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

demiurge1138

Inventor of Super-Toast
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.
 

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demiurge1138

Inventor of Super-Toast
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.
 

demiurge1138

Inventor of Super-Toast
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.
 

demiurge1138

Inventor of Super-Toast
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.
 

demiurge1138

Inventor of Super-Toast
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.
 

demiurge1138

Inventor of Super-Toast
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.
 

demiurge1138

Inventor of Super-Toast
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.
 


Scorpion13

First Post
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.
 

Olly

First Post
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. :uhoh:

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

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