Vision, Blindsense Saves: Fort +9, Ref +7, Will +4 Abilities: Str 18, Dex 13, Con 16, Int 2, Wis 14, Cha 2 Skills: Listen +4, Search +3, Spot +4, Swim +12 Feats: Ability Focus (Poison), Endurance, Swim-By Attack Environment: Warm Aquatic Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Always Neutral Advancement: 9-12 HD (Large), 13-16 HD (Huge) Level Adjustment: ---
"YOU WILL BOW!! YOU WILL BOW TO THE GREAT CATFISH GAWD!!"
"Abner the locals appear to be a might retarded."
"YOU WILL BOW NOW!"
"Bert, if'n he doesn't stop a'spittin' on me when he screams ah want you to hit him in his 'quiet area' with thet axe of yours..."
Catfish Gods are enormous river catfish that grow larger and larger with time, and are worshiped by some primitives as gods. Many feed them sacrifices after they grow too big to move anymore (though that can take generations). They are, in fact, Dire Catfish.
Improved Grab (Ex): If the Catfish Gawd successfully hits with it's Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may then Swallow it's victim or deal it's bite damage.
Swallow Whole (Ex): The Catfish Gawd can Swallow an opponent up to 3 Size Classes smaller than itself with a successful Grapple Check. The swallowed opponent takes 1d8+4 bludgeoning damage and 1d8 acid damage per round inside the stomach. It may escape by doing 15 points of damage to the stomach (AC 13) with a light slashing or piercing weapon. Once it exits, muscular action closes the hole and other swallowed creatures must find their own way out.
Poison Lash (Ex): As a Full Round Action the Catfish can lash it's head back and forth while twisting it's powerful body, possibly hitting everyone in the squares in front of it and to either side. Every creature in that area must make a DC 18 Reflex Save (Save DC is Strength Based) or take 2d6+4 piercing damage from the Catfish Gawds barbels. If it is successfully damaged it must also make a DC 19 Fortitude Save (Save DC is Constitution Based) or be poisoned (Initial and Secondary damage is 2d4 Strength).
Blindsense (Ex): While underwater the Catfish God can sense any creature within 30'.
Skills: Catfish Gods 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: Catfish Gawds use their Poison Lash on bigger creatures, or on threats they can't simply swallow.
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« Reply #361 on: September 10, 2009, 07:42:40 AM » |
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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 +21 melee (1d8+11 plus poison) Full Attack: Tail Lash +21 melee (1d8+11 plus poison) Space/Reach: 15 ft./10 ft. Special Attacks: Poison Sting Special Qualities: Low Light Vision, Blindsense 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: 8 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'.
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.
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« Last Edit: September 27, 2009, 06:56:50 AM by bhu »
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« Reply #362 on: September 22, 2009, 07:11:55 AM » |
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http://theshadowlands.net/jd.htmhttp://www.elktownship.com/myth.htmlhttp://en.wikipedia.org/wiki/Jersey_Devilhttp://www.strangemag.com/jerseydevil1.htmlhttp://www.prairieghosts.com/jerseydevil.htmlWell the Jersey Devil should be fun. Size and description varies more than the Chupacabra. Here's a nice sample: "I looked out upon the Delaware and saw flying diagonally across what appeared to be a large crane, but which was emitting a glow like a fire-fly. Its head resembled that of a ram, with curled horns, and its long thick neck was thrust forward in flight. It had long thin wings and short legs, the front legs shorter than the hind." It was three feet high... long black hair over its entire body, arms and hands like a monkey, face like a dog, split hooves [...] and a tail a foot long In general appearance it resembled a kangaroo... It has a long neck and from what glimpse I got of its head its features are hideous. It has wings of a fairly good size and of course in the darkness looked black. Its legs are long and somewhat slender and were held in just such a position as a swan's when it is flying...It looked to be about four feet high "As nearly as I can describe the terror, it had the head of a horse, the wings of a bat and a tail like a rat's, only longer “about three and a half feet high, with a face like a collie and a head like a horse. It had a long neck, wings about two feet long and its back legs were like those of a crane and it had horse’s hooves. It walked on its back legs and held up two short front legs with paws on them He described it as being about six-feet tall with horns and matted black fur. Could this have been the reported Jersey Devil - or some other creature altogether? Irwin stated that he and the creature stared at one another for several minutes before the monster finally turned and ran into room erupted with screams as the child grew at an enormous rate, becoming taller than a man and changing into a beast which resembled a dragon, with a head like a horse, a snake-like body and bat's wings. As soon as it was full-grown, the monster began beating all the woman (including his mother) with its thick, forked tail. With a harsh cry, it flew through the chimney and vanished into the storm. Mr. Evans gave the following account: "It was about three feet and a half high, with a head like a collie dog and a face like a horse. It had a long neck, wings about two feet long, and its back legs were like those of a crane, and it had horse's hooves. It walked on its back legs and held up two short front legs with paws on them. It didn't use the front legs at all while we were watching. My wife and I were scared, I tell you, but I managed to open the window and say, 'Shoo!' and it turned around, barked at me, and flew away". The Jersey Devil of lore does not look like anything humanoid. It is a creature with the head of a horse, large wings and claws, and has a roughly four-foot-long serpentine body. When a person sees the Devil, he or she sees an omen of disaster to come. According to early legends, its appearances have come before While the descriptions vary, several factors remain fairly constant. It is commonly described as having a long neck, with wings and hooves. It is often said to have a horse-like head and a tail. The height of the creature varies among sightings from about three feet to more than seven feet. Most sightings also report that the creature has glowing bright red eyes and emits a high, human-like scream its also been described as a 7 foot tall hairy man Despite being an outsider (?) it apparently requires food but doesnt age. It apparently moves faster than possible for an animal and despite its slight size is strong enough to shake cars and fight rooms full of people. Seems immune to the problems of being exposed to the elements. Jersey Devil version 1 Small Magical Beast Hit Dice: 5d10+20 ( 47 hp) Initiative: +7 Speed: 50 ft. (10 squares), 80 ft. Flight (average) Armor Class: 18 (+1 Size, +3 Dex, +4 Natural), touch 14, flat-footed 15 Base Attack/Grapple: +5/+5 Attack: Bite +10 melee (1d4+4) Full Attack: Bite +10 melee (1d4+4) and 2 Hooves (1d3+2) Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: Dark Vision 60', Damage Reduction 3/-, Regeneration 2 Saves: Fort +8, Ref +7, Will +4 Abilities: Str 18, Dex 16, Con 20, Int 3, Wis 16, Cha 12 Skills: Climb +5, Hide +8, Intimidate +4, Move Silently +5, Spot +5 Feats: Alertness, Improved Initiative Environment: Temperate Forest Organization: Unique Challenge Rating: 3 Treasure: None Alignment: Chaotic Neutral? Advancement: 6+ HD Level Adjustment: --- "You can laugh all you want! Ah saw it! It pooped on mah haid! It pooped on mah wife too!
