The World of Kong Version 2.0 - FINISHED 12/17/06

demiurge1138

Inventor of Super-Toast
Alright, this is kind of depressing.

Below is the rebooted, re-copied-from-my-Word-document version of the conversion of The World of Kong - A Natural History of Skull Island to D&D stats. All the reader comments are lost, of course, but the monster-making spirit shall always prevail!

TARTARUSAURUS
Huge Animal

Hit Dice: 10d8+40 (95 hp)
Initiative: +1
Speed: 40ft (8 squares)
Armor Class: 19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 18
Base Attack/Grapple: +7/+26
Attack: Bite +12 melee (3d6+7)
Full Attack: Bite +12 melee (3d6+7) and two claws +7 melee (1d6+3)
Space/Reach: 15ft/10ft
Special Attacks: Improved grab, worry 6d6+7
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +8, Will +4
Abilities: Str 25, Dex 13, Con 19, Int 2, Wis 13, Cha 9
Skills: Hide +0, Listen +9, Jump +17, Move Silently +7, Spot +9, Survival +7
Feats: Alertness, Endurance, Improved Grapple, Track
Environment: Warm costal
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment: -

A quadrupedal reptile the size of an elephant emerges into view, triangular crests on the top of its head shading its beady eyes. Its tail is thick with fat and a huge sickle-like claw grows from each of its forepaws.

Tartarusaurus is the top predator on the primitive beaches of lost worlds. Violent opportunists, they comb the beaches in search of other dinosaurs, seals, washed up carcasses and the eggs of birds or turtles, gobbled up like snacks. With bone crushing jaws, they can handle any meat they come across, and the vast stores of fat in their tails can help them survive the lean times. Solitary creatures, males often battle each other for access to territory and mates, their claws leaving only superficial wounds in their thick hides.

A tartarusaurus can grow up to 33 feet in length.

Combat
Tartarusaurs have one attack strategy, but they utilize it well - wait until prey approaches, leap out and grab it, shake until dead. They are unused to facing serious opposition, so they might not flee until it is too late when badly injured.

Improved Grab (Ex): In order to use this ability, a tartarusaurus must hit an opponent with its bite attack. If it gets a hold, it can worry its foe.

Worry (Ex): Each round a tartarusaurus maintains a grapple, it shakes its prey violently, dealing to it 6d6+7 points of damage.

Skills: A tartatusaurus gains a +4 racial bonus to all Hide, Listen, Jump, Move Silently, Spot and Survival checks.

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

Demiurge out.
 
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demiurge1138

Inventor of Super-Toast
PERACERDON
Large Animal

Hit Dice: 3d8+6 (19 hp)
Initiative: +4
Speed: 40ft (8 squares)
Armor Class: 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/+8
Attack: Bite +5 melee (1d6+2)
Full Attack: Bite +5 melee (1d6+2), 2 claws +0 melee (1d3+1) and tail whip +0 melee (1d4+1)
Space/Reach: 10ft/5ft
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 14, Dex 18, Con 15, Int 2, Wis 15, Cha 7
Skills: Balance +9, Jump +6, Listen +6, Spot +6, Swim +6
Feats: Alertness, Weapon Finesse
Environment: Warm coastal
Organization: Solitary, pair or flock (3-6)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Large)
Level Adjustment: -

A thin bipedal reptile strides through the rough surf, darting its long jaws full of forward-projecting needle teeth into the water to catch fish. Its back from the base of its head to the tip of its tail is periodically studded with brightly colored flaps of skin.

Peracerdon is a specialized predator where the water meets the land, equally at home in rough surf and in calm estuaries. Its long legs and powerful toes help it wade in even the harshest seas, where it catches fish in its gin-trap jaws. In times of plenty, they congregate together in small flocks to herd fish into their jaws. The bright crests are used by males in mating displays – females are generally drabber and have smaller skin flaps.

A peracerdon can reach a length of 16 feet, although such dimensions are rare.

Combat
Peracerdons are skittish of large creatures, and will not attack something the size of a human unless cornered, injured or starving. Still, if threatened they will lash out with their very sharp teeth, claws and their powerful tails. Creatures fighting in the surf are probably in more danger from the powerful surf and rolling waves than the peracerdons in it.

Skills: A peracerdon gains a +2 racial bonus on all 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 copyright 2005 Weta Workshop.

