D&D 3rd Edition / 3.5 Pleistocene Animals


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    Pleistocene Animals

    okie dokie. this will be a series of prehistoric, non-dinosaur beasts, most of which debuted in the original Monster Manual. i'm posting two for now, but will follow up with more probably sometime next week. for now, enjoy these two classics!

 

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    BALUCHITHERIUM
    Huge Beast
    Hit Dice: 14d10+98 (175 hp)
    Initiative: +0 (Dex)
    Speed: 30 ft
    AC: 15 (-2 size, +7 natural)
    Attacks: 2 hooves +20 melee
    Damage: Hoof 5d4+12
    Face/Reach: 20 ft by 20 ft/10 ft
    Special Qualities: Scent
    Saves: Fort +16, Ref +9, Will +5
    Abilities: Str 34, Dex 10, Con 25, Int 3, Wis 13, Cha 4
    Skills: Balance +4, Hide +4, Listen +12

    Climate/Terrain: Any plains
    Organization: Solitary or herd (1-3)
    Challenge Rating: 13
    Treasure: None
    Alignment: Always neutral
    Advancement: 15-28 HD (Huge); 29-42 HD (Gargantuan)

    The baluchiterium is a hornless ancestor of the rhinoceros, of the Pleistocene era. This herbivore has a thick, greyish-brown hide, much like the rhino. Adults stand 15 to 18 feet at the shoulder, and may measure as long as 28 feet from nose to rump, and the beast may weigh as much as 15 tons. The head is four feet long, sitting on top of a six foot long neck. This beast has poor eyesight, but makes up for this with keen hearing and smell.
    If raised from a calf, a baluchiterium can be trained as a beast of burden. This immensely large, strong creature can carry up to 4 tons of weight as a pack animal.

    COMBAT
    The baluchitherium is a very defensive animal, and attacks any animal that is nearby. This beast tries to charge and trample foes with its front feet.

    The baluchiterium first appeared in the 1E Monster Manual (1977, Gary Gygax).
    don't quote me on that.

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    IRISH DEER
    Large Beast
    Hit Dice: 4d10+12 (34 hp)
    Initiative: +2 (Dex)
    Speed: 50 ft
    AC: 14 (-1 size, +2 Dex, +3 natural)
    Attacks: 2 gores +7 melee
    Damage: Gore 2d6
    Face/Reach: 5 ft by 10 ft/10 ft (with antlers)
    Special Qualities: Scent
    Saves: Fort +7, Ref +6, Will +3
    Abilities: Str 20, Dex 14, Con 16, Int 2, Wis 14, Cha 6
    Skills: Hide +7*, Listen +4, Move Silently +8, Spot +4

    Climate/Terrain: Temperate forest
    Organization: Solitary or herd (1-8)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always neutral
    Advancement: 5-8 HD (Large); 9-12 HD (Huge)

    The irish deer is a creature as big as a moose, and is from the Pleistocene era. This shy, peaceful beast dwells in temperate forests. In form, the irish deer resembles something like a cross between a moose and a deer, a large yet majestic herbivore. Its impressive antlers spread to a width of ten feet, and its hide is somewhat shaggy.

    COMBAT
    Irish deer are not aggressive creatures, but can be particularly dangerous during mating season. They are likely to attack anyone that disturbs them at this time, to drive off challengers. This beast attacks with its antlers, and can attack two targets if both are in range.
    Skills: Irish deer receive a +4 racial bonus to Hide and Move Silently checks. *In forested areas, the Hide bonus increases to +8.

    The irish deer first appeared in the 1E Monster Manual (1977, Gary Gygax).
    don't quote me on that.

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    good, I'm going to have them inhabit a remote continent that the PC's are going to explore a little bit later. The island is populated by a type of very large dragons (these guys eat gold dragons!!! ) I think I'm going to post the dragons next week

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    by the way, i'd like to credit Hardisson's deer design for inspiration on the irish deer (although i should have had a look at the moose as well...)
    don't quote me on that.

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    SMILODON
    Large Beast
    Hit Dice: 7d10+35 (73 hp)
    Initiative: +3 (Dex)
    Speed: 30 ft
    AC: 16 (-1 size, +3 Dex, +4 natural)
    Attacks: 2 claws +12 melee, bite +7 melee
    Damage: Claw 1d8+8, bite 2d8+4
    Face/Reach: 5 ft by 10 ft/5 ft
    Special Attacks: Pounce, improved grab, rake 2d4+3
    Special Qualities: Scent
    Saves: Fort +10, Ref +8, Will +3
    Abilities: Str 26, Dex 17, Con 20, Int 2, Wis 12, Cha 6
    Skills: Balance +7, Hide +8, Listen +4, Move Silently +9, Spot +4

    Climate/Terrain: Any warm lands
    Organization: Solitary or pair
    Challenge Rating: 7
    Treasure: None
    Alignment: Always neutral
    Advancement: 8-14 HD (Large); 15-21 HD (Huge)

    The smilodon, also known as the sabre-tooth tiger, is a large catlike predator of the Pleistocene era. This beast was the most aggressive and fearsome predator of its time. Their six-inch long fangs inflict terrible wounds, and are responsible for the creature's deadly reputation. They are otherwise very similar to modern tigers in most respects, but they are slightly larger and tougher.