Honestly ah wasn't so upset 'bout thet last part."This is one of the cryptid versions of the Jersey Devil. The one most commonly described as hooved and winged with a vaguely horselike head and a thin tail. Combat: The Jersey Devil only attacks small prey unless provoked. Even then it often simply attacks once before flying away.
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« Reply #363 on: September 22, 2009, 07:12:19 AM » |
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Jersey Devil version 2 Medium Outsider (Native, Evil) Hit Dice: 10d8+40 (95 hp) Initiative: +7 Speed: 40 ft. (8 Squares), 60 ft. Flight (average) Armor Class: 21 (+3 Dex, +8 Natural), touch 13, flat-footed 18 Base Attack/Grapple: +10/+14 Attack: Tail Smash +14 melee (1d6+4) Full Attack: 1 Tail Smash +14 melee (1d6+4), 1 Bite +12 melee (1d6+2), and 2 Claws +12 melee (1d4+2) Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: Glow, Fiery Aura, Dark Vision 60', Damage Reduction 5/Magic, Immune to Poison, Resistance to Acid/Cold/Electricity/Fire 10, Harbinger Saves: Fort +11, Ref +10, Will +10 Abilities: Str 20, Dex 17, Con 19, Int 6, Wis 16, Cha 12 Skills: Climb +15, Intimidate +11, Jump +15, Move Silently +13, Spot +13, Survival +8, Listen +13, Search +6 Feats: Alertness, Dodge, Improved Initiative, Multiattack Environment: Temperate Forest Organization: Unique Challenge Rating: 5 Treasure: Standard Alignment: Neutral Evil Advancement: 11+ HD Level Adjustment: ---
"Oy! You th' Devil?"
"I've been called that yes."
"Yer boy bin settin' fire to mah chikins again. Reckon you know why ah'm here."
"Some pathetic, ill-advised attempt at revenge?."
"Nope. Ah'm here t'set YOR chikins on fire."
"Oh this should be good..."
This is the serpent bodied, ram-horned Jersey Devil with a forked tail. A Devils son.
Glow (Su): The Jersey Devil gives off a bright glow effectively as bright as a Daylight spell permanently centered on it. It automatically fails all Hide checks.
Fiery Aura (Su): Once per week the Devil can use the warm flames version of the spell Fire Shield as an 8th level Sorcerer.
Harbinger (Su): The Devil is a Harbinger of disaster. Anyone encountering it must make a DC 16 Willpower Save or take a -2 Profane bonus to all rolls for 24 hours. Successful Saves render the opponent immune to this effect for 24 hours.
Combat: The Jersey Devil in this incarnation is much more powerful, leaving burning houses and destruction in it's wake. It often lights fires as a means of dsicouraging pursuit before fleeing to fight another day.
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« Reply #364 on: September 22, 2009, 07:12:57 AM » |
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Jersey Devil version3 Medium Monstrous Humanoid Hit Dice: 5d8+20 (42 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14 Base Attack/Grapple: +5/+12 Attack: Slam +12 melee (1d6+7) Full Attack: 2 Slams +12 melee (1d6+7) Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: Dark Vision 60', Powerful Build, Fast Healing 1, Damage Reduction 1/- Saves: Fort +7, Ref +6, Will +6 Abilities: Str 25, Dex 14, Con 19, Int 14, Wis 14, Cha 19 Skills: Climb +10, Hide +7, Jump +10, Move Silently +7, Spot +7, Survival +9, Listen +6 Feats: Great Fortitude, Power Attack Environment: Temperate Forest Organization: Unique Challenge Rating: 5 Treasure: None Alignment: Neutral Advancement: 6+ HD Level Adjustment: ---
"You tha one bin eatin' mah cows boy?"
"RROOOAAARR!"
"You owe me munny hairball. I kin take it out a'yer pockets, or outta yer ___. "Whut's it gonna be?"
about 50 yards away:
"I say isn't that our cattle wrangler Puddlefoot? What do you suppose he's doing over there?"
"Off hand I'd say he's stumbled upon a creative form of suicide old chum."
This is the bigfoot like Devil. A shaggy black furred humanoid with horns.
Combat: This version of the Devil tends to loom menacingly at great distances or simply pummel any foes coming close to it.
