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

demiurge1138

Inventor of Super-Toast
More! With this, I'm out of the forests. Next stop, the abyss!

ATERCURISAURUS
Huge Animal

Hit Dice: 11d8+66 (115 hp)
Initiative: +0
Speed: 30ft (6 squares)
Armor Class: 22 (-2 size, +14 natural), touch 8, flat-footed 22
Base Attack/Grapple: +8/+24
Attack: Slam +15 melee (2d10+12/19-20x3)
Full Attack: Slam +15 melee (2d10+12/19-20x3)
Space/Reach: 15ft/10ft
Special Attacks: Augmented critical
Special Qualities: Fortification, low-light vision
Saves: Fort +13, Ref +7, Will +6
Abilities: Str 26, Dex 10, Con 23, Int 1, Wis 13, Cha 5
Skills: Listen +10, Spot +10
Feats: Alertness, Endurance, Iron Will, Weapon Focus (slam)
Environment: Warm forests
Organization: Solitary or herd (3-12)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 12-22 HD (Huge)
Level Adjustment: -

This great quadrupedal reptile has a fantastic array of bony plates growing along its spine. A dozen long spikes grow from its stiff tail.

Atercurisauruses are a dying breed on Skull Island, a close relative of stegosaurs found elsewhere. Victims of overspecialization, they only feed on a few closely related fern species. Their slow metabolism necessitates them eating almost constantly, and competition between them and other herbivores is fierce. Atercurisaurses live in herds of all females and young, with males holding larger territories encompassing several female herds. They are generally very noisy, grunting, murmuring and bellowing.

An atercurisaurus is generally between 16 and 20 feet in length.

Combat
An atercurisaurus is a vicious fighter when provoked, lashing out with their massive spiked tails. The females are fiercely protective of their offspring, and are willing to die in their defense.

Augmented Critical (Ex): The tail spikes of an atercurisaurus are razor sharp. They threaten a critical hit on a roll of 19-20 and deal x3 damage on a successful critical hit. The slam of an atercurisaurus deals piercing and bludgeoning damage.

Fortification (Ex): The bony plates of an atercurisaurus protect its spine from injury. An atercurisaurus has a 25% chance to ignore extra damage done by a critical hit or sneak attack.

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

Demiurge out.
 
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demiurge1138

Inventor of Super-Toast
FEATHERED DEVIL
Diminutive Animal
Hit Dice:
¼d8 (1 hp)
Initiative: +3
Speed: 15ft (3 squares), climb 15ft, fly 30ft (average)
Armor Class: 19 (+4 size, +3 Dex, +2 natural), touch 17, flat-footed 16
Base Attack/Grapple: +0/-16
Attack: Bite +3 melee (1d2-4)
Full Attack: Bite +3 melee (1d2-4)
Space/Reach: 1ft/0ft
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 3, Dex 16, Con 10, Int 1, Wis 14, Cha 5
Skills: Climb +11, Hide +16, Listen +5, Move Silently +4, Spot +5
Feats: Alertness, Weapon Finesse (B)
Environment: Warm forests
Organization: Solitary
Challenge Rating: 1/6
Treasure: None
Alignment: Always neutral
Advancement: -

A tiny blue and yellow lizard flits on feathered, clawed wings.

A remarkable creature, the lizard called the feathered devil has learned how to fly. Unrelated to the flizards, the many gliding lizards of Skull Island, the feathered devils have developed feather-like scales and are perhaps on their way towards becoming even more bird-like. Fast and nimble, they eat insects, plucking them out of the sky with needle-toothed jaws. Loud, they bark to claim territory and to attract mates.

A feathered devil grows to a maximum of 6 inches long.

Combat
Feathered devils are terrors to flies, smallish beetles, and many other insects. To a human, however, they are practically harmless. Shy creatures, they’d only attack if picked up, and even then is very unlikely to cause any lasting damage.

Skills: A feathered devil 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 is copyright 2005 Weta Workshop.

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
FLIZARD
Diminutive Animal

Hit Dice: ¼d8 (1 hp)
Initiative: +2
Speed: 15ft (3 squares), climb 15ft
Armor Class: 18 (+4 size, +2 Dex, +2 natural), touch 16, flat-footed 16
Base Attack/Grapple: +0/-16
Attack: Bite +0 melee (1-4)
Full Attack: Bite +0 melee (1-4)
Special Qualities: Gliding, low-light vision
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 3
Skills: Climb +10, Hide +15, Listen +4, Move Silently +3, Spot +4
Feats: Alertness
Environment: Warm forests
Organization: Solitary
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: 1 HD (Tiny)
Level Adjustment: -

A myriad of lizards glide past, some red with horns, others green with elaborate crests, still others with forked tails.

