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Old 10th May 2006, 04:14 AM   #16 (permalink)
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demiurge1138 Goblin Sharpshooter (Lvl 2)
FORMICAVARO
Large Animal

Hit Dice: 5d8+15 (37 hp)
Initiative: +1
Speed: 30ft (6 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +3/+10
Attack: Claw +5 melee (3d4+3)
Full Attack: 2 claws +5 melee (3d4+3) and bite +0 melee (1d6+1)
Space/Reach: 10ft/5ft
Special Attacks: Startle
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +4
Abilities: Str 17, Dex 13, Con 16, Int 2, Wis 13, Cha 11
Skills: Listen +5, Spot +5
Feats: Ability Focus (startle), Iron Will
Environment: Warm plains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large), 11-15 HD (Huge)
Level Adjustment: -

This quadrupedal reptile has a snake-like head with two tusks protruding from the lower jaw, large claws on its forelimbs, and two flaps of brightly colored skin growing from its back. A long black tongue flickers from between its lips.

One of Skull Island’s more unusual dinosaurs, the formicavaro is a relative of such quadrupedal carnivores as tartarusaurus and the carvers of the dense jungles. No longer an eater of meat, formicavaro specializes in eating termites, breaking the hives open with its huge claws and licking them up by the thousands with a sticky tongue. They are solitary creatures, only interacting with others of their own species to mate. Eggs are laid underground, and the hatchlings are miniature adults, perfectly capable of surviving on their own.

Most formicavaro are about 14 feet long, but larger specimens have been reported.

Combat
Although they are capable of fighting with their long claws, formicavaro prefer to avoid combat altogether, using their startle ability to make potential threats flee. Unless threatened, they will not attack anything larger than a termite.

Startle (Ex): By rapidly displaying the bright sails on their backs, a formicavaro can inspire terror. All creatures that can see a displaying formicavaro must make a DC 14 Will save or be frightened for 1d4+1 rounds. Creatures that make the save are merely shaken for one round. Creatures that successfully save against the startle of a formicavaro are immune to that formicavaro’s startle effect for 24 hours. This is a mind-influencing fear effect, and the save DC is Charisma based.

Copyright 2006 Nicholas Herold. The World of Kong copyright 2005 Weta Workshop.

Demiurge out.
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Villain- A Haiku by Demiurge
The heroes await.
They have come this far only
To die. Ha ha ha.

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Old 10th May 2006, 04:16 AM   #17 (permalink)
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demiurge1138 Goblin Sharpshooter (Lvl 2)
PIRANHADON
Gargantuan Animal (Aquatic)

Hit Dice: 15d8+120 (187 hp)
Initiative: +6
Speed: Swim 50ft (10 squares)
Armor Class: 19 (-4 size, +2 Dex, +11 natural), touch 8, flat-footed 17
Base Attack/Grapple: +11/+35
Attack: Bite +20 melee (4d8+18)
Full Attack: Bite +20 melee (4d8+18)
Space/Reach: 15ft/15ft
Special Abilities: Improved grab, swallow whole
Special Qualities: Low-light vision, tremorsense 60ft
Saves: Fort +17, Ref +8, Will +7
Abilities: Str 34, Dex 14, Con 26, Int 1, Wis 14, Cha 2
Skills: Hide +11, Move Silently +23
Feats: Cleave, Die-hard, Endurance, Improved Initiative, Power Attack, Weapon Focus (bite)
Environment: Warm aquatic (freshwater)
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 16-30 HD (Gargantuan), 31-45 HD (Colossal)
Level Adjustment: -

A huge snake-necked fish lurches from the water, slime dripping from its hundreds of needle teeth and the twin barbels that grow from its chin.

V-rex may be the king of Skull Island’s plains, but its waterways and swamps are dominated by piranhadon, gargantuan carnivorous fish. Amazingly stealthy for their size and capable of entering even shallow water, piranhadon hunt by detecting vibrations at the water’s edge with their barbels. They are capable of leaving the water for short periods of time, using their powerful fins to haul themselves onto a bank like a seal, to allow birds to pluck off their many parasites.

The females of the species, represented by the statistics above, usually grow to 50 feet long and can grow even longer. The males are relatively tiny, rarely getting more than 20 feet long. Use the stats for huge sharks for male piranhadons, removing the keen scent ability and replace it with swallow whole, tremorsense, and the racial skill bonuses.