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« Reply #365 on: September 22, 2009, 07:13:35 AM » |
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http://www.meta-religion.com/Paranormale/Cryptozoology/Snakes/lau_and_lukwata.htm http://americanmonsters.com/monsters/lakemonsters/index.php?detail=article&idarticle=154 http://www.angelfire.com/bc2/cryptodominion/lakebeasts.html beware popup http://www.meta-religion.com/Paranormale/Cryptozoology/african_mystery_beasts.htm http://paranormal.about.com/od/sealakemonsters/Sea_Lake_Monsters.htm Okay apparently there are several concepts for the Lukwata. The first is an Elasmosaur (which is already statted out). The second is a 100 foot long serpent. it would basically be the constrictor snake upsized to Colossal size without the constriction attack and about 40 Hit Dice. The third is 12 foot long catfish which you could use the stats for a Large Shark for. The fourth is a gigantic serpent with fire flashing from its eyes that snares people from boats with the tentacles sprouting from its muzzle. Apparently it spends much of its time hunting crocs and lives in swamps, lakes, and rivers. Lukwata version 3, the Big Snake LukwataColossal Animal Hit Dice: 40d8+218 (398 hp) Initiative: +7 Speed: 30 ft. (6 squares), 30 ft. climb, 30 ft. swim Armor Class: 18 (-8 Size, +3 Dex, +13 Natural), touch 13, flat-footed 15 Base Attack/Grapple: +30/ +61 Attack: Bite +37 melee (3d6+15) Full Attack: Bite +37 melee (3d6+15) Space/Reach: 30 ft./20 ft. Special Attacks: --- Special Qualities: Scent Saves: Fort +27, Ref +25, Will +14 Abilities: Str 41, Dex 17, Con 21, Int 2, Wis 12, Cha 2 Skills: Balance +18, Climb +30, Hide -1, Listen +14, Spot +14, Swim +30 Feats: Alertness, Endurance, Improved Critical (Bite), Improved Initiative, Power Attack, Skill Focus (Hide), Snatch, Toughtness x6 Environment: Warm Swamp Organization: Solitary Challenge Rating: Treasure: None Alignment: Always Neutral Advancement: 41+ HD Level Adjustment: ----
"I say Alfred why do you suppose those gibbering native types are screaming at us and waving their arms?"
"If I'm translating what they're saying correctly sir it appears to be 'Get away from the water you ignorant fools'."
"Well! Quite cheeky of the likes of them to be calling us ignorant eh wot?"
This version of the Lukwata is an enormous serpent that hides in the rivers in Uganda.
Skill Bonuses: Lukwata have a +4 Racial bonus on Hide, Spot, and Listen checks. They also have a +8 Racial Bonus on Balance, Climb, and Swim checks. The Lukwata may always take 10 on climb and swim checks even if distracted, rushed, or endangered. It may use the Run action while swimming if moving in a straight line.
Combat: The Lukwata is an ambush predator, attacking and swimming away. It returns to pick off victims one by one.
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« Reply #366 on: September 22, 2009, 07:13:55 AM » |
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Lukwata version 4, the Thing
Lukwata Colossal Aberration Hit Dice: 40d8+218 (398 hp) Initiative: +7 Speed: 30 ft. (6 squares), 30 ft. climb, 30 ft. swim Armor Class: 18 (-8 Size, +3 Dex, +13 Natural), touch 13, flat-footed 15 Base Attack/Grapple: +30/ +61 Attack: Tentacle +37 melee (grapple) Full Attack: 6 Tentacles +37 melee (grapple), and 1 Bite +32 melee (3d6+6) Space/Reach: 30 ft./20 ft. Special Attacks: Improved Grab Special Qualities: Scent Saves: Fort +18, Ref +16, Will +23 Abilities: Str 41, Dex 17, Con 21, Int 2, Wis 12, Cha 2 Skills: Balance +18, Climb +30, Hide -1, Listen +14, Spot +14, Swim +30 Feats: Alertness, Endurance, Improved Critical (Bite), Improved Initiative, Multigrab, Improved Multigrab,Skill Focus (Hide), Toughness x6 Environment[/B]: Warm Swamp Organization: Solitary Challenge Rating: Treasure: None Alignment: Always Neutral Advancement: 41+ HD Level Adjustment: ----
"Quite stirring our encounter with that giant snake, eh Alfred?"
"I'm sorry Sir I couldn't hear you over the sound of my bowels voiding."
"I beg your pardon!?!"
"Please look behind you sir."
This version of the Lukwata is the fiery eyed tentacled monstrosity.
Skill Bonuses: Lukwata have a +4 Racial bonus on Hide, Spot, and Listen checks. They also have a +8 Racial Bonus on Balance, Climb, and Swim checks. The Lukwata may always take 10 on climb and swim checks even if distracted, rushed, or endangered. It may use the Run action while swimming if moving in a straight line.
Improved Grab (Ex): Whenever the Lukwata hits with a Tentacle attack it may initiate a grapple as a free attack without provoking an attack of opportunity. If it wins the Grapple and manages to pin its opponent it automatically does bite damage as long as the grapple is held successfully.
Combat: This version of the Lukwata is more of a Grappler than it's Serpent version.