Flizards are a loosely affiliated group of gliding arboreal lizards that dwell in Skull Island’s treetops. They feed on either insects or berries and leaves. They come in many varieties. The alatusaurs are the most common, with membranes grown over their ribs – members of this group are the largest of the flizards. Alieposaurs are closely related, and have wing-like structures growing from their arms and legs. Aerosaurs have webbing growing between their toes and along their tails. Novusauruses have many flaps the color of copper and forked tails – they feed solely on butterflies.

The largest flizards grow over a foot long, but most are only between 6 to 10 inches.

Combat
Flizards don’t fight anything larger than the insects they eat – they flee or hide from giant centipedes, Skull Island blue hawks and other predators.

Gliding (Ex): Every flizard has a gliding membrane, although different flizards have them growing in different ways and places. The flizard can fly for up two rounds at a time at a speed of 15 ft. with poor maneuverability. It also allows the flizard to glide downwards, enabling it to treat falls as if they were 40 feet shorter than they actually are as long as it is not helpless.

Skills: A flizard 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 is copyright 2005 Weta Workshop.

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
HOWLER BAT
Tiny Animal
Hit Dice:
1d8+1 (5 hp)
Initiative: +2
Speed: 10ft (2 squares), climb 15ft, fly 40ft (good)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/-10
Attack: Bite +3 melee (1d4-2)
Full Attack: Bite +3 melee (1d4-2)
Space/Reach: 2½ft/2½ft
Special Qualities: Low-light vision
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 6, Dex 14, Con 13, Int 2, Wis 14, Cha 5
Skills: Climb +10, Listen +3, Move Silently +4, Spot +7
Feats: Flyby Attack, Weapon Finesse (B)
Environment: Warm forests
Organization: Solitary or flock (2-12)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny)
Level Adjustment: -

A pale shape flies forth, a great winged rat with bulging eyes and a long naked tail.

Not actually bats, howler bats are winged rats. Their wings are not grown over all the fingers, unlike bats, their wings are supported on a single thick finger. With their keen eyes, they can spot flizards, large insects, rats and bats in the thick undergrowth of Skull Island’s jungles, which they snap up ravenously. Their eerie shrieks can echo great distances through the jungle, alerting more of their kind of the presence of a feast.

A howler bat grows to about a foot long, and they can have a five foot wingspan.

Combat
Ill tempered and perpetually hungry, a howler bat might lash out at an adventurer if startled. Their teeth are sharp enough to give a bitten human a good shock.

Skills: A howler bat 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.

Howler bats have a +4 racial bonus on all Spot checks.

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

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
Into the abyss!

DECARNOCIMEX
Medium Vermin
Hit Dice
: 4d8+16 (34 hp)
Initiative: +1
Speed: 30ft (6 squares), climb 10ft
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +3/+6
Attack: Claw +6 melee (2d4+3)
Full Attack: 2 claws +6 melee (2d4+3) and bite +4 melee (1d4+1)
Space/Reach: 5ft/5ft
Special Attacks: Rend 4d4+4
Special Qualities: Darkvision 60ft, light blindness, mindless, scent
Saves: Fort +7, Ref +2, Will +1
Abilities: Str 16, Dex 13, Con 17, Int - , Wis 11, Cha 3
Skills: Climb +11
Feats: Multiattack (B)
Environment: Warm mountains and underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium), 9-12 HD (Large)
Level Adjustment: -

A long bodied insect clambers out on four legs, its front two legs modified into curved blades. Its mandibles clatter as if in anticipation.

Giant flesh-eaters distantly related to the grasshopper, the decarnocimex is one of several voracious species of vermin adapted to life in the abyssal crevasses of Skull Island. There, they feed on any creature foolish or unlucky enough to wander or fall into the dark, rocky chasms. They hunt as well as scavenge, feeding on weta-rexes when other prey is not available. The females wall up their eggs in cracks in the rock, protecting them with sticky mucus and providing rotting meat for their larva to consume before they venture into the greater world.

Decarnocimex have been recorded from five to ten feet in length, although it is possible that they get larger still.