Combat
A piranhadon strikes from ambush, grabbing a dinosaur (or adventurer) at the water’s edge and pulling it under the surface. If the prey item is small enough, it will swallow the unfortunate creature whole – otherwise it will pin it underwater and let it drown before messily devouring it.

Improved Grab (Ex): In order to use this ability, the piranhadon must hit an opponent with its bite attack. It can then make a grapple attempt as a free action without provoking an attack of opportunity. If the piranhadon gets a hold, it can attempt to swallow its opponent whole.

Swallow Whole (Ex): A piranhadon can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 4d8+12 points of bludgeoning damage and 8 points of acid damage per round from the piranhadon’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 40 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Gargantuan piranhadon’s gizzard can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents.

Skills: A piranhadon gains a +12 racial bonus to all Hide and Move Silently checks. A piranhadon has a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always take 10 on Swim checks even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Copyright 2006 Nicholas Herold. The World of Kong copyright 2005 Weta Workshop.

Demiurge out.
__________________
Villain- A Haiku by Demiurge
The heroes await.
They have come this far only
To die. Ha ha ha.

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Old 10th May 2006, 04:19 AM   #18 (permalink)
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demiurge1138 Goblin Sharpshooter (Lvl 2)
GIANT NEOPEDE
Large Vermin (Aquatic)

Hit Dice: 4d8+4 (22 hp)
Initiative: +2
Speed: 10ft (2 squares), swim 30ft
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+8
Attack: Bite +4 melee (2d4+1 plus poison)
Full Attack: Bite +4 melee (2d4+1 plus poison)
Space/Reach: 10ft/5ft
Special Attacks: Poison
Special Qualities: Darkvision 60ft, low-light vision, mindless
Saves: Fort +5, Ref +3, Will +1
Abilities: Str 13, Dex 15, Con 13, Int - , Wis 10, Cha 3
Skills: Hide +2, Spot +4, Swim +9
Feats: Weapon Finesse (B)
Environment: Warm aquatic (freshwater)
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large), 9-12 HD (Huge)
Level Adjustment: -

Cruising from the depths comes a hideous centipede-like creature, the back of its long body compressed into a flat paddle-like tail and its front end bearing a hideous array of legs, antennae and mandibles.

Skull Island’s centipede population has somehow evolved into a panoply of elaborate shapes and sizes. Some, called neopedes, have taken to the water, either for their larval stage or for their entire life cycles. Those that live their adult lives on land, the scorpiopedes (use stats for Tiny or Small monstrous scorpion) are generally shy and eat mainly algae. The fully aquatic neopedes, however, tend towards carnivory, most feeding primarily on fish or other aquatic invertebrates. The giant neopedes, however, are powerful enough to attack even dinosaurs.

The giant neopede has been recorded at a maximum length of 12 feet long, but it’s likely they can reach even greater lengths, as they continue to molt and grow throughout their lives.

Combat
Giant neopedes attack anything that moves when hungry, swimming from ambush to inject prey with its debilitating venom. Once prey is paralyzed, the neopede feeds, whether the poor victim is truly dead or not. They may pursue prey through the water, where they are more comfortable, but do not go on land unless forced to.

Poison (Ex): Neopede venom generally causes horrible muscle cramps and terrible pain. Fortitude DC 13 negates, initial damage 1d6 Dex, secondary damage 1d6 Dex. The save DC is Constitution based.

Skills: Giant neopedes receive a +4 racial bonus to all Hide and Spot checks. A giant neopede has a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always take 10 on Swim checks even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Copyright 2006 Nicholas Herold. The World of Kong copyright 2005 Weta Workshop.

Demiurge out.
__________________
Villain- A Haiku by Demiurge
The heroes await.
They have come this far only
To die. Ha ha ha.