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« Reply #367 on: September 22, 2009, 07:21:55 AM » |
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http://www.newanimal.org/gbats.htmhttp://en.wikipedia.org/wiki/Ahoolhttp://www.paraview.com/shuker/shuker_excerpt.htmAhoolSmall Animal Hit Dice: 1d8 (4 hp) Initiative: +2 Speed: 5 ft. (1 square), Fly 40 ft. (good) Armor Class: 13 (+1 Size, +2 Dex), touch 13, flat-footed 11 Base Attack/Grapple: +0/-4 Attack: Bite +1 melee (1d4) Full Attack: Bite +1 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: Blindsense, Lowlight Vision Saves: Fort +2, Ref +4, Will +2 Abilities: Str 10, Dex 15, Con 10, Int 2, Wis 14, Cha 4 Skills: Hide +7, Listen +9, Move Silently +3, Spot +9 Feats: Alertness Environment: Warm Forest Organization: Solitary or colony (5-8) Challenge Rating: 1/3 Treasure: None Alignment: Always Neutral Advancement: Level Adjustment: --- "Okay so what attacked you three gentlemen?""It was a giant bat!""It was a flying monkey!""It was a weird freaky reptile critter!""Great. 3 drunks in the entire kingdom and I get them on my shift...""Hey screw you buddy! Some flying thing just bit off my ear and pooped down my neck. I'm entitled to some whiskey..."The Ahool is either a large bat, a flying primate, or a pterosaur. Stats should be similar just remove the Blindsense if its not a bat. Blindsense (Ex): The Ahool can notice and locate all creatures within 30 feet. This does not negate concealment. Skills: The Ahool has a +4 Racial bonus on Spot and Listen checks. This bonus is lost if its Blindsense is negated. Combat: Ahool prefer smaller prey, and usually bite and retreat against larger critters.
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« Reply #368 on: September 24, 2009, 06:46:58 AM » |
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http://en.wikipedia.org/wiki/Emela-ntoukahttp://www.genesispark.org/genpark/emela/emela.htmhttp://www.cryptomundo.com/cryptozoo-news/emela-ntouka/http://www.newanimal.org/emela.htmEmela-ntoukaHuge Animal Hit Dice: 14d8+112 (175 hp) Initiative: -1 Speed: 30 ft. (6 squares), Swim 30 ft. Armor Class: 18 (-2 Size, -1 Dex, + 11 Natural), touch 7, flat-footed 18 Base Attack/Grapple: +10/+28 Attack: Gore +18 melee (2d8+15) Full Attack: Gore +18 melee (2d8+15) Space/Reach: 15 ft./10 ft. Special Attacks: Powerful Charge Special Qualities: Low Light Vision, Trample (2d10+15) Saves: Fort +18, Ref +8, Will +5 Abilities: Str 30, Dex 9, Con 25, Int 1, Wis 12, Cha 7 Skills: Listen +11, Spot +12 Feats: Alertness, Great Fortitude, Improved Toughness, Power Attack, Improved Bull Rush Environment: Warm Swamp Organization: Solitary, Pair, or Family (3-4) Challenge Rating: 9?? Treasure: None Alignment: Always Neutral Advancement: 15- 30 HD (Huge) Level Adjustment: ---- "So whats this thing were huntin' called?""It is called the Emela-ntouka effendi.""Wassat mean in mah language?""Elephant killer.""Bert...ah think we're gettin' screwed on this deal..."The Emela-ntouka is a swamp dwelling cryptid that makes life interesting for the Central African pygmy tribes. Powerful Charge (Ex): When the Emela-ntoka charges it's Gore attack does 4d8+20 damage. Trample (Ex): DC 27 Reflex Save for half damage. Combat: The Emela-ntouka usually charge and tramples opponents underfoot.
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« Reply #369 on: September 25, 2009, 06:07:39 AM » |
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Ye Generic Lake Monster (Medium Sized) Medium Animal Hit Dice: 3d8+6 (13 hp) Initiative: +4 Speed: Swim 40 ft. (8 squares) Armor Class: 17 (+4 Dex, +3 Natural), touch 14, flat-footed 13 Base Attack/Grapple: +2/+3 Attack: Bite +3 melee (1d8+1) Full Attack: Bite +3 melee (1d8+1) Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: Hold Breath Saves: Fort +5, Ref +7, Will +4 Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 14, Cha 10 Skills: Listen +7, Spot +7, Swim +9 Feats: Alertness, Endurance Environment: Any Aquatic Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Always Neutral Advancement: 4 HD (Medium) Level Adjustment: ----
Ye Generic Lake Monster (Large Sized) Large Animal Hit Dice: 5d8+20 (42 hp) Initiative: +3 Speed: Swim 40 ft. (8 squares) Armor Class: 17 (-1 Size, +3 Dex, +5 Natural), touch 12, flat-footed 14 Base Attack/Grapple: +3/+11 Attack: Bite +6 melee (1d10+6) Full Attack: Bite +6 melee (1d10+6) Space/Reach: 10 ft./5 ft. Special Attacks: - Special Qualities: Hold Breath Saves: Fort +8, Ref +6, Will +3 Abilities: Str 18, Dex 16, Con 18, Int 2, Wis 14, Cha 10 Skills: Listen +8, Spot +8, Swim +12 Feats: Alertness, Endurance Challenge Rating: 3 Advancement: 6-9 HD (Large) Level Adjustment: ----
Ye Generic Lake Monster (Huge Sized) Huge Animal Hit Dice: 10d8+70 (115 hp) Initiative: +2 Speed: Swim 40 ft. (8 squares) Armor Class: 17 (-2 Size, +2 Dex, +7 Natural), touch 10, flat-footed 15 Base Attack/Grapple: +7/+23 Attack: Bite +13 melee (2d6+12) Full Attack: Bite +13 melee (2d6+12) Space/Reach: 15 ft./10 ft. Special Attacks: - Special Qualities: Hold Breath Saves: Fort +14, Ref +9, Will +5 Abilities: Str 26, Dex 14, Con 22, Int 2, Wis 14, Cha 10 Skills: Listen +8, Spot +9, Swim +16 Feats: Alertness, Endurance, Improved Toughness, Swim-By Attack Challenge Rating: 5 Advancement: 11-14 HD (Huge) Level Adjustment: ----
Ye Generic Lake Monster (Gargantuan Sized) Gargantuan Animal Hit Dice: 15d8+120 (187 hp) Initiative: +2 Speed: Swim 40 ft. (8 squares) Armor Class: 17 (-4 Size, +2 Dex, +9 Natural), touch 8, flat-footed 15 Base Attack/Grapple: +11/+36 Attack: Bite +19 melee (2d8+18) Full Attack: Bite +19 melee (2d8+18) Space/Reach: 20 ft./15 ft. Special Attacks: - Special Qualities: Hold Breath Saves: Fort +17, Ref +11, Will +7 Abilities: Str 34, Dex 14, Con 26, Int 2, Wis 14, Cha 10 Skills: Listen +11, Spot +11, Swim +20 Feats: Alertness, Cleave, Endurance, Improved Toughness, Power Attack, Swim-By Attack Challenge Rating: 7 Advancement: 16-28 HD (Gargantuan) Level Adjustment: ----
"I say Alfred, our boat seems to be getting attacked by some sort of generic lake monster."