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
LIMUSAURUS
Small Animal (Aquatic)

Hit Dice: 1d8+5 (9 hp)
Initiative: -1
Speed: 10ft (2 squares), swim 30ft
Armor Class: 11 (+1 size, -1 Dex, +1 natural), touch 10, flat-footed 11
Base Attack/Grapple: +0/-4
Attack: Bite +1 melee (1d4)
Full Attack: Bite +1 melee (1d4)
Space/Reach: 5ft/5ft
Special Qualities: Amphibious, low-light vision
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 11, Dex 9, Con 14, Int 1, Wis 13, Cha 2
Skills: Hide +4, Listen +4, Spot +4, Swim +9
Feats: Alertness
Environment: Warm costal
Organization: Solitary
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Level Adjustment: -

Pulling itself onto the beach is a corpulent lizard-like creature with protuberant eyes and a thick, paddle-like tail.

The limusaurus is a freak of nature – an amphibian that can somehow survive in seawater. These strange creatures graze in kelp beds and tide pools, eating seaweed and mollusks alike, crushing their food with rows of blunt teeth. Preyed upon by just about every carnivore larger than them on the beaches, they survive primarily by breeding often and laying hundreds of eggs at a time.

A limusaurus can grow to three feet in length.

Combat
Limusaurus will never attack anything more menacing than a clam, but if handled or threatened, they may snap with jaws full of crushing teeth.

Skills: A limusaurus 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.
 

demiurge1138

Inventor of Super-Toast
ACIEDACTYLUS
Large Animal

Hit Dice: 5d8+15 (37 hp)
Initiative: +1
Speed: 30ft (6 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+9
Attack: Claw +5 melee (1d8+3/ 19-20)
Full Attack: 2 claws +5 melee (1d8+3/ 19-20) and bite +0 melee (1d4+1)
Space/Reach: 10ft/5ft
Special Qualities: Low-light vision, marsh movement, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 7
Skills: Listen +3, Spot +3, Swim +9
Feats: Endurance, Improved Critical (claw) (B), Skill Focus (swim)
Environment: Warm costal and marsh
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large), 11-15 HD (Huge)
Level Adjustment: -

This bipedal reptile has a strangely pot-bellied appearance, with wide feet, a mouth full of blunt teeth, and long thin claws on each of its fingers.

Aciedactylus is another specialist predator of where the sea meets the land. These dinosaurs specialize in marshes and estuaries, wading deep into the water to prey on crustaceans and mollusks. Their wide feet are adapted so as to not sink into weeds and mire, and they have nostrils at the tops of their heads, allowing them to be practically submerged as they swim in search of food.

The average aciedactylus grows to about 15 feet long, although much larger specimens have been reported.

Combat
Being slow-moving, aciedactylus pose a tempting target to large carnivores… or they would, if not for the razor like claws the dinosaurs use for prying open shells. Aciedactylus will typically flee combat after a few sweeps of these deadly talons.

Marsh Movement (Ex): An aciedactylus can move through any sort of difficult terrain without penalty, although they are affected by magically manipulated terrain (as in an entangle spell) as normal.

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

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
NEFUNDUSAURUS
Large Animal

Hit Dice: 7d8+21 (52 hp)
Initiative: +1
Speed: 30ft (6 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +5/+14
Attack: Bite +9 melee (2d8+7)
Full Attack: Bite +9 melee (2d8+7)
Space/Reach: 10ft/5ft
Special Attacks: Frightful roar, improved grab
Special Qualities: Blindsense 30ft, low-light vision, scent
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 20, Dex 13, Con 17, Int 1, Wis 12, Cha 6
Skills: Listen +7, Spot +7, Swim +7
Feats: Ability Focus (frightful roar), Alertness, Endurance
Environment: Warm costal and marsh
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large), 15-21 HD (Huge)
Level Adjustment: -

A powerfully built reptile appears, bellowing loudly as it strides on somewhat splayed legs. A powerful tail swishes behind it as it moves, jaws slavering.

Despite its appearance, the nefundusaurus is not truly a dinosaur, instead being more closely related to crocodiles. A scavenger and a specialized kill-thief of the estuaries, it excels at driving other carnivores from its prey. Its sense of smell is so powerful that it affords it a sort of blindsense, automatically revealing the presence of possible prey or threats.