Founder, the Dire Corby Appreciation Society; Author of the Pathfinder Chronicles Bestiary Project
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Old 10th May 2006, 04:20 AM   #19 (permalink)
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demiurge1138 Goblin Sharpshooter (Lvl 2)
MALAMAGNUS
Large Animal

Hit Dice: 6d8+18 (45 hp)
Initiative: -1
Speed: 20ft (4 squares), swim 30ft
Armor Class: 17 (-1 size, -1 Dex, +9 natural), touch 8, flat-footed 17
Base Attack/Grapple: +4/+12
Attack: Bite +7 melee (2d6+6)
Full Attack: Bite +7 melee (2d6+6)
Space/Reach: 10ft/5ft
Special Qualities: Hold breath, low-light vision
Saves: Fort +8, Ref +4, Will +3
Abilities: Str 19, Dex 9, Con 17, Int 2, Wis 13, Cha 4
Skills: Listen +6, Spot +6, Swim +15
Feats: Alertness, Die-Hard, Endurance
Environment: Warm aquatic (freshwater)
Organization: Solitary, pair or herd (4-24)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large), 13-14 HD (Huge)
Level Advancement: -

A herd of huge-jawed quadruped reptiles slosh through the shallows, their stumpy legs more suited for paddling than for land travel. Their jaws are oversized and bulbous, with protruding tusks.

A case of convergence, malamagnuses are little more than reptilian hippopotamuses, and live in much the same fashion. They graze on water weeds and small bushes at the water’s edge or in the shallows in order to escape into the deeper waters from large predators. Males use their tusks in sparring matches to secure access to mates. Entire ecosystems of snails and turtles spring up in their wake to feed on the copious quantities of waste they leave behind.

The average malamagnus grows about 18 feet from nose to stumpy tail.

Combat
Malamagnus rely on their bulk and numbers to dissuade any predator that catches up with the herd, the males baring their tusks and snapping viciously long enough for the females and young to escape into the water. Once the rest of the herd is safe, the males will too retreat.

Hold Breath (Ex): A malamagnus can hold its breath to a number of rounds equal to 6 x its Constitution score before it risks drowning. For a typical malamagnus, this is 102 rounds, over ten minutes.

Skills: A malamagnus has a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always take 10 on Swim checks even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Copyright 2006 Nicholas Herold. The World of Kong copyright 2005 Weta Workshop.

Demiurge out.
__________________
Villain- A Haiku by Demiurge
The heroes await.
They have come this far only
To die. Ha ha ha.

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Old 10th May 2006, 04:23 AM   #20 (permalink)
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demiurge1138 Goblin Sharpshooter (Lvl 2)
INOX
Large Animal (Aquatic)

Hit Dice: 7d8+14 (45 hp)
Initiative: +5
Speed: 10ft (2 squares), swim 30ft
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +5/+12
Attack: Bite +8 melee (1d8+4)
Full Attack: Bite +8 melee (1d8+4)
Space/Reach: 10ft/5ft
Special Attacks: Improved grab, swallow whole
Special Qualities: Amphibious, hard-to-swallow, hydrofoil, low-light vision, scent
Saves: Fort +7, Ref +6, Will +2
Abilities: Str 16, Dex 13, Con 14, Int 1, Wis 11, Cha 2
Skills: Hide +6, Move Silently +10, Spot +4
Feats: Improved Initiative, Stealthy, Weapon Focus (bite)
Environment: Warm aquatic (freshwater)
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large)
Level Adjustment: -

A fat brown lizard-like creature glides through the water, its boomerang-shaped head opening to reveal a wide jaw filled with conical teeth.

Ambush predators, inox cruise the rivers and lakes of Skull Island snapping up fish and wading birds. They converge on nesting grounds of ligocristus on muddy islands, hoping to snap up hatchling dinosaurs drinking or attempting to cross the water. Primitive amphibians, their bizarre heads make them more difficult to be swallowed whole and help them cut through fast-moving currents.

Most inox reach a length between 12 and 18 feet.

Combat
Inox strike fast and first, hoping to quickly grab and swallow prey. They are unlikely to attack a troupe of adventurers crossing their path, but if hungry enough, they may attempt to snap up a halfling or gnome falling behind.

Improved Grab (Ex): In order to use this ability, an inox must hit an opponent with its bite attack. It can then make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it can attempt to swallow its opponent whole.

Swallow Whole (Ex): An inox can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d6+4 points of bludgeoning damage and 8 points of acid damage per round from the inox’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 10). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Large inox’s gizzard can hold 1 Small, 4 Tiny, 8 Diminutive or 32 Fine creatures.

Hard to Swallow (Ex): An inox counts as one size category larger for the purposes of being swallowed whole.