"I must say I've always rather preferred the more specific lake monsters sir."
"Yes, quite."
While doing up cryptid lake monsters I realized most of them are either snake or elasmosaur like, with pretty much similar abilities. Hence the Generic Lake Monster Template above. Add weird abilities as necessary.
Skills: Lake Monsters have a +8 racial skill bonus to Swim checks, and may always take 10 on a swim check even if threatened or distracted.
Hold Breath (Ex): A Lake Monster can hold it's breath for 8 times it's Constitution modifier in rounds before it risks drowning.
Combat: Most Lake Monsters appear, and then simply go away after being seen. Some are more bitey though...
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« Last Edit: September 27, 2009, 06:15:12 AM by bhu »
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« Reply #370 on: September 25, 2009, 06:16:15 AM » |
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http://en.wikipedia.org/wiki/Tsuchinokohttp://www.youkaimura.org/tsuchinoko.htmhttp://farshores.org/c04snake.htmTzuchinoko cryptid version Tiny Animal Hit Dice: 1/2d8 (2 hp) Initiative: +3 Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft. Armor Class: 17 (+2 Size, +3 Dex, +2 Natural), touch 15, flat-footed 14 Base Attack/Grapple: +0/-10 Attack: Bite +5 melee (1 plus poison) Full Attack: Bite +5 melee (1 plus poison) Space/Reach: 2 1/2 ft./0 ft. Special Attacks: Poison Special Qualities: Scent Saves: Fort +2, Ref +5, Will +1 Abilities: Str 6, Dex 17, Con 12, Int 2, Wis 12, Cha 2 Skills: Balance +11, Climb +11, Hide +15, Jump +10, Listen +5, Spot +5, Swim +6 Feats: Weapon Finesse Environment: Temperate Forest Organization: Solitary Challenge Rating: 1/2 Treasure: None Alignment: Always Neutral Advancement: - Level Adjustment: ---- "Abner...there's a snake on our foodpack smilin' Abner..."Tzuchinoko are odd snakelike cryptids from Japan. Skills: Tzuchinoko have a +4 Racial Bonus on Hide, Listen, and Spot checks. They also have a +8 Racial Bonus on Balance, Climb, Jump, and Swim checks. They may use their Strength or Dexterity bonus for Climb checks whichever is better. They may always take 10 on a Swim check even if threatened or distracted, and may use the Run action while swimming in a straight line. Poison(Ex): Injury, DC 11 Fortitude Save, Initial and Secondary Damage is 1d6 Con Combat: Tzuchinoko fight a lot like any other poisonous snake, albeit perhaps with more jumping.
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« Reply #371 on: September 27, 2009, 06:15:28 AM » |
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http://www.mokelembembe.com/http://en.wikipedia.org/wiki/Mokele_MbembeMokele-MbembeHuge Animal Hit Dice: 16d8+144 (216 hp) Initiative: -1 Speed: 20 ft. (4 squares), Swim 20 ft. Armor Class: 18 (-2 Size, -1 Dex, +11 Natural), touch 7, flat-footed 18 Base Attack/Grapple: +12/+30 Attack: Bite +20 melee (2d4+10) or Tail +20 melee (1d12+10) Full Attack: Bite +20 melee (2d4+10) or Tail +20 melee (1d12+10) Space/Reach: 15 ft./10 ft. Special Attacks: Trample 2d10+15 Special Qualities: Low Light Vision, Scent Saves: Fort +18, Ref +9, Will +6 Abilities: Str 30, Dex 9, Con 26, Int 2, Wis 12, Cha 12 Skills: Listen +11, Spot +10, Swim +18 Feats: Alertness, Endurance, Improved Toughness, Power Attack, Awesome Blow Environment: Warm Swamps Organization: Solitary or Pair Challenge Rating: 7 Treasure: none Alignment: Always Neutral Advancement: 17-31 HD (Gargantuan), 32-64 HD (Collosal) Level Adjustment: ---- "THERE IT IS SIRS!!! THE MOKELE-MBEMBE!! THE MOST FEARED MONSTER IN ALL CREATION!""Ummm....it's a baby dinosaur..."AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!!!!!!!!!!!!!"Can we not do that when you're standing next to me.""FLEEEEEEEEEEEEEEEEE!! FLEE FOR YOUR VERY LIIIIIIIIIIIIIIIIIIIIIIIIIIVESSSSS!!""Dude, seriously...it' just sitting there eating weeds...""IT WILL DESTROY US AAAAAAAAAAAAAALLLL!!""Are you perhaps due for any medications I should nknow about?"The Mokole-Mbembe is one of the most feared cryptids in all of Africa. Odd considering it looks like a really small Sauropod. Trample (Ex): Reflex Save DC 28 for i/2 damage, Save DC is Strength based. Combat: The Mokele-Mbembe likes to trample natives underfoot if you listen to them. Others say it's pretty peaceful as long as you leave it alone.