The average nefundusaurus grows between 16 and 24 feet in length, although a goodly portion of this is tail.

Combat
Despite their powerful strength, nefundusauruses are cowardly, preferring to end a confrontation with their frightful roar and escaping. Their bite is incredibly powerful, though, capable of tearing through steel.

Frightful Roar (Ex): As a standard action, a nefundusaurus can give a mighty roar. All creatures within 30ft of the roaring nefundusaurus must make a DC 13 Will save or be frightened for 1 round and shaken for 1d4 rounds after that. On a successful save, the creature is merely shaken for one round.

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

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
BRONTOSAURUS
Colossal Animal

Hit Dice: 20d8+183 (273 hp)
Initiative: -1
Speed: 30ft (6 squares)
Armor Class: 21 (-8 size, -1 Dex, +20 natural), touch 1, flat-footed 21
Base Attack/Grapple: +15/+41
Attack: Tail slam +20 melee (4d6+19)
Full Attack: Tail slam +20 melee (4d6+19)
Space/Reach: 30ft/30ft
Special Attacks: Trample 6d6+19
Special Qualities: Low-light vision, scent
Saves: Fort +23, Ref +11, Will +10
Abilities: Str 36, Dex 9, Con 29, Int 1, Wis 14, Cha 7
Skills: Listen +15, Spot +16
Feats: Alertness, Diehard, Endurance, Great Fortitude, Iron Will, Toughness
Environment: Warm forests, hills and plains
Organization: Solitary, pair or herd (5-20)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 19-54 HD (Colossal)
Level Adjustment: -

This massive reptilian quadruped has a short box-like head atop a long neck, a stout but powerful tail and an elephantine hide.

The largest herbivores on Skull Island, and indeed one of the largest animals to walk the land, brontosaurs are stupid and peaceful creatures that live in commensal families. Reigned over by a single fertile bull, these herds roam constantly in search of food. Fond of wide-open plains on the edges of the forest to graze on trees, they march through jungles, creating new game trails and fertilizing the soil with their dung.

The longest brontosaur ever measured grew a full 100 feet long from nose to tail, but most specimens are closer to 80 feet in length.

Combat
The sheer size of the brontosaurs protects them from all but the most dangerous or stupid predators, but brontosaur cubs are still vulnerable to the assaults of V-rexes and other superpredators. Thus, anything of appreciable size that attacks a brontosaur is subjected to powerful blows of the giant’s tail. Smaller annoyances are crushed under the sheer bulk of the creatures.

Trample (Ex): Reflex half DC 32. The save DC is Strength based.

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

Demiurge out.
 
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demiurge1138

Inventor of Super-Toast
LIGOCRISTUS
Huge Animal

Hit Dice: 10d8+53 (98 hp)
Initiative: +0
Speed: 40ft (8 squares)
Armor Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +7/+21
Attack: Tail slam +11 melee (1d8+9)
Full Attack: Tail slam +11 melee (1d8+9)
Space/Reach: 15ft/10ft
Special Attacks: Trample 2d10+9
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +7, Will +5
Abilities: Str 23, Dex 11, Con 20, Int 2, Wis 12, Cha 7
Skills: Hide +2, Listen +6, Spot +12, Swim +9
Feats: Alertness, Endurance, Run, Toughness
Environment: Temperate and warm forests, marshes and plains
Organization: Solitary, pair or herd (8-40)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment: -

This large reptilian quadruped has a stiff tail, a duck-like beak and a short erect crest on the top of its head.

One of the most common herbivores on Skull Island, ligocristuses rely more on speed, alertness and a fast reproductive rate than size or natural weaponry when dealing with predators. Versatile herbivores, they can survive on anything from grasses and shoots to leaves, bark and water-weeds. Although not specially adapted to the water, they are strong swimmers, fleeing into rivers and lakes to avoid predators (although this tactic does leave them open to water-borne dangers). Some herds even take to nesting on islands studding Skull Island’s waterways. A highly vocal species, the huge air reservoirs in their skull allow for a wide range of signals and other calls.

A ligocristus usually grows to about 30 feet in length.

Combat
Seeking to avoid combat at all costs, the usual response of a ligocristus herd to danger is to flee. If cornered, a ligocristus will lash out with its powerful tail.