Hydrofoil (Ex): An inox gains a +4 bonus on any Swim check made to swim against a current.

Skills: An inox gains a +4 racial bonus on all Hide and Move Silently checks. An inox has a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always take 10 on Swim checks even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Copyright 2006 Nicholas Herold. The World of Kong copyright 2005 Weta Workshop.

Demiurge out.
__________________
Villain- A Haiku by Demiurge
The heroes await.
They have come this far only
To die. Ha ha ha.

Founder, the Dire Corby Appreciation Society; Author of the Pathfinder Chronicles Bestiary Project
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Old 10th May 2006, 04:24 AM   #21 (permalink)
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demiurge1138 Goblin Sharpshooter (Lvl 2)
UDUSAURUS
Medium Animal

Hit Dice: 3d8+3 (16 hp)
Initiative: +1
Speed: 10ft (2 squares), swim 40ft
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d6+3)
Full Attack: Bite +4 melee (1d6+3)
Space/Reach: 5ft/5ft
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 15, Dex 13, Con 13, Int 1, Wis 12, Cha 4
Skills: Listen +5, Spot +5, Swim +10
Feats: Alertness, Run
Environment: Warm aquatic (freshwater)
Organization: Solitary or pack (2-6)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: -

An ugly reptile swims with startling speed past you, its low-slung head armored with bony plates. Its back legs are little more than flippers at the base of a thick, muscular tail.

Udusauruses are a breed of nothosaur, primitive relations of the famous and more common elasmosaurs and plesiosaurs. Confined to the lakes of Skull Island, udusauruses are pack hunters that prey of schools of fish, herding them together in the trunks of fallen trees or other cul-de-sacs to devour them with impunity. Hunters of opportunity, they may occasionally take an injured wading bird or baby dinosaur. They cannot hold their breath for very long, relegating them to near the surface of the water.

Udusaurus can reach 6 feet in length.

Combat
Udusauruses are not aggressive and not terribly territorial, and will usually avoid humanoids unless threatened. If attacked, they strike back with jaws full of conical teeth.

Skills: An udusaurus has a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always take 10 on Swim checks even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Copyright 2006 Nicholas Herold. The World of Kong copyright 2005 Weta Workshop.

Demiurge out.
__________________
Villain- A Haiku by Demiurge
The heroes await.
They have come this far only
To die. Ha ha ha.

Founder, the Dire Corby Appreciation Society; Author of the Pathfinder Chronicles Bestiary Project
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Old 10th May 2006, 04:26 AM   #22 (permalink)
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demiurge1138 Goblin Sharpshooter (Lvl 2)
TURTURCASSIS
Large Animal

Hit Dice: 4d8+4 (22 hp)
Initiative: +3
Speed: 10 ft (2 squares), swim 40ft
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+8
Attack: Bite +5 melee (1d6+1)
Full Attack: Bite +5 melee (1d6+1)
Space/Reach: 10ft/10ft
Special Attacks: Compressed bite
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +5, Ref +7, Will +5
Abilities: Str 13, Dex 16, Con 13, Int 1, Wis 14, Cha 7
Skills: Listen +5, Spot +5, Swim +10
Feats: Iron Will, Weapon Finesse
Environment: Warm aquatic (freshwater)
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large)
Level Adjustment: -

A sinuous green reptile swims past, its long neck tipped with a curiously long head, the eyes near the tip of the snout.

Relatives of the udusaurus, turturcassis are specialist hunters. Although they can and do take fish in their diet, they prefer the flesh of sea turtles, which they obtain by plunging their narrow snouts into the limb and head openings of the shell, leaving behind a hollow husk. They mate for life, hunting in pair groups. Eggs are laid on land, buried in the mud to protect them from predation.

A turturcassis can reach 13 feet in length.

Combat
Turturcassis are fairly shy, and will only attack humanoids that threaten them or their eggs. If so, the turturcassic will often attack heavily armored opponents, relying on their turtle-hunting techniques.

Compressed Bite (Ex): The bite of a turturcassis is narrow and can find the gap in even the toughest armor. A turturcassis can spend a move action studying an opponent, then ignore half of its natural armor or armor bonus on a bite attack made the same round.

Hold Breath (Ex): A turturcassis can hold its breath for a number of rounds equal to 4x its Constitution score. For the average turturcassis, this is 52 rounds, or slightly over five minutes.