Combat
A decarnocimex attacks with claws and mandibles at any sign of fresh meat. They avoid bright light.

Rend (Ex): If a decarnocimex hits with both claws, it latches onto its victim and tears the flesh, dealing an additional 4d4+4 points of damage.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds decarnocimex for one round. On subsequent rounds, they are dazzled as long as they remain in the area.

Skills: A decarnocimex has a +8 racial bonus on all Climb checks and can take 10 on Climb checks even when rushed or threatened.

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

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
WETA-REX
Small Vermin
Hit Dice:
1d8+1 (5 hp)
Initiative: +2
Speed: 40ft (8 squares), climb 10ft
Armor Class: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +0/-3
Attack: Bite +3 melee (1d4+1)
Full Attack: Bite +3 melee (1d4+1)
Space/Reach: 5ft/5ft
Special Qualities: Darkvision 60ft, light blindness, mindless, scent
Saves: Fort +3, Ref +2, Will +!
Abilities: Str 12, Dex 15, Con 13, Int - , Wis 13, Cha 1
Skills: Climb +9
Feats: Weapon Finesse (B)
Environment: Warm mountains and underground
Organization: Solitary, pair, chitter (4-12) or mob (see below)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small), 3 HD (Medium)
Level Adjustment: -

An army of brown crickets the size of dogs with giant saw-toothed mandibles rushes your way.

Vicious pack hunters of Skull Island’s chasms, the weta-rexes are a threat to all they encounter. Eternally voracious, they roam caves and crevasses looking for prey, mostly sick and infirm dinosaurs. A lone weta-rex is one not likely to survive for long – they are most commonly found in huge mobs of slick chitin and rasping mandibles.

The weta-rex is between two to three feet long.

Combat
Weta-rexes fight mindlessly and without fear, consuming all in their paths. The only thing that gives them pause is bright light.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a weta-rex for one round. On subsequent rounds, they are dazzled as long as they remain in the area.

Skills: A weta-rex has a +8 racial bonus on all Climb checks and can take 10 on Climb checks even when rushed or threatened.

WETA-REX MOB
Gargantuan Vermin (Mob)
Hit Dice:
30d8+30 (165 hp)
Initiative: +0
Speed: 30ft (6 squares), climb 10ft
Armor Class: 9 (-4 size, +1 Dex, +2 natural)
Base Attack/Grapple: +22/+35
Attack: Mob (5d6)
Full Attack: Mob (5d6)
Space/Reach: 20ft/0ft
Special Attacks: Expert grappler, trample 2d6+1
Special Qualities: Darkvision 60ft, immune to critical hits, sneak attacks, flanking, grappling, bull’s rushes and tripping, light blindness, mindless, mob anatomy, scent, vulnerability to area effects and spells
Saves: Fort +18, Ref +10, Will +9
Abilities: Str 12, Dex 15, Con 13, Int - , Wis 11, Cha 1
Skills: Climb +11
Environment: Warm mountains and underground
Organization: Solitary, pair or horde (3-12 mobs)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: -

The attacks of a weta-rex mob act as if it was a swarm, dealing 5d6 points of slashing, piercing and bludgeoning damage to any creature within the mob’s area at the end of its move, with no attack roll needed.

Combat
Expert Grappler (Ex): A weta-rex mob can maintain a grapple without penalty and still make attacks against other targets. A mob is never considered flat-footed when grappling.

Trample (Ex): A weta-rex mob that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample that creature. Trampled creatures take 2d6+1 point of damage. The trampled creature can either make a DC 26 Reflex save to halve the damage or take an attack of opportunity. The save DC is Str based.

Light Blindness (Ex): See weta-rex

Mob Anatomy (Ex): A weta-rex mob has no clear front or back and no discerable anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled or bull’s rushed.

Unlike standard swarms, a weta-rex mob is only made up of 48 individual creatures, so spells and effects that target individual creatures can have an effect on the mob. Each specific creature killed, disabled or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels to the mob. A mob that gains negative levels equal to its hit dice or is reduced to 0 hp (mobs are never considered disabled or dying) is dispersed. Negative levels bestowed in this fashion are not negative energy effects, and cannot be removed by restoration or similar effects. A mob takes half as much again damage (+50%) from spells or effects that target an area.

If a mob is dispersed through lethal tactics, 30% of the weta-rexes within are slain and 30% are reduced to 0 hit points.