Trample (Ex): Reflex half DC 21. The save DC is Strength based.

Skills: Due to the high position of their eyes, a ligocristus gains a +4 racial bonus to Spot checks. Their dappled hides serve to break up their outlines and blend in with jungle foliage, giving them a +8 racial bonus on Hide checks.

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

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
FERRUCUTUS
Huge Animal

Hit Dice: 12d8+96 (150 hp)
Initiative: -1
Speed: 30ft (6 squares)
Armor Class: 24 (-2 size, -1 Dex, +17 natural), touch 7, flat-footed 24
Base Attack/Grapple: +9/+28
Attack: Gore +19 melee (2d8+16)
Full Attack: Gore +19 melee (2d8+16)
Space/Reach: 15ft/10ft
Special Attacks: Stunning gore, trample 2d10+13
Special Qualities: Low-light vision, scent
Saves: Fort +16, Ref +7, Will +6
Abilities: Str 32, Dex 9, Con 27, Int 2, Wis 12, Cha 7
Skills: Listen +11, Spot +10
Feats: Alertness, Endurance, Great Fortitude, Iron Will, Weapon Focus (gore)
Environment: Temperate and warm plains
Organization: Solitary or herd (2-12)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Huge), 25-36 HD (Gargantuan)
Level Adjustment: -

A herd of iron grey quadrupedal beasts tramples forth, their heads growing elaborate frills studded with sharp bone horns. Sitting atop their beaks are two short horns flanking a bone lump the size of a human skull.

Ferrucutus are among the best-defended herbivores of Skull Island, their hide immensely thick and their head bristling with weaponry. Despite its effectiveness at repelling potential threats, the primary use of the panoply of horns were for sparring matches between males for access to mates. Each herd has only a single adult male, the loser forced to exist solitarily until it died or managed to oust another rival. Clever creatures, they often brush against termite mounds to dislodge parasites. Their hides are too thick for termite soldiers to penetrate, but not so the skins of annoying insects, ticks and leeches.

The average length of a ferrucutus is 30 feet in length.

Combat
A ferrucutus fights fiercely in the defense of its young, the herd forming a protective circle around the juveniles. A smaller annoyance, like a brutornis, is merely trampled.

Stunning Gore (Ex): The huge lump of bone on a ferrucutus’ snout can knock the wind out of even the most powerful foe. Any creature hit by a ferrucutus’ gore must make a DC 27 Fortitude save or be stunned for 1d3 rounds. The save DC is Strength based.

Trample (Ex): Reflex half DC 27. The save DC is Strength based.

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

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
VASTATOSAURUS REX
Gargantuan Animal

Hit Dice: 18d8+162 (243 hp)
Initiative: +3
Speed: 40ft (8 squares)
Armor Class: 26 (-4 size, +3 Dex, +18 natural), touch 9, flat-footed 23
Base Attack/Grapple: +13/+38
Attack: Bite +23 melee (6d6+19/ 19-20)
Full Attack: Bite +23 melee (6d6+19/ 19-20)
Space/Reach: 20ft/15ft
Special Attacks: Improved grab, swallow whole, worry 12d6+19
Special Qualities: Low-light vision, scent
Saves: Fort +20, Ref +14, Will +8
Abilities: Str 36, Dex 16, Con 28, Int 2, Wis 15, Cha 11
Skills: Hide +4, Listen +12, Move Silently +11, Spot +12, Survival +10
Feats: Alertness, Endurance, Improved Critical (bite), Improved Natural Weapon (bite), Run, Track, Weapon Focus (bite)
Environment: Warm plains
Organization: Solitary, pair, or company (3-4)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 19-36 HD (Gargantuan), 37-48 HD (Colossal)
Level Adjustment: -

A monstrous bipedal reptile emerges, its hide crisscrossed and its jaw asymmetrical with scars. The creature’s head is massive, easily large enough to swallow you whole. The fingers of its vestigial arms clench as if in anticipation as it bellows a challenge.

The undisputed king carnivore of Skull Island’s plains, vastatosaurus rex is an immense eating machine. Possessing great cunning and surprising dexterity for something so huge, a single V-rex can control huge swaths of territory. Fiercely territorial, most V-rexes will attempt to kill any other of their species to assert its dominance. That said, desperate vastatosauruses with little territory may team up to take down especially difficulty prey (like, for example, a giant ape…). If given the opportunity, a V-rex will gladly steal kills from smaller predators or eat carrion, digesting even the toughest, most rancid meat with its incredibly acidic stomach.