Skills: A turturcassis has a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always take 10 on Swim checks even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Copyright 2006 Nicholas Herold. The World of Kong copyright 2005 Weta Workshop.

Demiurge out.
__________________
Villain- A Haiku by Demiurge
The heroes await.
They have come this far only
To die. Ha ha ha.

Founder, the Dire Corby Appreciation Society; Author of the Pathfinder Chronicles Bestiary Project
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Old 10th May 2006, 04:28 AM   #23 (permalink)
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demiurge1138 Goblin Sharpshooter (Lvl 2)
KILLER EEL SWARM
Tiny Animal (Aquatic, Swarm)

Hit Dice: 12d8 plus 6 (60 hp)
Initiative: +7
Speed: Swim 20ft (4 squares)
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 13
Base Attack/Grapple: +9/–
Attack: Swarm (4d6 plus bleeding wound)
Full Attack: Swarm (4d6 plus bleeding wound)
Space/Reach: 10ft/0ft
Special Attacks: Bleeding wound, distraction
Special Qualities: Keen scent, low-light vision, swarm traits
Saves: Fort +8, Ref +13, Will +4
Abilities: Str 3, Dex 16, Con 11, Int 1, Wis 11, Cha 3
Skills: Listen 7, Spot +7, Swim +9
Feats: Alertness, Improved Initiative, Lightning Reflexes, Toughness (x2)
Environment: Warm aquatic (freshwater)
Organization: Solitary or school (2-6 swarms)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

The river begins to boil with purple skinned eels, their eyes bulging, their circular mouths tearing away lumps of flesh.

Skull Island’s rivers and lakes teem with dozens of unique species of fish, ranging from tiny prickle fish and morsel fish to the shark-like needlemouths (use stats for Large sharks). It is frightening, then, that among the most dangerous fish in Skull Island’s water is one of the smallest. The killer eel, a slimy two-foot long creature, is onerous by itself, attacking whatever crosses its path and cutting out bloody wounds. But when killer eels swarm, they are truly deadly.

Combat
Killer eels seem sluggish, but their slow swimming belies their agility and rapidity of attack. Once one killer eel strikes, it usually means that many, many more are on their way, driven to frenzy by blood in the water. A killer eel swarm fights without fear of death, overwhelming prey until the swarm is dispersed or the prey is skeletonized.

Due to the ferocity of their attacks, killer eel swarms deal damage as if they had 15 Hit Dice.

Bleeding Wound (Ex): The many plug-shaped holes left by a killer eel swarm continue to bleed, allowing other swarms to gather in the area. A creature damaged by a killer eel swarm takes one point of damage per round for the next ten rounds. Wounds from multiple rounds spent within the swarm stack, dealing more damage, and delaying the cessation of the bleeding. A DC 15 Heal check or a cure spell can stop the bleeding before the duration expends.

Distraction (Ex): Any creature that begins its turn within the area of a killer eel swarm must make a DC 16 Fortitude save or be nauseated for one round. The save DC is Constitution based. Even on a successful save, spellcasting and concentrating on spells requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check.

Swarm Traits: A killer eel swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A killer eel swarm takes half damage from slashing and piercing weapons. Reducing a killer eel swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

A killer eel swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate). A killer eel swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

Skills: A killer eel swarm has a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always take 10 on Swim checks even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Copyright 2006 Nicholas Herold. The World of Kong copyright 2005 Weta Workshop.

Demiurge out.
__________________
Villain- A Haiku by Demiurge
The heroes await.
They have come this far only
To die. Ha ha ha.

Founder, the Dire Corby Appreciation Society; Author of the Pathfinder Chronicles Bestiary Project
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Old 10th May 2006, 04:31 AM   #24 (permalink)
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demiurge1138 Goblin Sharpshooter (Lvl 2)
DIRT TURTLE
Diminutive Animal

Hit Dice: 1/4d8+1 (2 hp)
Initiative: -1
Speed: 5t (1 square), swim 20ft
Armor Class: 17 (+4 size, -1 Dex, +4 natural), touch 13, flat-footed 17
Base Attack/Grapple: +0/ -15
Attack: Bite +1 melee (1d2-3)
Full Attack: Bite +1 melee (1d2-3)
Space/Reach: 1ft/0ft
Special Qualities: Hold breath, immunity to disease, low-light vision
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 4, Dex 9, Con 13, Int 1, Wis 13, Cha 2
Skills: Hide +13, Listen +2, Spot +2
Feats: Great Fortitude
Environment: Warm aquatic (freshwater)
Organization: Solitary, pair or shoal (4-8)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: 1 HD (Diminutive)
Level Adjustment: -

A brown turtle with a long tail paddles by.