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« Reply #372 on: September 27, 2009, 06:24:22 AM » |
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Super Worm Nessie Alternate 1 Huge Vermin (Aquatic) Hit Dice: 6d8+18 (45 hp) Initiative: +2 Speed: 10 ft. (2 squares), Swim 40 ft Armor Class: 16 (-2 Size, +2 Dex, +6 Natural), touch 10, flat-footed 14 Base Attack/Grapple: +4/+15 Attack: Bite +5 melee (2d6+3) Full Attack: Bite +5 melee (2d6+3) Space/Reach: 15 ft./10 ft. (15 ft. with Bite) Special Attacks: - Special Qualities: Amphibious, Blindsense 30', Tremor Sense 40', vermin traits Saves: Fort +9, Ref +7, Will +2 Abilities: Str 17, Dex 15, Con 15, Int -, Wis 10, Cha 2 Skills: Hide +4, Listen +3, Search +2, Swim +11 Feats: Skill Focus (Hide), Great Fortitude, Improved Toughness Environment: Any Aquatic Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Always Neutral Advancement: 7-11 HD (Huge) Level Adjustment: ---
"There's worms in them thar Lochs."
This is the giant worm variant of Nessie.
Blindsense (Ex): This ability is identical to Blindsight, but only works underwater.
Skills: Super Worms gain a +4 Racial Bonus on Hide and Search checks.
Combat: The giant worm version of the Loch Ness monster...pretty much attacks like other worms.
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« Last Edit: September 30, 2009, 03:35:14 AM by bhu »
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« Reply #373 on: September 30, 2009, 03:44:12 AM » |
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Nessie Alternate 3: Long Necked Seal Large Animal Hit Dice: 5d8+15 (37 hp) Initiative: +2 Speed: 10 ft. (2 squares), Swim 40 ft. Armor Class: 15 (-1 Size, +2 Dex, +4 natural), touch 11, flat-footed 13 Base Attack/Grapple: +3/+12 Attack: Bite +7 melee (1d8+5) Full Attack: Bite +7 melee (1d8+5) Space/Reach: 10 ft./5 ft. (10 ft with Bite) Special Attacks: - Special Qualities: Low Light Vision, Hold Breath Saves: Fort +9, Ref +6, Will +2 Abilities: Str 21, Dex 15, Con 17, Int 2, Wis 12, Cha 6 Skills: Listen +5, Spot +5, Swim +13 Feats: Alertness, Endurance, Great Fortitude Environment: Any Aquatic Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Always Neutral Advancement: 6-8 HD (Large) Level Adjustment: ---
"Thars Seals in them thar Lochs..."
Hold Breath (Ex):Giant Seals can hold their breath for a number of rounds equal to 6 times their Constitution score before they risk drowning.
Skills: Giant Seals gain a +8 Racial Bonus to Swim skill checks and may always take 10 on a swim check, even if distracted or endangered. They may also use the Run action while swimming in a straight line.
Combat: Giant seals tend to fight like regular seals, by swimming away from any danger bigger than themselves. Unless maybe it's mating season and they're feeling territorial.
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« Reply #374 on: September 30, 2009, 05:13:43 AM » |
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Nessie Alternate 2: Giant Eel Huge Animal (Aquatic) Hit Dice: 10d8+20 (65 hp) Initiative: +9 Speed: Swim 60 ft. (12 squares) Armor Class: 17 (-2 Size, +5 Dex, +4 natural), touch 13, flat-footed 12 Base Attack/Grapple: +7/+19 Attack: Bite +10 melee (2d6+4) Full Attack: Bite +10 melee (2d6+4) Space/Reach: 15 ft./10 ft. (15 ft with Bite) Special Attacks: - Special Qualities: Low Light Vision, Blindsense Saves: Fort +11, Ref +12, Will +4 Abilities: Str 18, Dex 21, Con 15, Int 1, Wis 12, Cha 2 Skills: Hide +7, Listen +6, Spot +6, Swim +12 Feats: Alertness, Improved Initiative, Skill Focus (Hide)Weapon Finesse Environment: Any Aquatic Organization: Solitary Challenge Rating: 4 Treasure: None Alignment: Always Neutral Advancement: 11-17 HD (Huge) Level Adjustment: ---
"There's Eels in them that Lochs..."
Blindsense (Ex): This ability is identical to Blindsight, but only works underwater.
Skills: Giant Eels gain a +8 Racial Bonus to Swim skill checks and may always take 10 on a swim check, even if distracted or endangered. They may also use the Run action while swimming in a straight line.
Combat: Giant Eels fight pretty much like any other eels: biting.