Vastatosauruses up to 50 feet long have been measured, but rumors exist of even larger ones.

Combat
Vastatosaurus is unusually stealthy for its great size, capable of springing ambushes on even alert prey. They quickly seek to grab their victim, shaking it to pieces if it is particularly large or merely swallowing it. V-rexes are generally intelligent enough to retreat from opponents capable of seriously hurting them, avoiding such targets as ferrucutus and brontosaurus.

Improved Grab (Ex): In order to use this ability, a vastatosaurus must hit an opponent with its bite attack. If it successfully gets a hold, it can worry or swallow its opponent whole.

Swallow Whole (Ex): A vastatosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 4d8+13 points of bludgeoning damage and 16 points of acid damage per round from the vastatosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

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

Worry (Ex): Each round a vastatosaurus maintains a grapple, it shakes its prey violently, dealing to it 12d6+19 points of damage.

Skills: Surprisingly stealthy for their size, vastatosaurs gain a +8 racial bonus on all Hide checks and a +4 racial bonus on all Move Silently checks. They also receive a +4 racial bonus on all Listen, Spot and Survival checks.

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

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
VASTATOSAURUS REX (SUBADULT)
Huge Animal

Hit Dice: 12d8+84 (138 hp)
Initiative: +3
Speed: 40ft (8 squares)
Armor Class: 21 (-2 size, +3 Dex, +10 natural), touch 11, flat-footed 20
Base Attack/Grapple: +9/+26
Attack: Bite +17 melee (3d6+9/ 19-20)
Full Attack: Bite +17 melee (3d6+9/ 19-20) and 2 claws +12 melee (1d6+4)
Space/Reach: 15ft/10ft
Special Attacks: Improved grab, swallow whole, worry 6d6+9
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +11, Will +6
Abilities: Str 28, Dex 16, Con 24, Int 2, Wis 15, Cha 11
Skills: Hide +6, Listen +11, Move Silently +10, Spot +11, Survival +9
Feats: Alertness, Improved Critical (bite), Run, Track, Weapon Focus (bite)
Environment: Warm forests
Organization: Solitary, pair, or company (3-4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 13-17 HD (Huge)
Level Adjustment: -

A monstrous bipedal reptile emerges, its hide crisscrossed with scars. The creature’s head is massive, easily large enough to swallow you whole. Its fingers clench as if in anticipation as it bellows a challenge.

Female Vastatosaurus rexes lay their eggs in secluded corners of Skull Island’s jungles, letting their young fend for themselves and learn how to survive. These juvenile V-rexes often join in loose bands with their brethren, leaving them capable of tackling larger and more dangerous prey in the thick forests. They prefer not to hunt when they can, stealing kills from packs of venatosaurs using intimidation and violence. The arms of a V-rex grow at a much slower rate than the rest of its body, but when young they are still usable as more than just crude props.

At the stage of their development displayed above, the V-rex is between 20 and 30 feet long. Younger individuals are size Large, with 6 HD.

Combat
Young V-rexes employ the crudest of pack tactics, all individuals springing simultaneous ambushes and tearing into prey with their huge jaws. As with adults, smaller prey is wolfed down whole, whereas larger creatures are shaken until they break. Competitive to the last, V-rexes might waste precious time when hunting snapping at their own kin to dislodge them from a particularly juicy morsel.

Improved Grab (Ex): In order to use this ability, a vastatosaurus must hit an opponent with its bite attack. If it successfully gets a hold, it can worry or swallow its opponent whole.

Swallow Whole (Ex): A vastatosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+9 points of bludgeoning damage and 8 points of acid damage per round from the vastatosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge vastatosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Worry (Ex): Each round a subadult vastatosaurus maintains a grapple, it shakes its prey violently, dealing to it 6d6+9 points of damage.

Skills: Surprisingly stealthy for their size, subadult vastatosaurs gain a +8 racial bonus on all Hide checks and a +4 racial bonus on all Move Silently checks. They also receive a +4 racial bonus on all Listen, Spot and Survival checks.

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

Demiurge out.
 

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