One of the more specialized browsers of Skull Island’s waterways, dirt turtles feed almost solely on dinosaur dung that collects in the rivers. At home in the water, they swim down to piles of waste left behind by malamagnuses, ligocristuses and other large herbivores. They supplement their diet with snails and algae.

A dirt turtle is about six inches in diameter and nearly a foot long.

Combat
Dirt turtles do not fight – they flee. If picked up by a curious adventurer, they might bite, but the damage would be minimal at worst. They do not even carry disease – their sterile saliva neutralizes any potential threats that might linger in the dung they consume.

Hold Breath (Ex): A dirt turtle can hold its breath for a number of rounds equaling 4x its Constitution score. For the average dirt turtle, this is 52 rounds, or a little over five minutes.

Skills: A dirt turtle has a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always take 10 on Swim checks even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Copyright 2006 Nicholas Herold. The World of Kong copyright 2005 Weta Workshop.

Demiurge out.
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Old 10th May 2006, 04:32 AM   #25 (permalink)
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demiurge1138 Goblin Sharpshooter (Lvl 2)
SWAMP WING
Diminutive Animal

Hit Dice: 1/4d8 (1 hp)
Initiative: +1
Speed: 5ft (1 square), fly 30ft (clumsy), climb 10ft
Armor Class: 16 (+4 size, +2 Dex), touch 16, flat-footed 14
Base Attack/Grapple: +0/-16
Attack: Bite +0 melee (1 -4)
Full Attack: Bite +0 melee (1 -4)
Space/Reach: 1ft/0ft
Special Qualities: Low-light vision
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 3, Dex 14, Con 10, Int 1, Wis 10, Cha 2
Skills: Climb +10, Listen +4, Spot +4
Feats: Alertness
Environment: Warm marsh and forest (near freshwater)
Organization: Solitary
Challenge Rating: 1/10
Treasure: None
Alignment: Always neutral
Advancement: 1 HD (Diminutive)
Level Adjustment: -

A tiny creature glides by. At first you think it’s some sort of bat, but it soon becomes apparent that it’s some bizarre frog, its eyes bulging over a mouth full of protruding teeth, its forelegs stretched into crude wings.

One of Skull Island’s more bizarre residents, the swamp wing is a species of frog that has created a life for itself on the wing. Crude fliers, they spend most of their time in trees, where they are quite agile, hunting insects and other invertebrates. When threatened by some type of predator, they glide to another tree, often flying to the other side of a nearby river if they can.

The average wingspan of a swamp wing is only six or seven inches.

Combat
Swamp wings don’t fight anything larger than a beetle. They might snap if picked up, but would much rather flee.

Skills: A swamp wing has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier on all Climb checks, instead of their Strength modifier.

Copyright 2006 Nicholas Herold. The World of Kong copyright 2005 Weta Workshop.

Demiurge out.
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Villain- A Haiku by Demiurge
The heroes await.
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To die. Ha ha ha.

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Old 10th May 2006, 04:34 AM   #26 (permalink)
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demiurge1138 Goblin Sharpshooter (Lvl 2)
AMBULAQUASAURUS
Large Animal

Hit Dice: 5d8+10 (32 hp)
Initiative: +3
Speed: 40ft (8 squares)
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+10
Attack: Bite +5 melee (1d6+3)
Full Attack: Bite +5 melee (1d6+3) and 2 claws +0 melee (1d4+1)
Space/Reach: 10ft/5ft
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +9, Will +3
Abilities: Str 16, Dex 16, Con 14, Int 2, Wis 15, Cha 7
Skills: Balance +10, Jump +7, Listen +7, Spot +7, Swim +7
Feats: Alertness, Lightning Reflexes
Environment: Warm marsh and mountains (near freshwater)
Organization: Solitary, pair or flock (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large)
Level Adjustment: -

A graceful bipedal reptile strides through the rapid water, its stiff tail acting to balance it. A number of small frills grace its back, and its long snout is full of forward-facing needle-like teeth.