    COMBAT
    These giant predators attack anything they think they can kill and eat, attacking with their powerful jaws and sharp teeth.
    Pounce (Ex): If a smilodon leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
    Improved Grab (Ex): To use this ability, the smilodon must hit with a claw or bite attack. If it gets a hold, it can rake.
    Rake (Ex): A smilodon that gets a hold can make two rake attacks (+12 melee) with its hind legs for 2d4+3 damage each. If the smilodon pounces an opponent, it can also rake.
    Skills: Smilodons receive a +4 racial bonus to Balance, Hide, and Move Silently checks.

    The smilodon first appeared in the 1E Monster Manual (1977, Gary Gygax).

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    WOOLY RHINOCEROS
    Large Beast
    Hit Dice: 10d10+50 (105 hp)
    Initiative: +0 (Dex)
    Speed: 30 ft
    AC: 17 (-1 size, +8 natural)
    Attacks: Gore +16 melee
    Damage: Gore 2d6+15
    Face/Reach: 5 ft by 10 ft/5 ft
    Special Attacks: Charge, trample 2d4+5
    Special Qualities: Scent
    Saves: Fort +12, Ref +7, Will +4
    Abilities: Str 28, Dex 10, Con 21, Int 2, Wis 12, Cha 2
    Skills: Listen +23

    Climate/Terrain: Cold and temperate plains
    Organization: Solitary or herd (1-4)
    Challenge Rating: 9
    Treasure: None
    Alignment: Always neutral
    Advancement: 11-20 HD (Large); 21-30 HD (Huge)

    The wooly rhinoceros is a large herbivore of the Pleistocene era, almost as big as a modern elephant. This wooly rhino is slightly larger and stronger than a moden rhino, about 15' long on average. This beast is otherwise very similar to the modern rhino, but is covered by a shaggy russet coat, making it well-suited to colder climes. This rhino is aggressive, belligerent and is very territorial and defensive of its family. This beast has poor eyesight, but keen senses of hearing and smell.

    COMBAT
    The wooly rhinoceros is a very defensive herbivore, and will attack any intruders into its territoy.
    Charge (Ex): A wooly rhino typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to causing double damage with its gore attack, the rhino tosses Medium-size and smaller opponents up to 20 feet away if they fail a Reflex save (DC 20). The rhino will also charge wagons and other moving vehicles, delivering a crushing blow to the vehicle.
    Trample (Ex): A wooly rhino can trample Medium-size or smaller creatures for automatic stamping damage. Opponents who do not make attacks of opportunity against the rhino can attempt a Reflex save (DC 20) to halve the damage.

    The wooly rhinoceros first appeared in the 1E Monster Manual (1977, Gary Gygax).

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    SPOTTED LION
    Large Beast
    Hit Dice: 6d10+24 (57 hp)
    Initiative: +3 (Dex)
    Speed: 30 ft
    AC: 17 (-1 size, +4 Dex, +4 natural)
    Attacks: 2 claws +10 melee, bite +5 melee
    Damage: Claw 1d4+6, bite 1d12+3
    Face/Reach: 5 ft by 10 ft/5 ft
    Special Attacks: Pounce, improved grab, rake 2d4+3
    Special Qualities: Scent
    Saves: Fort +9, Ref +9, Will +3
    Abilities: Str 24, Dex 18, Con 18, Int 3, Wis 13, Cha 6
    Skills: Balance +9, Hide +8*, Jump +7, Listen +5, Move Silently +9, Spot +5

    Climate/Terrain: Warm plains and desert
    Organization: Solitary or pride (2-8)
    Challenge Rating: 6
    Treasure: None
    Alignment: Always neutral
    Advancement: 7-12 HD (Large); 13-24 HD (Huge)

    Spotted lions, also known as cave lions, are larger, fiercer lions, roaming the plains of the Pleistocene era. Spotted lions look like their modern cousins, but their pelts are dappled with dark mottling.

    COMBAT
    Spotted lions hunt in much the same way as their modern cousins.
    Pounce (Ex): If a spotted lion leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
    Improved Grab (Ex): To use this ability, the spotted lion must hit with a claw or bite attack. If it gets a hold, it can rake.
    Rake (Ex): A spotted lion that gets a hold can make two rake attacks (+10 melee) with its hind legs for 2d4+3 damage each. If the lion pounces on an opponent, it can also rake.
    Skills: Spotted lions receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy growth, the Hide bonus improves to +12.

    The spotted lion first appeared in the 1E Monster Manual (1977, Gary Gygax).
    Last edited by BOZ; Wednesday, 30th January, 2002 at 01:05 AM.

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    for the curious, i'm planning on posting two more of these animals, then moving on to other things. i believe there were also some prehistoric monsters in an issue or two of Dragon, but i'll come back to them later sometime.

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