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« Reply #375 on: October 02, 2009, 06:04:59 AM » |
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http://www.joanocean.com/sasquatch.html Bigfoot, Star People Large Monstrous Humanoid Hit Dice: 10d8+70 (115 hp) Initiative: +2 Speed: 50 ft. (8 squares) Armor Class: 21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 19 Base Attack/Grapple: +10/+24 Attack: Slam +19 melee (1d4+10) Full Attack: 2 Slams +19 melee (1d4+10) Space/Reach: 10 ft./10 ft. Special Attacks: Spell Like Abilities, Rock Throwing Special Qualities: Low Light Vision, Dark Vision 60', Scent, Damage Reduction 5/-, Spirit Rocks, Near Immortality, Infrasound Communication, Sonar, Telepathy 60', Medicine Wheels Saves: Fort +12, Ref +9, Will +11 Abilities: Str 30, Dex 14, Con 24, Int 15, Wis 15, Cha 24 Skills: Concentration +13, Diplomacy +12, Heal +7, Hide +7, Jump +15, Knowledge (Arcane, Nature) +5, Listen +7, Spot +7, Survival +7, Swim +15 Feats: Endurance, Great Fortitude, Improved Toughness, Iron Will Environment: Temperate Forest or Underground Organization: Solitary, Pair, Group (3-6), or City (100+) Challenge Rating: 10 Treasure: None Alignment: Neutral Good Advancement: 11-20 HD (Large) Level Adjustment: --- "Wow...wow your a ... niiiiiice bigfooooot (Jimmy get the shotgun)...." This is the version of Sasquatch from Joan Ocean's website. Spell Like Abilities (Sp): At Will: Alter Self, Augury, Calm Emotions, Chain of Eyes, Dancing Lights, Ghost Sound, Messin' with Humans (see below), Stinking Cloud, Ventriloquism 3 times per day: Fear, Divination, Dimension Door once per day: Ethereal Jaunt, Teleport Rock Throwing (Ex): Bigfoot may throw and catch rocks as a Large Giant (see MM page 119). Spirit Rocks (Su): The Sasquatch can create spirit rocks that facilitate telepathic communication between themselves and others. Anyone holding a Spirit Rock can initiate telepathic communication with any one other individual holding a Spirit Rock within 1 mile as a Standard Action. Medicine Wheels (Su): Once per month the Sasquatch can make permanent gates between planes from shells, rocks, and wood and bones. This takes 1d4 days to complete construction and costs 1000 XP. It resembles the Gate spell in all respects but it can only be used for Planar Travel not for calling creatures, and can only be used to travel to the alternate Prime Material Plane where the Sasquatch originate from. Near Immortality: The Sasquatch are immune to aging effects. Infrasound Communication (Ex): Sasquatch may communicate with sound outside the normal range of hearing for most species. Only creatures with Blindsight based on Sonar (bats, dolphins, etc) can pick this communication up, and unless they're intelligent (Int 3 or more) and speak Sasquatch they can't really understand it. Sonar (Ex): Sasquatch have Blindsight 60' as long as they can hear. Any effect that deafens them negates their Blindsight. Combat: The Sasquatch prefer not to fight, and will usually use their Spell Like Abilities to scare off opponents, or throw rocks till they go away. Messin' With Humans Conjuration (Teleportation) Level: Sorcerer/Wizard 2 Components: V, S Casting Time: 1 Standard Action Range: Medium (100 ft. + 10 ft./level) Target: Any small, non-magical unattended object weighing 5 pounds or less Duration: Instantaneous You may teleport any one non living object weighing 5 pounds or less that you can see, that is within the Range of this spell to any other point within range of this spell that you can see. By making a DC 20 Caster level check you can actually teleport it onto someone. If you can make a DC 30 Caster level check you can teleport it onto them without their knowledge.
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« Reply #376 on: October 02, 2009, 06:08:36 AM » |
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http://www.joanocean.com/sasquatch.html Bigfoot, Star People, Wise Ones Large Monstrous Humanoid Hit Dice: 15d8+105 (172 hp) Initiative: +2 Speed: 50 ft. (8 squares) Armor Class: 21 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 19 Base Attack/Grapple: +15/+24 Attack: Slam +24 melee (1d4+10) Full Attack: 2 Slams +24 melee (1d4+10) Space/Reach: 10 ft./10 ft. Special Attacks: Spell Like Abilities, Rock Throwing, Erase Memory, Crow Form Special Qualities: Low Light Vision, Dark Vision 60', Scent, Damage Reduction 5/-, Spirit Rocks, Near Immortality, Infrasound Communication, Sonar, Telepathy 100', Medicine Wheels Saves: Fort +11, Ref +11, Will +13 Abilities: Str 30, Dex 14, Con 24, Int 18, Wis 18, Cha 24 Skills: Concentration +13, Diplomacy +16, Heal +12, Hide +7, Jump +15, Knowledge (Arcane, Nature) +12, Listen +12, Search +14, Sense Motive +14, Spot +12, Survival +12, Swim +15 Feats: Endurance, Great Fortitude, Improved Toughness, Iron Will Environment: Temperate Forest or Underground Organization: Solitary, Pair, Group (3-6) Challenge Rating: 12 Treasure: None Alignment: Neutral Good Advancement: 15-24 HD (Large) Level Adjustment: --- "OMG!!! OMG That critter has a face!!" This is the advanced version of Sasquatch from Joan Ocean's website. Spell Like Abilities (Sp): At Will: Alter Self, Augury, Calm Emotions, Chain of Eyes, Dancing Lights, Ghost Sound, Messin' with Humans (see page 20), Stinking Cloud, Ventriloquism 5 times per day: Fear, Divination, Dimension Door 3 times per day: Ethereal Jaunt, Teleport Rock Throwing (Ex): Bigfoot may throw and catch rocks as a Large Giant (see MM page 119). Erase Memory (Su): As a Standard Action a Wise One may alter the memory of anyone within 60' if they fail a DC 24 Willpower Save. This only erases the memories of the presence of the Wise One. Crow Form (Su): At will as a Standard Action a Wise One may assume Crow Form. It's Str becomes a 1, and it's Dex increases by +2. It gains a 1d2 claw attack (2 claw attacks with a Full Attack), a Land Speed of 10', and a Fly Speed of 40' (average). It may remain in Crow Form for 1 hour per point of Constitution Modifier. Spirit Rocks (Su): The Sasquatch can create spirit rocks that facilitate telepathic communication between themselves and others. Anyone holding a Spirit Rock can initiate telepathic communication with any one other individual holding a Spirit Rock within 1 mile as a Standard Action. Medicine Wheels (Su): Once per month the Sasquatch can make permanent gates between planes from shells, rocks, and wood and bones. This takes 1d4 days to complete construction and costs 1000 XP. It resembles the Gate spell in all respects but it can only be used for Planar Travel not for calling creatures, and can only be used to travel to the alternate Prime Material Plane where the Sasquatch originate from. Near Immortality: The Sasquatch are immune to aging effects. Infrasound Communication (Ex): Sasquatch may communicate with sound outside the normal range of hearing for most species. Only creatures with Blindsight based on Sonar (bats, dolphins, etc) can pick this communication up, and unless they're intelligent (Int 3 or more) and speak Sasquatch they can't really understand it. Sonar (Ex): Sasquatch have Blindsight 60' as long as they can hear. Any effect that deafens them negates their Blindsight. Combat: The Sasquatch prefer not to fight, and will usually use their Spell Like Abilities to scare off opponents, or throw rocks till they go away.