Relatives of the less robust peracodons of Skull Island’s coasts, the ambulaquasaurus is another carnivorous dinosaur specialized to wading and fishing. They follow the fish they prey on, migrating from the lowland swamps up to the high reaches of Skull Island’s inland mountains. Their eyes are specially adapted to minimize glare and their legs are long and strong, allowing them to wade into deeper water than other fishers and to fish even during the height of the day.

An ambulaquasaurus is heavier than a peracodon, but not as long, reaching a maximum total length of 14 feet.

Combat
Ambulaquasauruses are not even combative over fishing spots, using intimidation rather than violence to obtain fish-filled holes. That said, if attacked they will retaliate with a vicious bite and raking claws.

Skills: An ambulaquasaurus gains a +2 racial bonus on all Balance, Listen, Spot and Swim checks. As they have 5 ranks in Balance, they are not considered flat-footed when fighting while balancing.

Copyright 2006 Nicholas Herold. The World of Kong is copyright 2005 Weta Workshop.

Demiurge out.
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Villain- A Haiku by Demiurge
The heroes await.
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Old 10th May 2006, 04:36 AM   #27 (permalink)
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demiurge1138 Goblin Sharpshooter (Lvl 2)
SCISSORHEAD
Small Animal

Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 20ft (4 squares), swim 30ft
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-5
Attack: Bite +4 melee (1d4-1)
Full Attack: Bite +4 melee (1d4-1)
Space/Reach: 5ft/5ft
Special Qualities: Hold breath, low-light vision
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 9, Dex 16, Con 13, Int 2, Wis 13, Cha 3
Skills: Balance +5, Spot +3, Swim +10
Feats: Skill Focus (swim), Weapon Finesse (B)
Environment: Warm marsh and aquatic (freshwater)
Organization: Solitary, pair or flock (4-24)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small), 3 HD (Medium)
Level Adjustment: -

This strange, stilt legged animal has a bird like snout studded with conical teeth. Its tail is little more than a stump, and its forelimbs are stunted, flipper-like appendages.

Scissorheads are curious even by the standards of Skull Island. Descendants of pterosaurs, which otherwise are entirely absent from Skull Island, scissorheads fill a niche somewhere between the heron and the cormorant in more normal ecosystems. Adept waders, they can also hold their breath and swim, chasing down prey in hard-to-reach places and prying crustaceans and aquatic insects from their hiding places.

A scissorhead is about three feet long and stands about two feet at the hip.

Combat
Scissorheads are shy creatures, preferring to swim to deep water to escape terrestrial predators and darting onto land to escape waterborne attackers.

Hold Breath (Ex): A scissorhead can hold its breath to a number of rounds equal to 4 x its Constitution score before it risks drowning. For a typical scissorhead, this is 52 rounds, over five minutes.

Skills: A scissorhead has a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always take 10 on Swim checks even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Copyright 2006 Nicholas Herold. The World of Kong is copyright 2005 Weta Workshop.

Demiurge out.
__________________
Villain- A Haiku by Demiurge
The heroes await.
They have come this far only
To die. Ha ha ha.

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Old 10th May 2006, 08:32 AM   #28 (permalink)
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Olly Goblin Sharpshooter (Lvl 2)
Nice to see this thread return! And with new additions, too!
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Old 10th May 2006, 06:36 PM   #29 (permalink)
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Scorpion13 Goblin Sharpshooter (Lvl 2)
Just my luck, I posted a comment talking about how crazy awesome and cool your conversions were not 2 hours before the entire thing comes crashing down.

Bah.

Anywho, I dont know about anyone else, but I really, really hope you keep going with this project. I just gotta have those chasm horrors!!! Scariest part of the movie, if ya ask me.
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Old 11th May 2006, 10:27 AM   #30 (permalink)
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Are you not going to stat up a sepulcro or a stink-fish, Demiurge? I would have said something earlier, but I felt sure that you would, sooner or later. However, it seems like we're hurtling towards the end of the Swamps And Waterways chapter, and I'd hate to miss them.

It'd be fun to set a sepulcro on some halflings or gnomes crossing a river in a little boat...
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