Skills: See weta-rex.

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

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
ARACHNOCLAW
Medium Vermin

Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 30ft (6 squares), climb 20ft
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d6+3 plus disease)
Full Attack: Bite +5 melee (1d6+3 plus disease) and 2 claws +3 melee (1d3+1)
Space/Reach: 5ft/5ft
Special Attacks: Disease
Special Qualities: Darkvision 60ft, light blindness, mindless, scent
Saves: Fort +5, Ref +2, Will +1
Abilities: Str 16, Dex 13, Con 15, Int -, Wis 11, Cha 3
Skills: Climb +11, Hide +5, Move Silently +5
Feats: Multiattack (B)
Environment: Warm mountains and underground
Organization: Solitary, pair or tangle (3-10)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: -

A hideous blend of crustacean and arachnid, this spidery horror has an elongated body, six chitinous legs and two pincers. Antennae twitch and shiver as it scuttles towards you.

Primitive spider-like creatures, arachnoclaws lurk in the dark depths of Skull Island’s chasms. They are predators and scavengers when adults, but parasitic as juveniles. Arachnoclaws lay their eggs in carrion in the hopes that they will be ingested by the grotesque carnictis worm. In the worm’s body, the juvenile arachnoclaws grow and feed on the carnictis’ half-digested meals, until they emerge from the worm’s rectum as tiny adults (tiny monstrous spider, as per the MM, without webs and replacing poison with disease).

An arachnoclaw grows to six feet long and can have an eight foot legspan.

Combat

Arachnoclaws, unlike most of the creatures they share the pits with, have a knack for hiding and often spring from ambush at warm prey. Their mandibles are laced with a cocktail of diseases obtained from their carrion diet and unhealthy environment.

Disease (Ex): Any creature bitten by an arachnoclaw must make a DC 13 Fortitude save or contract pit plague. Incubation period 1 day, damage 1d4 Con. A creature infected with pit plague slowly rots away, their flesh dying and falling off in black sheets.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds an arachnoclaw for one round. On subsequent rounds, they are dazzled as long as they remain in the area.

Skills: An arachnoclaw has a +8 racial bonus on all Climb checks and can take 10 on Climb checks even when rushed or threatened.

An arachnoclaw has a +4 racial bonus on all Hide and Move Silently checks.

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

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
DEPLECTOR
Medium Vermin

Hit Dice: 6d8+24 (51 hp)
Initiative: +2
Speed: 10ft (2 squares), climb 10ft
Armor Class: 20 (-2 Dex, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +4/+10
Attack: Claw +10 melee (2d6+6)
Full Attack: 2 claws +10 melee (2d6+6)
Space/Reach: 5ft/5ft
Special Attacks: Crush 2d6+9, improved grab, sudden strike +2d6
Special Qualities: Anchored, blind, blindsight 30ft, mindless
Saves: Fort +9, Ref +0, Will +4
Abilities: Str 22, Dex 7, Con 18, Int - , Wis 14, Cha 4
Skills: Climb +14, Hide -2*
Feats: Improved Initiative (B)
Environment: Warm mountains and underground
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Medium), 13-14 HD (Large)
Level Adjustment: -

The rock rushes forward with mammoth claws, not rock at all, but some form of mammoth crab!

Ambush predators of the Skull Island abysses, deplectors are patient and cunning. They hide in holes in the cliff face, gluing themselves down with elastic secretions from their abdomens. When they sense prey pass by, they lunge, relying on their anchorage to avoid plummeting from the cliff-face. They are especially fond of the tiny vulturesaurs that flit through the upper levels of the chasms hunting for insects (treat vulturesaurs as owls with a bite attack replacing the talons).

A deplector is between four and eight feet long, and nearly as wide.

Combat
Deplectors strike from ambush with their huge claws. They seek to grab and crush prey. If they get a hold, they will often break their tethers and retreat into the cliff-face with their morsel.

Crush (Ex): A deplector deals an additional 2d6+9 damage each round it maintains the grapple as it squeezes the life from its prey.

Improved Grab (Ex): In order to use this ability, a deplector must hit a Medium or smaller foe with a claw attack. If it gets a hold, it can crush its victim.

Sudden Strike (Ex): A deplector deals an extra 2d6 points of damage against flat-footed foes.