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« Reply #377 on: October 02, 2009, 06:13:39 AM » |
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BIG Sasquatch Colossal Monstrous Humanoid Hit Dice: 40d8+400 (580 hp) Initiative: +1 Speed: 60 ft. (12 squares) Armor Class: 28 (-8 Size, +1 Dex, +25 Natural), touch 3, flat-footed 27 Base Attack/Grapple: +40/+73 Attack: Slam +49 melee (2d6+17/19-20) or Rock +33 Ranged (6d6+17) Full Attack: 2 Slams +49 melee (2d6+17/19-20) and 1 Bite (2d6+9) or Rock +33 Ranged (6d6+17) Space/Reach: 30 ft./30 ft. Special Attacks: Improved Grab, Rock Throwing, Frightful Presence, Trample (4d12+17) Special Qualities: Rock Catching, Low Light Vision, Dark Vision 120', Damage Reduction 10/- Saves: Fort +23, Ref +23, Will +24 Abilities: Str 45, Dex 12, Con 30, Int 6, Wis 15, Cha 20 Skills: Climb +24, Jump +24, Listen +9, Spot +9, Survival +10, Swim +24 Feats: Awesome Blow, Cleave, Devastating Critical (Slam), Great Cleave, Greater Mighty Roar, Greater Multigrab. Improved Bull Rush, Improved Critical (Slam), Mighty Roar, Multigrab,Overwhelming Critical (Slam), Power Attack, Power Critical, Weapon Focus (Slam) Environment: Any Temperate or Cold (except Aquatic/Desert) Organization: Solitary Challenge Rating: Treasure: None Alignment: Usually Neutral Advancement: 41-80 HD (Colossal) Level Adjustment: ---
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!!!"
"BOB! SHUT THE HELL UP BEFORE THE DAR NGIANT CRITTER HERE"S US!"
Ive seen Bigfoot/Yeti Kaiju a few times and couldn't resist...
Improved Grab (Ex): If the Sasquatch successfully hits with it's Slam Attack it may immediately attempt a Grapple Check as a Free Action without provoking an Attack of Opportunity.
Rock Throwing (Ex): Identical to the Giant Ability listed on page 119 of the Monster Manual.
Frightful Presence (Ex): Any creature within a 360 foot radius of a Big Sasquatch that has less Hit Dice than the Kaiju is subject to its Frightening Presence. Victims in this range must make a DC 35 Will Save DC (Save DC is Charisma Based). If a save is successful that creature is immune to this Big Sasquatches frightful presence for 24 hours. Creatures with 4 HD or less are Panicked for 4d6 rounds, those with 5 HD or more are instead Shaken for 4d6 rounds.
Trample (Ex): DC 47 Reflex Save for half damage.
Rock Catching (Ex): Identical to the Giant Ability listed on page 119 of the Monster Manual, catching a Huge Rock is DC 30.
Combat: Pretty much like any Giant...
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« Reply #378 on: October 02, 2009, 06:31:47 AM » |
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Dire Pirhana 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 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: 1/3 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 Pirhana 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 Pirhana does x4 damage on a successful critical hit.
Blindsense (Ex): While underwater the Dire Pirhana can sense any creature within 30'.
Skills: Dire Pirhanas 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 Pirhanas tend to bite and retreat, repeating until their victim is dead.
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« Reply #379 on: October 03, 2009, 07:16:06 AM » |
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http://www.newanimal.org/howlersnake.htmGuariba-boia Cryptid version Medium Animal Hit Dice: 3d8+6 (19 hp) Initiative: +2 Speed: 20 ft. (4 squares), Swim 40 ft. Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +2/+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 +5, Ref +5, Will +3 Abilities: Str 14, Dex 14, Con 14, Int 2, Wis 14, Cha 6 Skills: Listen +7, Spot +7, Swim +10 Feats: Alertness, Endurance Environment: Warm Aquatic Organization: Solitary Challenge Rating: 1 Treasure: None Alignment: Always Neutral Advancement: 4-6 HD (Medium) Level Adjustment: --- "That is the ugliest otter I ever did see.""Uh...Abner I think it heard you..."This is the odd mammalian cryptid version of the Howler Monkey Snake. Hold Breath (Ex): The Guariba-boia can hold it's breath for 6 times it's Constitution Modifier before it risks drowning. Skills: The Guariba-boia has a +8 Racial Bonus on all Swim Checks, and may Always Take 10 on a Swim Check. It may use the Run Action while swimming in a straight line. Combat: if anything enters the water the Guariba-boia will attempt to bite, but otherwise it's left alone.
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