Anchored (Ex): The strands holding a deplector down are very sturdy. A deplector gains a +8 bonus to all checks made to resist being tripped, bull’s rushed or grappled. A deplector can sever these strands as a free action, and can lay them down as a move action.

Blind (Ex): Immune to visual effects, gaze attacks and illusions.

Skills: A deplector has a +8 racial bonus on all Climb checks and can take 10 on Climb checks even when rushed or threatened.

*A deplector has a +12 racial bonus on all Hide checks made against a background of stone.

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

Demiurge out.
 
Last edited:

demiurge1138

Inventor of Super-Toast
This one I already posted for the March Movie Monster Madness, but it's been edited somewhat since then.

CARNICTIS
Large Vermin
Hit Dice:
5d8+10 (32 hp)
Initiative: -1
Speed: 15ft (3 squares), swim 30ft
Armor Class: 13 (-1 size, -1 Dex, +5 natural), touch 7, flat-footed 12
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d6+6)
Full Attack: Bite +6 melee (1d6+6)
Space/Reach: 10ft/10ft
Special Attacks: Chew 2d6+6, improved grab
Special Qualities: Blind, blindsight 100ft, damage reduction 5/slashing or piercing, mindless, vermin
Saves: Fort +6, Ref +0, Will +1
Abilities: Str 18, Dex 9, Con 15, Int - , Wis 11, Cha 3
Skills: Hide +5, Swim +12
Environment: Warm mountain lakes and underground
Organization: Solitary, pair or filth (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large), 11-20 HD (Huge)
Level Adjustment: -

A fat pus-white worm oozes from the mire, the end of its body unfolding to reveal a pink proboscis studded with ivory teeth the length of a human finger.

Carnictis, also called the weasel-worm by those few who have survived an encounter with them, are disgusting scavengers that lair in foul bogs in Skull Island's crevasses and caves. They lie in wait for creatures to stumble into their domain and then devour them messily. Unintelligent, they nevertheless seem to recognize others of their own species, forming awful congregations to feed.

A carnictis is usually about ten to thirteen feet long, but grow bigger.

Combat
Carnictis attack from ambush and en masse, each grabbing a different limb of the same helpless victim and pulling it apart from all sides. They do not cooperate, but do not attack each other unless starvation is imminent. They are too stupid to fear death, and thus never retreat.

Chew (Ex): When a carnictis gets a hold on a foe, it chews and swallows vast hunks of the creature’s flesh, dealing 2d6+6 damage each round it maintains the grapple.

Improved Grab (Ex): In order to use this ability, a carnictis must hit a Medium or smaller foe with its bite attack. If it gets a hold, it can chew.

Blind (Ex): Immune to visual effects, gaze attacks and illusions.

Skills: A carnictis gains a +10 racial bonus on all Hide checks.

A carnictis gains a +8 racial bonus on all Swim checks, and can always take 10 on Swim checks even when rushed or threatened.

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

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
ABYSCIDIS
Tiny Vermin

Hit Dice: ½d8 (2 hp)
Initiative: +1
Speed: 20ft (4 squares), climb 10ft
Armor Class: 17 (+2 size, +1 Dex, +4 natural), touch 13, flat-footed 16
Base Attack/Grapple: +0/-9
Attack: Claw +1 melee (1d3-1)
Full Attack: 2 claws +1 melee (1d3-1)
Space/Reach: 2 ½ft/2 ½ft
Special Qualities: Darkvision 60ft, light blindness, mindless
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 8, Dex 13, Con 10, Int -, Wis 11, Cha 2
Skills: Climb +7
Environment: Warm mountains and underground
Organization: Solitary, pair or troupe (4-24)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny), 3 HD (Small)
Level Adjustment: -

Scuttling out of the dark come dozens of tiny crabs, their claws clicking.

Smaller relatives of the mighty deplectors, abyscidis are tiny scavenging land crabs that dwell in the abysses of Skull Island. Unparticular, they eat just about any organic matter they can find. They live in colonies near water, for their eggs need to be submerged to develop.

An abyscidis is about one to two feet long.

Combat
Abyscidis usually do not attack healthy living creatures, although if disturbed they can give a nasty nip with their sharp claws.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds an abyscidis for one round. On subsequent rounds, they are dazzled as long as they remain in the area.

Skills: An abyscidis has a +8 racial bonus on all Climb checks and can take 10 on Climb checks even when rushed or threatened.

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

Demiurge out.
 

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